henke on 26/2/2015 at 18:15
Oh I totally get that! :D Ever since playing Hoplite, I've had an idea for a John Woo-flavoured simulatanous turn based shootout game kicking around in my head. It'd be very fast paced, with only two button presses required per turn. One to set the aiming direction, one to set the movement direction. Then the turn plays out with your character shooting at baddies in the direction you've set him to aim and move in the direction you've set him to move. If there's tables in the way they get shootdodged over.
I've had a lot of game ideas lately, not sure this is one that'd actually be doable, but I might try making a prototype at some point.
As for What I'm Making: nothing this week! With the week off from work and a new computer here my work ethic has flown out the window. Just playing games right now. Will get back to Stilt Fella on Monday.
Pyrian on 27/2/2015 at 05:58
Scrolling is more complicated than it seems. My scroll update function is almost 100 lines of code. :p And I'm not even slowing it down as you approach the target position, like most implementations do (so it doesn't look as smooth).
Yakoob on 27/2/2015 at 09:27
Oooh interesting. Got any screenies to share? Are you using any 2D frameworks (Orthello, U2DEX, Tilemap systems etc) or coding everything from scratch?
That reminds me of another idea I've been prototyping few months back, also a top-down grid-based turn base strategy and has the same "each time you move enemy moves" thing going to keep it fast and responsive. Kinda like rogue-likes. Got the basic gameplay down but wasn't sure if I was really having fun or not, definitely needs a lot more prototyping and experimenting to nail the balance. But its on backburner until my current big boy is done :p
Inline Image:
http://karaski.com/wp-content/uploads/2015/02/themass-unity3d-game-prorotype.jpg
demagogue on 27/2/2015 at 11:16
I'm still picking at my French Revolution simulator.
I'm getting pulled in two different directions what I want to do with it. Generally I want it to be quite sandbox, like a Paradox game or Dwarf Fortress, where you can go down different tracks, the main one being trying to become the next ruler of France (or see the restoration through if you swing that way), but also alternative tracks like become the ArchBishop of Paris, or build a commercial/criminal empire with whatever your profession is. I'm also planning a set of NPCs the player is in competition with, vying for the same main positions (as opposed to spawned or quest AI who are just there as disposable fodder).
But a part of me would like to still have some storytelling elements and something to actually do as you're walking around the streets of 1780s Paris. The player is going to be able to walk or ride horseback around town, deal with spawned AI on the streets, enter buildings (with procedurally generated interiors & stats, possibly missions), and have dialogs with NPCs.
There are a few paradigms here. For a game like Hardwar, there's missions you do for a guy that take you through a story, but on the side you're doing Elite-like sandbox trading. There are games where you do short mission threads, most of which for their own sake, but some of which add up to a story, like GTA (old and new), X3, Skyrim even. And there are roguelikes where the missions themselves are randomized and sandbox, but there are some story points (or bosses) and you're making general progress towards something, like oldschool Rogues, Pixel Dungeon I'm playing these days, Transcendence, FTL. Or even more in the sandbox direction, but with events that tend to add up to tell their own story, is something like Dwarf Fortress. I haven't played Sunless Sea yet, but I'm curious what it does. I could see some mission or narrative structure to get the player started on some otherwise sandboxy tracks too like the way Skyrim missions are structured to get people into different factions and making progress in them. Like are you a farmer planting wheat, a baker buying it and setting up shops all over town, a priest wooing rich parishoners, a bandit, a police or soldier keeping the peace in the erupting chaos, a noble trying to keep his head, a sans-culottes trying to take it ... Whatever you are, getting a reputation among your peers for doing what you do well. I know I want something, and I'm tempted by different approaches, but I need to find the right one for this game. I have to say, though, since no marketer is looking over my shoulder, I'm tempted to go the Dwarf Fortress route and let people go to into as much depth as they want to go down (beyond the simple Elite model where you just pick Solider, Trader, or Pirate). Then it's "scored" like a Paradox game. I mean, there's not an absolute score, but there's a relative score of reputation from your peers, along with maybe money, and the basic game is to improve your position better than when you started. But otherwise the game isn't going to tell you exactly what to do.
Of course, aside from the design debate is the question of game mechanics. Sometimes I feel like, when I'm writing down my ideas, I'm starting to derail from thinking about what the game is going to actually be doing each frame.
Edit: Image
[ATTACH=CONFIG]2098[/ATTACH]
henke on 27/2/2015 at 20:27
The environment in that scene, dema, is that from some old history book or did you make it? Because if you did then holy shit well done, that's amazing. Game sounds very ambitious, looking forward to seeing more of it.
About Sunless Sea, it lets you choose your character's backstory and his goal in life at the start of each game. It also gives you the option to leave it clouded in mystery, and just take things as they come.
RE: video editors. I tried using Blender but it's indeed quite fiddly, and even doing simple things seems to be a bit of a hassle. Went ahead and bought the Adobe bundle. Premiere Elements is alright! I even like some of the things it does better than how Premiere CC does them. And it lets you encode and upload straight to YouTube, which takes a bit of extra work out of the process.
Renzatic on 27/2/2015 at 22:58
Considering the huge, huge, HUGE advances Blender has made over the last couple of years, I figured it was high time I get around to learning it's ins and outs in a big, bad way.
Also, I'm snowed in, and don't have anything else to do.
So I hit up BlenderCookie, downloaded about 17GB of tutorials, and started making my way through them.
(
https://dl.dropboxusercontent.com/u/3018396/Plane.jpg) Here's an airplane.
Honestly, I'm amazed they're giving it away for free.
Pyrian on 28/2/2015 at 07:57
Quote Posted by Yakoob
Got any screenies to share?
Uh, I guess I can do that. Keep in mind that this is strictly placeholder art - the sprites were literally created with the idea of "how can I get something recognizable in the least amount of time".
(
http://s32.photobucket.com/user/Pyrian/media/Glade%20Raid/BoarFight1_zpsz2ncxhab.png.html)
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/Glade%20Raid/BoarFight1_zpsz2ncxhab.pngSome boars are approaching our intrepid heroes. The berserker stands ready to meet their charge, with the javelin-wielding Kern behind, and the archer Ranger a bit further away.
Below each unit is their health; the bottom boar has four maximum health, and has already taken a point of damage (represented by an X through one of his red health icons).
Above each unit are their active defenses. The boars can only parry, so each has a single parry icon above their head. The Ranger can only dodge, and so has a dodge icon. The Kern can parry and dodge, so has both icons. Lastly, the berserker, carrying a shield, and so can parry, block, and dodge. Each active defense can only be used once per round; some attacks cannot be defended by some defenses (e.g. you cannot parry arrows).
On the right side we have our heroes' orders. The red bar indicates their two current orders (the buttons below are for assigning them). The Ranger, at the top, is going to shoot, and then nock another arrow. (The top boar has a cyan "target" icon indicating that he's being targeted by the Ranger.) The Berserker is going to spend both rounds concentrating on parrying; that gives him an extra parry defense, which combined with his dodge and block, will prevent the boars from being able to harm him with their two attacks each. (Not very berzerkery I suppose.) The Kern is going to throw both of his remaining javelins in-hand at the closest target (i.e. no specific target is set). Ammo in-hand versus on person is shown to the right of each hero order icon in the right-hand bar; this shows that the Ranger has one arrow nocked and a lot more in his quiver, the berserker has four throwing axes stowed away, and the Kern has two javelins in-hand and another three on his back.
(
http://s32.photobucket.com/user/Pyrian/media/Glade%20Raid/BoarFight2_zpseccqiczq.png.html)
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/Glade%20Raid/BoarFight2_zpseccqiczq.pngHere we're down to one boar with half his health. Notice on the left, we've got our big start turn button (which is yellow because no orders have been issued yet), a turn history which gives a text account of our battle so far, and a progress bar which moves during the turn.
(
http://s32.photobucket.com/user/Pyrian/media/Glade%20Raid/BoarFight3_zpsl88o4i8j.png.html)
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/Glade%20Raid/BoarFight3_zpsl88o4i8j.pngOrders have been given. The play button turns green. That remaining boar - barely visible behind three targeting icons (two swords for melee attack orders, one arrow-in-target for the Ranger's ranged attack) is about to have a very bad day.
(
http://s32.photobucket.com/user/Pyrian/media/Glade%20Raid/BoarFight4_zpsmoku8lq1.png.html)
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/Glade%20Raid/BoarFight4_zpsmoku8lq1.pngThe boars are dead and we've zoomed out as our intrepid heroes path to enjoin perilous battle with some target dummies. Honestly, the boars can absolutely murder the party if you don't take them on carefully, but the target dummies can't even attack.
Quote Posted by Yakoob
Are you using any 2D frameworks (Orthello, U2DEX, Tilemap systems etc) or coding everything from scratch?
Scratch. I wonder if that's a bad idea? I admit I haven't researched any of the offerings at all.
Pyrian on 5/3/2015 at 02:33
Incremental development just bit me again.
Basically I'm chunking as small as I can, and testing as frequently as I can. But very little is being built with later steps in mind. I mean, a lot of little basics are there. But most of the code is the bare minimum to get things working in the current build. Sometimes this is really good, like when I decided to change how levels would load just before that feature even went in. I'm certainly glad I hadn't gone very far down the original path. But other times I link code without remembering that it was created with simpler assumptions and needs to be reworked - especially in cases like level loading, which touches almost everything.
Yakoob on 7/3/2015 at 07:54
Pyrian, how long have you been doing GameDev for? It sounds like you're actually doing the right thing (iterative/agile devlopment) but maybe just like the experience and hindsight? Ever hear the adage "make games not engines?"
For me, I almost have the opposite problem where I tend to over-engineer systems in preparation "for the future" but the future either never comes, or changes significantly when I get to it. So I'm trying to make myself "think smaller," especially since I do have some hindsight from working on multiple games/engines and at least get the general direction right.
I'd highly recommend you read documentations for other Engines or game editors for games similar to what you doing (I researched NWN, Arcanum and Skyrim for RPGs). It will give you a ton of idea about high level design/functionality that works, and guide your small-scale design in that direction.
Though I will say, following the Unity's tutorials didn't work out so well. As soon as my game grew in size I had to undo a lot of the practices, particularly with input and level loading, as you noticed yourself.
Pyrian on 7/3/2015 at 17:01
Quote Posted by Yakoob
Pyrian, how long have you been doing GameDev for?
Almost a year, recently. Did a lot as a kid, too, with Applesoft Basic and Turbo Pascal.
Quote Posted by Yakoob
It sounds like you're actually doing the right thing (iterative/agile devlopment) but maybe just like the experience and hindsight?
I actually have an Agile web database background, but even there, wide decisions and the database skeleton itself were usually made upfront in the first sprint, and rarely changed. At the end of the day, a lot was made about being able to change development plans on a dime, but this was talking mostly about the UI layer or at deepest the database wrapper. You couldn't last-minute change how half a dozen tables interrelated without creating a mountain of work (unless you faked it in the wrapper).
Quote Posted by Yakoob
For me, I almost have the opposite problem where I tend to over-engineer systems in preparation "for the future" but the future either never comes, or changes significantly when I get to it.
But it
is really nice when you go to hook up a new feature and realize that your other components are already prepared for it, isn't it? :D This is more my natural inclination, too, but I'm trying to hurry along; I need this project stranger-playable in a week, or I'll have to push it several months, as a traditional web database project is coming down my pipeline and won't wait any longer.
Quote Posted by Yakoob
I'd highly recommend you read documentations for other Engines or game editors for games similar to what you doing (I researched NWN, Arcanum and Skyrim for RPGs). It will give you a ton of idea about high level design/functionality that works, and guide your small-scale design in that direction.
Hrm. One of the challenges here is that even the games that inspired this game aren't very much like it. There aren't many simultaneous turn games out there (aside from Frozen Synapse/Cortex, of course).
Quote Posted by Yakoob
Though I will say, following the Unity's tutorials didn't work out so well.
I only ever did the roll-a-ball and 2D tutorials. Once I could work... I did. I'm more of a fan of reference works, at the end of the day.
Quote Posted by Yakoob
As soon as my game grew in size I had to undo a lot of the practices, particularly with input and level loading, as you noticed yourself.
Interesting. What happened with your inputs?