Bay 12 Games Forum

Finally... => Creative Projects => Topic started by: Solifuge on September 14, 2016, 05:08:18 pm

Title: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on September 14, 2016, 05:08:18 pm
Seeing as how there's a lot of community members with Game-Related projects, let's set aside a thread to talk about 'em!

Whether you're programming something for fun, creating a mod for an existing game, building a new tabletop or forum game, or are just interested in Game Design in general, this is a dedicated place to chat and share your stuff! Feel free to ask questions, share screenshots of your works-in-progress, link playable demos or finished projects, ask questions, solicit feedback, or whatever else folks deem appropriate. If you have a dedicated thread for a long-term project, feel free to link it here as well.

Thread Guidelines:
Of course, standard Forum Rules and Guidelines (http://www.bay12forums.com/smf/index.php?topic=27009.0) apply here too. I'll update the OP if more guidelines become necessary. Let's work hard, play hard, learn from each other, and have a good time!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: spümpkin on September 14, 2016, 06:00:38 pm
Oh, neato! I thought about making this a while back, but it's good to see someone else took up the reins.

I'm currently working on a project with some others, but I'm on mobile right now, so i can't give a detailed rundown. Also, spoilers :P
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on September 14, 2016, 07:21:23 pm
Okay, kicking it off with what's basically a double-post. I'm a rebel like that:

Ancient Akkadians: (http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=21983)
Made in 72 hours, by Hitchhiker (https://twitter.com/HitchH1k3r), Solifuge (https://twitter.com/Dahold), and Naali (https://twitter.com/AlopexL)
Based on the Theme: Ancient Technology

Play it here! http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=21983
Tools Used (Free): Unity (https://unity3d.com/), Sublime Text (https://www.sublimetext.com/), Blender (https://www.blender.org/), Audacity (http://www.audacityteam.org/)
Source Files: GitHub (https://github.com/hitchh1k3r/LudumDare36)
Build Timeline: via GitHub (https://github.com/hitchh1k3r/LudumDare36/commits/master)

(https://dl.dropboxusercontent.com/u/80372290/LD36%20Splash.png)



Overview / Post-Mortem:

This is a short, finished game project I worked on for a 72-Hour Game Jam called Ludum Dare 36 (http://ludumdare.com/compo/ludum-dare-36/?action=preview). The idea behind the Ludum Dare is to take a theme or idea, build a playable game based on it in less than 3 days, and then submit it to the public for feedback and critique. The theme was Ancient Technology. Our team went with a hybrid of sorts between Tower Defense and City Builder games. You gather basic resources, plant crops, and build production and defensive structures, all the while keeping your crops safe from deer, and your workers safe from wolves. It's definitely an idea I'd like to iterate on in the future!

The game is playable right on the Ludum Dare project page (http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=21983). You can opt to play the 72-hour Competition Version, but I'd suggest playing the improved downloadable version we just finished this afternoon, which includes descriptive tooltips, game balance fixes, music, and sound effects that were locally-sourced inside My and Naali's faces. :D

The project was developed in Unity, and coded in C# using Sublime Text, primarily by Hitchhiker with some help from me and Naali. The sprites were all modelled by me using Blender, and animated in code. Sound effects were created by Naali and I, using vocal / foley techniques and the doodads on my desk, and editied in Audacity. Music loops were written by me in FruityLoops. The Unity project, all the source files, and the messy and hastily written code are available to download and look at via Github (https://github.com/hitchh1k3r/LudumDare36).

Since the theme is announced at the start of the 72 hours, and since that falls really late in the team's time zone, we spent the first night brainstorming, developing ideas into a concept with a basic gameplay outline, discussing the pros and cons, and voting on our favorites and least favorites. (P.S. Even though the team vetoed it, I still really want to make that "VR Hunter-Gatherer Iron Chef" Game some day.)

Time constraints had me thinking of simple graphics styles I could pull off. Decided to go with something that looked like wooden boardgame pieces (I was thinking Carcassonne or Agricola). One neat trick I learned was how to use smooth and sharp edge-normals to make it look hand-carved, even though the pieces were untextured and low-poly. Trivia Time: The tree bark was modeled after the look of a carrot I'd recently peeled.

Sample Music Loops on Soundcloud (https://soundcloud.com/dale-holdampf/ancient-akkadians)
Pretty simple stuff, but I was having trouble finding inspiration and a group of instruments to use. I went with Vaguely Persian, which was my best guess at something that would feel Mesopotamian. The different loops play based on the current phase of the game; I was thinking of old Rareware games, and how the original Banjo-Kazooie played different versions of the same motiff as you wandered around to different parts of the level.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mesa on September 15, 2016, 12:45:52 am
PTW.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: monkey on September 16, 2016, 08:42:53 am
Thingy I made a long time ago, ogre3d+recastnavigation+bullet+ some models from Evil Genius.

https://gfycat.com/GrayInnocentEmu
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mephansteras on September 16, 2016, 01:17:01 pm
Since I picked up Game Maker Pro from Humble Bundle, I started playing around with it.


Right now I'm working on a basic top-down terrain generation program using perlin noise. Found a couple of useful tutorials on how to do that and some basic stuff in Game Maker.

Right now it doesn't do much beyond the tutorials other than a simple erosion to smooth things out.

(https://i.img.ie/sOT.png) (https://img.ie/image/sOT)

I'm planning on expanding that a good bit.

First off I need to get more options and controls onto the screen so changing stuff isn't all hard-coded. Things like erosion amounts.

Next up is going to be a rainfall map, probably based on wind coming in from one of the 4 sides.

After that I can do Terrain types based on rainfall and elevation, rather than the simple elevation based coloration down now.

Once that is done, I'm thinking I'll work on some river generation and actual water placement instead of the simplistic elevation based water. Oceans/coastline should probably be a flood-fill from a map edge, while inland can be purely stream/river based.


Assuming I'm still having fun once all that is in I'll probably try to actually do something with that maps. :P
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on September 16, 2016, 03:42:48 pm
Here's Bit Bot Bash, a game for WebGL made in Unity. It's an isometric shooter sorta similar to Gauntlet, but stripped down even from that.

(http://i.imgur.com/t3HEo3c.png)

(http://i.imgur.com/exDUd7s.png)

To be honest, I'm not excited with how it's turning out. The basic mechanics work and the planned levels are all in there to varying degrees, but it just doesn't seem very fun except for the final boss (still a heavy WIP).

I want to wrap it up in the next couple days, since I'm heartily sick of working on it and want to get back to something more interesting. The reason I decided to make such a simple game is so that there was no way I couldn't finish it, bar laziness.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on September 16, 2016, 03:47:28 pm
Since I picked up Game Maker Pro from Humble Bundle, I started playing around with it.

Right now I'm working on a basic top-down terrain generation program using perlin noise. Found a couple of useful tutorials on how to do that and some basic stuff in Game Maker.

-snip-

Aww nuts, I missed getting Game Maker in a bundle? :<

Even if it's a "Learn how to Game Maker" project, I like that map generator Meph! One thing I've been considering to add to a heightmap-based terrain generation system was to perform some fake Plate Techtonics on it; once you've got a heightmap, divide the pixels up into flood fill clusters that represent techtonic plates, and drift these clusters around at random. If the moving masses expose an empty area, reduce the elevation to build a Rift Valley, and wherever two masses overlapped calculate the mean of their heights, and add a random value from 0.5x to 1x the difference in their height to build up Mountain Ranges. Not sure how it'd work in practice, but it was a launching point for messing around with the idea.

Side question: How did you generate your Perlin Noise? I've been trying to make an n-dimensional Noise Generator which can pick from a few noise types, but finding and understanding good generation algorithms has been problematic.



Here's Bit Bot Bash, a game for WebGL made in Unity. It's an isometric shooter sorta similar to Gauntlet, but stripped down even from that.

-snip-

Gauntlet was an old favorite for me, and I like the abstract Tron / Frozen Synapse look, and the low-poly characters. Simple experiments like that are good to build up your creative endurance for longer projects too. Good luck finishing it up, and I hope to see it when you do!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mephansteras on September 16, 2016, 04:08:09 pm
Looks like it is still going for a few days!  https://www.humblebundle.com/gamemaker-bundle


For the Perlin I used this tutorial (https://www.youtube.com/watch?v=vkHYpuo29YI).

The code for it is specifically game maker, but he goes over the underlying math so you could manage it in any language, I imagine.


The plate tectonics things sounds interesting. I was chatting with a friend on that but hadn't decide to do anything with it yet. Might reconsider once the rest of the stuff is working.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: miauw62 on September 16, 2016, 04:48:14 pm
I'm currently working with some other people on a SS13 remake entitled "Lem". Sadly we don't have a lot to show right now, since we just switched to UE from Unity. But I'm rather excited about it.

It's probably a lot for me to do at once, since most of my gamedev experience is from designing, coding for and maintaining an SS13 fork in the first place, but I'm still pretty excited. And it's not like I'm currently overflowing with ideas and motivation >.>
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on September 18, 2016, 06:40:08 pm
Here's a preview build (http://www.newgrounds.com/projects/games/1021030/preview) of Bit Bot Bash. Some music and sound effects are missing and I know there's some misplaced items around, but the game is technically playable and beatable!

If anybody beats it, could you please refresh the page and let me know if the high score feature works?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dorsidwarf on September 18, 2016, 07:26:06 pm
I'm currently working with some other people on a SS13 remake entitled "Lem". Sadly we don't have a lot to show right now, since we just switched to UE from Unity. But I'm rather excited about it.

It's probably a lot for me to do at once, since most of my gamedev experience is from designing, coding for and maintaining an SS13 fork in the first place, but I'm still pretty excited. And it's not like I'm currently overflowing with ideas and motivation >.>

I do like the look of that one. I believe in you, Miauw. This is gonna be the One.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on September 18, 2016, 10:50:28 pm
PTW
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: alexandertnt on September 18, 2016, 11:44:21 pm
 Side shooter game I made to sharpen my Game Maker skills (I teach it to kids). (https://dl.dropboxusercontent.com/u/59463020/SideShooter.exe)

There are 1.5 levels, the first level is complete and has a boss at the end, along with powerups, but needs more variation. The second is only half complete and probably has too many new types of enemies (I should move some into level 1).

Spoiler: gameplay clip (click to show/hide)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mephansteras on September 19, 2016, 10:46:12 am
That's pretty cool, alexandertnt!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Shook on September 19, 2016, 02:36:24 pm
Cool stuff there! I am absolute horseshit at it, but it's looking very nice and plays nicely too. My only complaint is that you can't hold down the firing button, which is something that every shooter game should have in order to prevent early arthritis among gamers. :v

@Solifuge: I tried giving it a go, but alas, my laptop ran it with approximately 3 seconds of input lag. That's probably just it being silly though, so i'll give it another go later.

Also, i sadly do not have much to show for my game design study yet, though that's mostly because we're still in the intro phase. I'm doing the same assignments as everyone else, but given that i have about a 6 year head start when it comes to GameMaker (... being more experienced than the teacher is a very odd feeling indeed), well... :v

Best i can show is this thing that i also posted in the random things thread (https://www.dropbox.com/s/i1udmaq8xw3qbvn/CHANCEOFANGER.exe?dl=0). We only really needed to make our guy able to move sideways and shoot at one type of enemy that also moved sideways and could shoot back (collisions included for both parties), and which would give points on death. I went a bit further than that. :v

Spoiler: screenshotslol (click to show/hide)

I kind of want to call it Cloudy with a Chance of Anger, but there's not quite enough clouds for that. :P
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: XhAPPYSLApX on September 19, 2016, 07:56:20 pm
PTW, and eventually add my own stuff here :D
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on September 21, 2016, 05:51:04 pm
Bit Bot Bash is finished (http://www.newgrounds.com/portal/view/681494), although very little is different from the preview if anybody played that.

Honest question, is having a Patreon link on the main menu tacky?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Levi on September 22, 2016, 05:26:03 pm
Bit Bot Bash is finished (http://www.newgrounds.com/portal/view/681494), although very little is different from the preview if anybody played that.

Honest question, is having a Patreon link on the main menu tacky?

Probably less tacky than adverts in my opinion.  Its a free game, so I'd go for it.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: alexandertnt on September 22, 2016, 11:29:41 pm
Yeah, its free. Nothing wrong with asking for a donation.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mephansteras on September 23, 2016, 12:09:55 am
Been learning a ton doing my map gen program.

Did a major overhaul of the guts to make it better for an actual game to use, although this has made the actual map generation way slower than it was. I think can refactor it to be a good bit faster, which I'll do if I move on to an actual game with this, but for now the slow speed isn't a big deal.

I've got wind direction, terrain based on elevation and rainfall, and rain shadows from mountains all working. Still need to do water erosion, drainage, and streams/rivers. But it's coming along pretty nicely.

For my tests, rainfall amount and wind direction are randomized at the start of the map gen. These both happen to be from the north, though.

(https://i.img.ie/sGC.png) (https://img.ie/image/sGC)
(https://i.img.ie/sGZ.png) (https://img.ie/image/sGZ)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: dorf on September 23, 2016, 01:05:25 am
Here's a preview build (http://www.newgrounds.com/projects/games/1021030/preview) of Bit Bot Bash. Some music and sound effects are missing and I know there's some misplaced items around, but the game is technically playable and beatable!

If anybody beats it, could you please refresh the page and let me know if the high score feature works?
I tested in the almost latest Chrome on Win 8.1.

- High score works!
- Thank you for enabling CTRL button! I use CTRL for shooting in every game I possibly can.
- Bug: if you press CTRL+S (or something like that), your guy will shoot indefinitely and infinitely. I don't need to press the shoot button anymore.
- Bug: I have been able to shoot through walls sometimes (http://imgur.com/a/YLAYT). Push against the wall, pressing S and A, and shoot at the same time.
- Double-bug?: in the beginning of the 3rd floor, it's possible to shoot an enemy behind a corner without them noticing (http://imgur.com/a/XAksw). However they will not die even though I'm constantly shooting them. They die the instant they notice me.
- It's not evident that you can kill missile turrets (maybe make them flash on hit?)
- I like the spiders' and missile turrets' gfx, my eyes dislike the background though.
- What does the "open box of tools" pickup do?
- The boss took two tries to beat; I liked the gfx and animations.

The game is indeed playable and beatable. I like the aesthetic of the game.
It feels like it's pretty much complete, even though it's very simple in concept.
It's publish-worthy IMO.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Emma on September 23, 2016, 03:25:41 am
PTW.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on September 23, 2016, 12:32:03 pm
Here's a preview build (http://www.newgrounds.com/projects/games/1021030/preview) of Bit Bot Bash. Some music and sound effects are missing and I know there's some misplaced items around, but the game is technically playable and beatable!

If anybody beats it, could you please refresh the page and let me know if the high score feature works?

- What does the "open box of tools" pickup do?


It's supposed to be a holographic treasure chest that gives you some points. :P
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: eerr on September 23, 2016, 01:28:45 pm
Okay so I got a highscore of 1200 something, after killing the boss.

The score doesn't reset on a new game.
The score doesn't reset/fall back to zero on death.

I didn't log in to my Newgrounds account, were you going to list highscores somewhere?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on September 23, 2016, 01:31:27 pm
Okay so I got a highscore of 1200 something, after killing the boss.

The score doesn't reset on a new game.
The score doesn't reset/fall back to zero on death.

I didn't log in to my Newgrounds account, were you going to list highscores somewhere?

No, there wasn't a Newgrounds API for non-Flash games until shortly after I published it. The high score is local to whichever machine you play it on.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: eerr on September 23, 2016, 07:59:05 pm
Ohh the highscore is saved on refresh!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on September 24, 2016, 03:53:37 pm
Wow, so apparently you can code in Unity if you know Javascript (or C#). Well fuck, why didn't I look into this earlier? I already do web shit in JS. I was too intimidated to try Unity because I thought I didn't know enough to easily get into it. I'm going to watch a bunch of tutorials and try to make something.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Emma on September 24, 2016, 05:28:28 pm
Wow, so apparently you can code in Unity if you know Javascript (or C#). Well fuck, why didn't I look into this earlier? I already do web shit in JS. I was too intimidated to try Unity because I thought I didn't know enough to easily get into it. I'm going to watch a bunch of tutorials and try to make something.
It's technically UnityScript and has some differences from JS, I don't know how similar it is but you should be good.

Started using GameMaker, it is really quite nice.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Levi on September 29, 2016, 02:49:54 pm
I've started learning about graphics shaders recently, and found this pretty neat site: https://www.shadertoy.com/ .

You can basically write shaders on the fly, and feed them pictures, videos, and apparently even audio as inputs, and it shows the result at the side.  Its been giving me a few ideas, but I figured I'd post two of them I found that were pretty cool:

Seascape (https://www.shadertoy.com/view/Ms2SD1):  Renders water graphics with under 200 lines of code. 

Notebook drawings (https://www.shadertoy.com/view/XtVGD1):  Gives video a cool sketch-book visual style.


So far all I've done is turn an image to greyscale, but its kind of interesting.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on September 29, 2016, 07:10:56 pm
Shaders will always be black wizard magic to me. I've read probably around a dozen tutorials and guides and I still cannot write one that even works, let alone produces a cool effect.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on September 30, 2016, 05:07:50 am
I've started learning about graphics shaders recently, and found this pretty neat site: https://www.shadertoy.com/ .

You can basically write shaders on the fly, and feed them pictures, videos, and apparently even audio as inputs, and it shows the result at the side.  Its been giving me a few ideas, but I figured I'd post two of them I found that were pretty cool:

Seascape (https://www.shadertoy.com/view/Ms2SD1):  Renders water graphics with under 200 lines of code. 

Notebook drawings (https://www.shadertoy.com/view/XtVGD1):  Gives video a cool sketch-book visual style.


So far all I've done is turn an image to greyscale, but its kind of interesting.

Speaking of shaders, I'm kind of falling in love with them lately (even though I'm still rubbish at them). They're a great way of blending math and art to create novel visual effects, and really define a visual style from the ground up. The syntax is kinda hard, but I think the hardest part is dreaming up creative or novel ways to use shaders... the possibility space is huge.

(http://i.imgur.com/WSVe3Qw.gif)

This was my first attempt at coding a shader from scratch. It was part of a first-person xenobiology-themed prototype, where I was trying to visualize other ways alien senses might see the world. It hasn't yet gotten a beauty pass, but it was meant to represent Sonar Senses as they reflect off nearby materials. I was hoping to add a "roughness" or "softness" parameter that could be painted on game geometry, which would blur or mute the colors and give objects a sort of audio "Texture". Future plans also included allowing for multiple Sonar sources, sonar permeability through thin objects, and sonar "shadows" that cast out behind objects relative to an emitter. Oh, and maybe giving it a nicer color, like pale blue.

It was written in ShaderLab syntax, which is Unity's native shader language. I could dig up the source if anyone wanted it (it really is super simple), but in a nutshell, what's going on is it highlights pixels that are a certain distance from the viewpoint, fading out based on the offset from that distance. The distance could be configured by outside scripts too, so the width or frequency of the "scans" could be changed, or timed based on keypresses or other scripts.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on September 30, 2016, 10:43:08 am
Are shaders literally computer sorcery?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Levi on September 30, 2016, 12:28:28 pm
Speaking of shaders, I'm kind of falling in love with them lately (even though I'm still rubbish at them). They're a great way of blending math and art to create novel visual effects, and really define a visual style from the ground up. The syntax is kinda hard, but I think the hardest part is dreaming up creative or novel ways to use shaders... the possibility space is huge.

(http://i.imgur.com/WSVe3Qw.gif)

This was my first attempt at coding a shader from scratch. It was part of a first-person xenobiology-themed prototype, where I was trying to visualize other ways alien senses might see the world. It hasn't yet gotten a beauty pass, but it was meant to represent Sonar Senses as they reflect off nearby materials. I was hoping to add a "roughness" or "softness" parameter that could be painted on game geometry, which would blur or mute the colors and give objects a sort of audio "Texture". Future plans also included allowing for multiple Sonar sources, sonar permeability through thin objects, and sonar "shadows" that cast out behind objects relative to an emitter. Oh, and maybe giving it a nicer color, like pale blue.

It was written in ShaderLab syntax, which is Unity's native shader language. I could dig up the source if anyone wanted it (it really is super simple), but in a nutshell, what's going on is it highlights pixels that are a certain distance from the viewpoint, fading out based on the offset from that distance. The distance could be configured by outside scripts too, so the width or frequency of the "scans" could be changed, or timed based on keypresses or other scripts.

That is really cool.  This is exactly why I want to learn this kind of stuff.  I think I'm going to try to force myself to learn some of this every day, it hopes that I eventually can actually do something cool like that.

One thing I'd love to be able to do is to try to make a 3d procedural cave system that actually looks good and isn't slow as hell.  I tried doing this in unity once with voxels and Marching Cubes (https://en.wikipedia.org/wiki/Marching_cubes) algorithm, but I just couldn't get it to work quite right, and it was really inefficient.  I'm hoping if I just absorb enough knowledge of computer graphics eventually I could make a proper attempt.


Edit:  Also, speaking of dark magic, I stumbled on this today: https://github.com/mxgmn/WaveFunctionCollapse

I have no idea how it works, but it apparently was inspired by Quantum Mechanics. 

(https://camo.githubusercontent.com/9065caed08b7793b7775cd53976ded88789de4dd/687474703a2f2f692e696d6775722e636f6d2f6873715064516c2e706e67)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on October 02, 2016, 02:31:49 am
I'm working on an Android game, and while it's not playable per se all of the mechanics function fine on their own.

It's a roguelite thing that's one part Zelda, two parts Final Fantasy and has a dash of VN thrown in for added flavor.

(http://i.imgur.com/dabJHff.png)

(http://i.imgur.com/bHIVegR.png)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: eerr on October 02, 2016, 12:09:43 pm
Itsnotlogical, are you ever going to make that platformer with the spikes? It was shaping up to be a really great game.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on October 02, 2016, 06:44:58 pm
Probably not. I was out of ideas for it, to be honest. I might revisit it in the future though.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Vilanat on October 28, 2016, 03:42:40 pm
There's a cute game jam over at Itch.io called Fishing Jam 2 and i decided to participate for the fun of it.

My entry is inspired by bears fishing at rivers, only instead of a bear you play a girl with a fish bat that swings fish out of water, and try to land them on dry land and hitting sneaky animals that try to steal you of your precious fish.

(https://dl.dropboxusercontent.com/u/21309241/BatFishCrazyGif2.gif)

I also created a random fish generator for the game:

(https://dl.dropboxusercontent.com/u/21309241/RandomlyGeneratedFish.png)

(https://dl.dropboxusercontent.com/u/21309241/RandomFishCycle.gif)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on October 28, 2016, 07:41:20 pm
Vilanat, I love this premise, and the Procedural Fish technology.

Let me know when you finish, and/or share a link. It looks like a lot of fun! I dig the way you did the water animation too.

Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Vilanat on October 29, 2016, 12:25:11 am
Thanks!

I will, definitely

I also recommend going to the Jam page (https://itch.io/jam/fishing-jam-2), there are some interesting dev blogs (https://itch.io/jam/fishing-jam-2/community) there as well.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on December 09, 2016, 06:03:38 pm
The Ludum Dare game jam (https://ldjam.com/) starts this evening, and runs until December 12 for the Solo/Team Jam (or December 11th for the Solo Competition). Anyone else planning to make an entry for either?

If you're on the fence about making games at all, it's a good excuse to try! No engines or mediums are off-limits. If you want to make a Twine Text Adventure, a Renpy visual novel, a Gamemaker platformer, or code something from scratch, that's fine. People even make card and board games! The community are welcoming, and the feedback is generally pretty constructive. The hard time limit also means it doesn't have to be a big commitment, and you don't have to worry as much about the quality; everyone just does whatever they can manage in a short time.

P.S. This Dare's keynote video (https://www.youtube.com/watch?v=dOcstOra19w) was pretty cute.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Urist McScoopbeard on December 10, 2016, 02:49:35 am
It's been a while since I tried my hand at game development, but I've had an idea for a magic-based roguelike.

Basically I was thinking there are 'X' number of elements, for now, let's say we have these three:

Heat, Life, and Time.

There would be various methods of directing these elements--such as your standard projectile, directional, and AoE (and combinations thereof)--there would also be "ambient" casting and the stacking of effects on summonable objects to create emergent spell casting and schools of magic. The goal being to distill your stock spells that you encounter in every RPG into their smallest parts for the purpose of creating and entirely customizable magic user experience.

Let's say each of those elements can manipulate a variable contained by an object. Heat->Temperature. Life->Hit Points. Time->Turn Counter. And let's also say that all objects, whether inanimate furniture, deceased monsters, or living creatures all contain the same variables. Their behavior is determined by a tagging system which automatically updates an instance of an object's tags upon checking that instance's variables. Manipulating elements essentially allows you to--on a code level--increase, decrease, set, or hold one or more variable's value(s)--depending on the element being used to cast spells.

Example 1: Necromancy and Resurrection and unintended side effects.

In a normal RPG you may know how to resurrect someone or how to raise their corpse as a shambling undead. In this game, they're two sides of the same coin.

Simplified, when an object's health is a negative value it is undead, if it's zero it's just dead, and if it's positive it's alive.

So, you kill a goblin. You want to fight it again. You've got several options. You could manipulate it's HP with a life spell and resurrect it--it'll be confused and angry and probably start hitting you--or you could bring back as a Zomblin--devoid of emotion, but it'll probably start hitting you anyways so it can consume your flesh. A third option would be to rewind it's turn counter with a directed time spell, bring it back to whichever state of living it was in X number of turns ago, and then regardless of whether you kill it or not, Y turns later it reverts back to the shape it was in before you used a time spell to bring it back to life (or not, it's your time spell you continuum-shattering disaster).

Now you may recall that ALL objects have HP--because they're objects. Inanimate ones just start with 0. If you want to create living armor or a hat that talks well...
Spoiler (click to show/hide)
... Just make sure you remembered to imbue them with positive life force rather than negative.

Example 2: Combining elements to kill stuff in new and interesting ways.

Due to the way I've sorted things, you're not really in the market of casting fireballs in this game. Let's add a fourth element: Matter. This doesn't effect variables like the other three--most elements will, some will not--instead you can generate and degenerate matter.

Now lets say that in addition to being able to cast single-element spells, you can save multi-part incantations and invoke them all at once to achieve the desired effects.

You meet another gobline--you've just killed, then re-killed his brother--whoops. Guess you'll have to kill this guy now too. There's a lot of ways to do that luckily. If you're strong enough, you can simply heat him up until he melts or cool him down until he freezes or degenerate him entirely--but that'll take a lot of raw magical power (not sure how spell cost will be measured yet, but probably just a mana pool of some sort). Instead, let's make a quick incantation.

Matter: Generate 1lb stone ball.

Time: Freeze stone ball's time for X turns.

Heat: Increase stone ball's temperature to 3000°F

Great. You invoke your spell. Now you have a stone ball that's gonna turn into lava in X number of turns. You throw it at the Goblin, and because you're so fuckin' fly, you dumb wizard, you time it perfectly and he catches a heaping pile of molten stone to the face--instantly killing him. Nice job.

But you're a sick fuck so you resurrect him. Let's make another multi=part incantation for a more powerful wizard.

Time: You freeze the goblin for X turns.

Life: You decrease  goblin's health by Y for X turns.

If you're powerful enough to sustain it, you'll kill him, and by the time he's unfrozen he'll just collapse into a heap. If you really want to engage in some overkill you can up the life element and either turn him into a zombie instantly--useful for distracting groups of other concerned goblins--or take his health down past -100, turning him into a pile of dust. Well done, Hero.

Example 3: Blinging yourself out.

Now that you've killed a few goblins you're feeling' pretty good about yourself. You know what you need now? A flaming sword. Don't worry there's a multi-part incantation for that. First though, we need to have a sword so we can apply the effects.

Matter: generate oil on sword for X turns. (applied probably as a tag to the sword, magic can cause material to generate from objects in several amounts going from insubstantial [like oil dripping off the sword, but not creating puddle or anything] to torrential [like flooding a room moments after someone touches an enchanted pebble]).

Heat: increase temperature of sword to 350°F for X turns.

There you go. I hope you brought some insulated gloves, otherwise you just lost your hands. Wooo!

I think I've made my point here. The goal would be to be able to have ~50-100 elements that could combine in interesting ways. Variables would just be dependent on the physics necessary to make stuff happen and track character skills. (casting spells to increase your concentration to increase your ability to cast spells? Aw yis.)

I hope that in many cases what you can accomplish is ridiculously OP as long as you have the mana reserves. Thoughts, concerns, good idea, bad idea? I'm not sure how quickly the game could run tracking potentially dozens of variables for hundreds or thousands of objects at a time. The hardest part would definitely be the non-standard elements like Time and Matter that don't just apply to one variable of an object or tile and keeping track stuff like every object's last 10 turns and etc.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on December 10, 2016, 11:30:14 am
Sounds like a pain in the ass to code. Plus, there are games that have sort of already done this, like Magic Maker, but people love a good old spell making simulator so I don't think it would be unpopular just based on the premise. If you think you'd have fun making it, then go for it.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Nirur Torir on December 18, 2016, 12:21:07 pm
The most recent Humble Book Bundle is "Code Your Own Games." (https://www.humblebundle.com/books/code-your-own-games-book-bundle)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Shook on December 18, 2016, 04:19:16 pm
On one hand, that's a slammin' bunch of good material for a very small price. On the other, i know myself well enough to say that it's unlikely that i'll ever actually look in them. :v

Also on an entirely different note, allow me to introduce you lot to MURDER OF CROWS (https://www.dropbox.com/s/lptgcqbvp6b5d7p/Murder%20of%20Crows.exe?dl=0). You can thank GUNIN for that title. :P (also if it isn't obvious, dash to avoid crossbow shots)
I can't be arsed to get a good new screenshot so here's an old one:

Spoiler (click to show/hide)

It's been developed to that point over three weeks, chiefly during the game design classes in that week. Once i've finished it up, i intend to port it to Android, if GameMaker will let me. Who knows, maybe it'll earn me a few dorrers?? It's a rare case of me having done everything with tools that don't choke up your potential sales, so for once, there's no risk of legal issues. Well, not from that part, at least. :U

Edit: also old gameplay video for the lazy (https://www.youtube.com/watch?v=xrh2wH-GVlw)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: IndigoFenix on December 28, 2016, 04:43:32 pm
I guess I'll drop this here too: I'm rebuilding a new Boundworlds in HTML5.

It's basically a 2D adventure-RPG game maker where you can design your own world and then make "gates" leading to other people's worlds.  It's intended to be "massively single player"; you explore the universe alone but the universe itself a patchwork of other people's creations.

The world builder will be very flexible, with the ability to upload sprite and tile images and write behavior scripts for NPCs and objects.  I'm going to focus on making it more user-friendly, the Flash version had a lot of problems with the world builder interface.  For example, the new version will let you instantly switch between editing and playing, which will make testing your world much easier.

You cannot build new worlds yet but I have a public alpha for testing purposes that will be updated regularly as more features are added.  Looking for feedback on the world editor, which is obviously not complete but I want to know if I'm on the right track with the interface, how hard it is to figure out, etc.

Boundworlds Public Alpha (http://indigofenix.com/boundworlds/)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on January 25, 2017, 05:22:17 pm
So when creating a 3D model of a level, specifically building interiors... how do? Do I use a boolean modifier to cut holes and make doorways? Extrude faces out of cubes to make interior volumes? Build the whole thing out of large, separate building blocks? Is there even one answer that is more preferable than another?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on January 27, 2017, 09:35:23 pm
Kinda depends on what you're going for! Just making a room a box that you slice openings out of works fine, but I generally prefer to model each wall separately using 2D planar walls or 3D shapes; it gives you a bit more freedom with room shapes, and encourages less boxy, more visually interesting designs!

If you want to avoid having to switch between interior and exterior areas via loading, or if you want to make interiors and exteriors continuous, you might want to model the walls and their openings and all that as 3D rectangular planes with some thickness, and just size them appropriately to one another. If you're just doing interiors, or are peeking into the interior from a camera situated "outside" the room (birds-eye-view, etc.) you might just make walls as planes with the normals / textures only facing inward, so the camera can peek through the invisible back-faces of the walls that would occlude the view if they had both faces visible or were fully 3D. Here's an example of using inward-facing 2D planes instead of full 3D Walls, from Drak Bryant's "Zone Sweet Zone": http://puu.sh/pa0fz/4fc57ac640.gif (http://puu.sh/pa0fz/4fc57ac640.gif)

Also, one trick, often used in 3D games where they create rooms from walls instead of boxes, is to create pillars or other supports that can go in the corners, and cover the "seams" between the separate walls. It tends to make the shape of the room more visually interesting too, when it's not all just flat planes. Here's an example of some level design done using full 3D assets, which is made entirely out of textured shapes (cubes, rectangles, etc.) Note how pillars and such are used to cover some of the intersections! Linko: https://www.youtube.com/watch?v=djZBeE9yfec&index=14&list=PLA17B3FAA1DA374F3 (https://www.youtube.com/watch?v=djZBeE9yfec&index=14&list=PLA17B3FAA1DA374F3)

EDIT: As a quick note, you can also make a cube that has inward-facing planes by inverting it's faces or normals, so you don't have to match up the edges of each wall. Same benefit!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on January 28, 2017, 12:12:29 am
So assemble the rooms out of separate wall-pieces. That makes a lot more sense for texturing and materials as opposed to having one giant mesh, which is what I tried to do before getting frustrated. Also you can have just one piece that is the standard doorframe, as opposed to having to create a perfect doorframe every time you make an opening.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Reelya on February 05, 2017, 06:36:27 am
PTW, might run some ideas past this group in the future.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: MaximumZero on February 08, 2017, 01:56:31 pm
PTW. I've got a shitload of content/ideas/story/setting/etc for an RPG, but not the knowledge to make it a video game. I will get there eventually, but I hate learning the basics because of my insane competitiveness.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Reelya on February 08, 2017, 02:10:37 pm
Maybe we could collaborate on something? Working with other people is one of the best ways to learn and up your own game.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on February 08, 2017, 05:47:59 pm
I want to develop a mobile game for Android on my Windows desktop computer. Where do I start? Surely there's a desktop IDE that can compile my mobile game so I can do testing/debugging without needing to push the project to a smart phone?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Reelya on February 08, 2017, 05:53:28 pm
For that to be the case it would have to be an Android emulator that also runs an unbuilt game instead of a built Android game. Nothing is going to be quite that convenient.

Nope, your best bet is in fact Unity, since you can test it in Windows very quickly, and deploying on Android takes about the same amount of time as deploying for PC. You just need to copy the apk file it makes to your phone and you're done. If you were running an emulator with the apk it would take just as long. Copying the file to the SD card in your phone takes seconds, much less than the build time.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: MaximumZero on February 08, 2017, 09:03:27 pm
You can also emulate android using bluestacks.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on February 08, 2017, 10:22:00 pm
For that to be the case it would have to be an Android emulator that also runs an unbuilt game instead of a built Android game. Nothing is going to be quite that convenient.

Nope, your best bet is in fact Unity, since you can test it in Windows very quickly, and deploying on Android takes about the same amount of time as deploying for PC. You just need to copy the apk file it makes to your phone and you're done. If you were running an emulator with the apk it would take just as long. Copying the file to the SD card in your phone takes seconds, much less than the build time.

Seconding Unity. I like it quite a lot. If you really want to get crazy and wild, you can also (I believe, never tried it myself) connect the Unity IDE to the app running on your phone via wifi, to log performance and stuff from the real device and see in-depth statistics. I know you can do that with desktop builds.

The Asset Store also has some good free stuff sometimes, whether it's test art, an example or just something you really don't feel like doing yourself. I get shaders from there all the time because I hate writing shaders, never figured it out and doubt I ever will.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Reelya on February 09, 2017, 12:16:57 am
You can also emulate android using bluestacks.

The problem is that you'd still need to build out the game and put it in bluestacks to test it. Which is time-consuming. Might as well just copy the apk to a real phone I think then.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on February 09, 2017, 09:58:35 am
To be clear, I don't have a smart phone so I wanted to know if it was possible to do development without one. Unity sounds like a good solution. Also, I don't understand why you'd have to build the game to run it in an emulator but you don't if you want to run it on a phone. I think I'm not clear on the difference between compiling and building.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on February 09, 2017, 06:02:04 pm
For the purposes of an Android app there isn't. Building and compiling are interchangeable in this case. You have to create a standalone APK regardless of where you test it, so if you have a real device you might as well test on that rather than an emulator that takes additional setup and might misrepresent your app's performance.

The exception is Unity where you can test the game at any time on your PC in the editor, because Unity is extremely cross platform and (outside of platform specific features) can build any project targeting any platform. It still isn't very useful because your computer likely performs better than a phone, probably doesn't have a tocuh screen and definitely doesn't tell you about battery consumption.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Reelya on February 09, 2017, 06:36:27 pm
To be clear, I don't have a smart phone so I wanted to know if it was possible to do development without one. Unity sounds like a good solution. Also, I don't understand why you'd have to build the game to run it in an emulator but you don't if you want to run it on a phone. I think I'm not clear on the difference between compiling and building.

Compiling and building are the same thing. They are the time-consuming part. Unity has it's own "native" mode in which it runs the game you are building, and that doesn't require a build to test it, so you can quickly iterate inside Unity, but to build e.g. a standalone windows EXE or Android APK, that takes at least a few minutes per time, so you only do this every now and again to detect any compatibility issues that Unity missed.

Think of it as the difference between working in a video editor suite, vs having to export the final movie. You can work in realtime inside the editor, but the process of "mastering" the video is going to be slow. It's similar with making games in Unity vs exporting them as completed games. You can completely build a game in Unity with the intention of it being a mobile game without ever exporting it, but you will need to actually put it on a phone one day to test that it actually works as intended. After all, Unity doesn't have the same RAM limitations as a real phone, etc.

Emulators are possible, but you need a beast PC to run one effectively. But they'll never fully replace an actual phone, because testing the touch controls still needs are real phone. An emulator however will let you run the game with various Android versions, CPU and RAM settings so they can give you a better idea of minimum spec without needing multiple phones.

But generally you can break this into phases. (1) build you game for Windows inside Unity, export occasional windows builds and test those (2) tweak the controls / scaling so it would look good on a phone-sized thing (3) stress-test it in an emulator, (4) give the apk to some friends with a phone, test how controls feel.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on February 10, 2017, 12:40:27 am
Thanks a lot Reelya, itisnotlogical, for the comments! Really useful information.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Krevsin on February 11, 2017, 06:09:28 am
So I'm having this weird bug with my pet project in Unity right now and I'm wondering if it's okay to ask any of you who are more savy with code for some help?

I won't post anything until I get confirmation that this is okay as this is more of a design help thread and not a code help thread.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Reelya on February 11, 2017, 07:06:45 am
Sure go ahead, you could also do so in the programming thread if it's code-related.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Krevsin on February 11, 2017, 08:06:47 am
Well after further investigation, I've narrowed it down to "definitely a code problem" so I'll try my luck in the programming thread.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on February 11, 2017, 06:46:15 pm
I'm making an internet-themed tower defense game. It's a lot easier to come up with enemies than the psychological horror idea I had originally.


Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: XhAPPYSLApX on February 19, 2017, 10:06:14 pm
I'm making an internet-themed tower defense game. It's a lot easier to come up with enemies than the psychological horror idea I had originally.



That's actually a really clever idea, surprised no one else has thought of this kind of idea. Good on ya :D
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on February 22, 2017, 05:54:50 pm
Hey, I was thinking of upping my thread moderator game (P.S. thanks for the push Reelya), and maintaining some links to dedicated game project threads. The idea is to help folks keep track of the various projects folks are working on. Would anyone like to add their Game Projects to the pile?

If so, please share a link to the thread, and a little description of the project (try to keep it in the range of a sentence or two), if you would. Also, if you do want something on the list, please keep this thread updated if a project goes on hiatus, etc! I'll try to keep project status up-to-date on at least a monthly basis. Also, if you follow any existing game project threads, and would like to prod the developers via post or PM to share a link here, please do! I'd like it to be as comprehensive as possible.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: IndigoFenix on February 23, 2017, 09:45:56 am
I'm making an internet-themed tower defense game. It's a lot easier to come up with enemies than the psychological horror idea I had originally.



Nice.  Spam could be the tiny attackers in large groups, and trolls could be...trolls.  Thick skinned and and hard to kill, really annoying to deal with.  And literal flame wars.

Hey, what about procedurally generated spam comments?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Reelya on February 23, 2017, 10:22:39 am
For that you'd want to use madlib style templates, and have the blanks filled in with nouns etc based on associative keywords. e.g. a pattern could be like:

$A in $B <created/discovered> $C which $D. E's hate him.

and then you have a range of keywords and a bunch of nouns/verbs that are associated with the keyword, so that it's not completely random, but thematic.

e.g. a keyword could be "cute" and is associated with typical internet cute things and cute ideas.

"A panda in Texas has discovered candyfloss that makes you laugh. Cats hate him"
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: IndigoFenix on February 23, 2017, 11:41:39 am
I was thinking more along the lines of the "clever aggravator" in the picture above.  You could probably simulate that with a much simpler code.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mesa on March 24, 2017, 04:06:17 pm
I now run the Official™ Discord server for /r/gamedesign where I hang out fairly often, in case anyone's here interested in that. We could probably use some more folk there anyway... (https://discord.gg/ny7C29K)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Arx on April 03, 2017, 02:42:20 am
I've been tossing around a comeback mechanic for combat-based games that I thought it would be interesting to see other thoughts on. The way it would be balanced would have to depend significantly on the nature of the rest of the game, so if you do have thoughts please mention the context you imagine them in!

I've dubbed the mechanic battle rage, and at its core it's pretty simple: you chose to begin expending your maximum hitpoints in exchange for a combat advantage. This means that the loser is encouraged to use rage, as they're not losing anything by it, but the winner is discouraged. This is why it's important to balance it contextually - if it were in, say, a 5v5 MOBA situation, using rage would affect your ability to win future fights. If it's in a 1v1 single-round scenario like a classic fighting game, it would have to be managed pretty carefully so as not to make it overbearing.

My first thought was to draw inspiration from various time-manipulation/action games and have rage slow down everything except you. This'd be fine in a purely PvE setting, but in a PvP scenario it would lead to the only response to rage being to counter-rage (a la atium in the Mistborn series, or your choice of other time dilation effect). I feel that that excessively favours the person on the lower health total, as unless the speed advantage is small, it essentially provides them with a way of reducing their opponent's health to their own over the span of a few seconds.

The other option in my mind that seems reasonably original (or at least not super heavily used) would be depleting your maximum health in order to replenish your current health, in the manner of an adrenaline-fuelled pain tolerance. This option is particularly interesting if there are other ways of healing available (probably out of combat), since then there are stakes to winning without raging - rage's advantage can be reproduced without the side-effects, as long as you can get out of combat (hopefully by winning - I don't know that I like running being encouraged). At the same time, it's possible to tap rage briefly in order to gain a small advantage at lower cost.

The last option is to have rage simply buff offensive and/or defensive abilities. I don't like it, since it feels completely bland and uninspired, but it is fairly easy to tweak the balance on.

All of these I have in mind as being a constant buff while you drain your maximum hitpoints (except, in a sense, the heal - the gained hitpoints are persistent). That way, you get one shot at making it back into the game, and when your hitpoint deficit runs out you have to burn real health to keep your advantage.

This has a slightly awkward consequence that both sides have access to the comeback mechanic, so if you drop to 25% health while your opponent is unharmed and then use rage to level the playing field, you're left at 25%/25% health while your opponent is at 25%/100% with the option of burning rage to close it out.

I'm not sure if I'm sold, but one possible option is to have rage only useable when you're at a health deficit. That way, there's no way for the winner to abuse rage to cement a lead. The other way to prevent the problem seems far kludgier, and would just be to have attacks made while raging damage hitpoints and maximum hitpoints in equal measure.

Thoughts? I find it an interesting problem, but it has so many contextual constraints...
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on April 03, 2017, 03:05:28 pm
Like you say, it's a pretty risky enterprise, building a detailed game system or mechanic in a vacuum. Kinda need to think of it within a greater context to weigh the effect it will have.

In the abstract, though, I really like the strategic trade-off this presents; burning your maximum capacity for a game-resource, in order to recover some of that resource itself. It works as a temporary boost that could save you in a pinch, at the cost of your long-term capabilities. It certainly works as a sort of Second Wind for a Health or Stamina Bar, but the concept works just well for any sort of Game Resource; a trade or financial game could see you liquidate your Net Worth via selling investments or assets to increase spending cash, or a Strategy Game could see you scrapping and selling Construction Material Storage Buildings to recover the raw construction materials.

Another example; I remember hearing about some stealth game, with movement-type skills and an energy bar that would replenish over time. This encouraged cautious planning for each obstacle or section. If something went wrong, and you ran out of energy to use the skills you needed to save yourself or escape, you could still use skills; spending more energy than you had would drain from your Maximum Energy instead. So it would reduce your capabilities, but could still save your arse.

It's a good concept, and definitely worth thinking about!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: sjm9876 on April 03, 2017, 03:22:48 pm
That said, I can easily see it implemented in such a way in competitive games such that it would just drag games out. Reducing your later game potential to win a current fight would render your chances of success even lower in many cases, and if both players have access to such a thing it would likely cancel out and just add gametime.

Could be interesting to see 2 different comeback mechanics implemented of different sides of an asymmetric game though. Not really got any novel ideas there right now, but could have some potential there (as well as in single player ofc).
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: eerr on April 05, 2017, 10:09:15 pm
Take a look at Arcomage. Originally found in might and magic, the game allows you to make sacrifices in several areas, to help win the game.
Considered great enough for people to boot up Might and Magic years later just to play the game.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mephansteras on April 07, 2017, 01:20:10 pm
I remember that game! I used to have a stand-alone version of it on my computer that I'd play.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Kashyyk on April 07, 2017, 01:52:42 pm
I've been sitting on a game-wide mechanic for a while, and have been trying to think of ways to make a good story out of it (possibly not the best way round to do it, but hey).

The player starts at full power, able to one-hit groups of mooks and kill most bosses without much of a sweat. However, these mobs and bosses just respawn whenever you leave, so the only way to permanently make an area safe is to seal the boss in a can by sacrificing some of your power. Losing this power could cause you have less mana or health, do less damage, lose access to high level abilities, etc. This keeps on going until the player struggles to take down a single mook and binds the last of themselves to seal off the final boss.

I was thinking it could work in a Dark Souls-esque world, but I was wondering what you guys thought of it.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mephansteras on April 07, 2017, 02:40:15 pm
Would make for a good 'god sacrificing their divinity for the good of all' story arc.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on April 15, 2017, 02:12:43 pm
I want to make a 2D isometric RTS in Unity. It was recommended to me that, instead of just making a pure isometric 2D game, I should do a 3D project and rotate the camera to an isometric perspective, and set it to orthographic.

What is the advantage of making a 2D iso game using 2D sprites in a 3D environment, and where do I start?

E: Someone gave me a push. Anyone have good resources for making 3D meshes?

Also, here are some links I dug up while I was doing research:
Quote
[9:19 AM] GUNINANRUNIN: Resources i'm collecting:
http://wiki.unity3d.com/index.php/GridMove controlling characters on a 2D map
http://www.policyalmanac.org/games/aStarTutorial.htm A* pathfinding for beginners
http://unitydojo.blogspot.com/2014/05/rts-unity-tutorial-together-part-1.html guy walks through developing an RTS
https://www.youtube.com/playlist?list=PLcGWkWha2wFd5Azr14ZJjvfnAmUKM_3E7&spfreload=10 strategy game related unity videos
https://gamedevelopment.tutsplus.com/tutorials/creating-isometric-worlds-a-primer-for-game-developers--gamedev-6511(edited)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on April 16, 2017, 01:49:50 am
Well, if you do everything totally 2D, you have to solve some problems (depth and pathfinding, namely) by yourself. By using a rotated camera and 3D environment, you can use Unity's built-in navmesh system (which got some upgrades in the newest version!) and let the camera handle depth for you. Rendering everything on a single 2D plane just makes you do stuff that's already been done. Work smarter not harder, and all that.

I recommend Blender (https://www.blender.org/) as a tool for making models. Not because it's better than Autodesk stuff (it almost certainly isn't) but because you don't have to jump through any goddamn hoops. Autodesk makes you sign up for an account and install a ton of shit and download the updates and it'll be hours before you ever actually use Maya. Any given version of Blender just needs to be installed and you can use it right away.

In light of Unity's built-in navigation, A* is unnecessary unless you really want grid-style movement. It's not even necessary for 2D (as in single x/y plane) projects now that NavMeshes can be rotated, which is a feature of the newest version of Unity IIRC.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on April 16, 2017, 02:07:19 am
I've been gathering advice from people I know. I've had Blender installed for about a year now, so maybe it's time to update.

Could you recommend any comprehensive Blender tutorials? Is there anything I need to watch out for when I'm making models for a video game (in Unity)?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on April 16, 2017, 04:02:24 am
Don't bother making any complicated materials in Blender, they won't be imported into Unity. Just paint your textures in Blender and export them as images. The exception is if you're using Blender to make pre-rendered sprites, like Diablo or somesuch.

In the past I would have recommended Blender Cookie for Blender tutorials, but it looks like they got rid of all their free content and you need a subscription now. Blender Guru (https://www.youtube.com/user/AndrewPPrice/videos) doesn't have any game modelling or animation content, but will help you learn the interface and maybe create some neat images along the way. The sad reality is that Blender tutorials, and even the official documentation varies wildly in quality.

The more I think it through, the more I'm leaning towards recommending you go with an Autodesk thing like Max or Maya. There's a program where students can get those products free for three years, and there's frankly a lot more support out there for those programs, even within Unity. There's been times I've kicked myself and cursed Blender for being the only totally free program out there. But now I'm not really interested in creating 3D graphics anymore I have no reason to learn Maya or Max, so I can't report to you on what it's like to learn those.

EDIT:

To compensate for my crappy, contradictory advice about Blender, I'd like to say that Unity's official YouTube (https://www.youtube.com/user/Unity3D/videos) channel is a great source of Unity tutorials. There's also the Tutorials category on their website (https://unity3d.com/learn/tutorials) which is the same thing but grouped by topic for easier viewing.

Quill18creates (https://www.youtube.com/user/quill18creates/videos) is the best creator of tutorials, hands-down. He tends to do more intermediate to advanced-level projects, but he goes into great detail and leaves no stone unturned when explaining things. Highly recommended.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on April 16, 2017, 10:58:38 am
I have some kind of Autodesk installer in my downloads since I got something free from school, but I have no idea what it is.

Thanks so much for the advice itisnotlogical! This is what I was looking for. You've been a great help!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on April 16, 2017, 03:08:33 pm
Seconding the suggestion of Quill18 for Unity tutorials, etc. I can't speak to Blender Tutorials... I've been learning it through trial and error since the late 90's, and I still haven't found a lot of good, comprehensive tutorials for the things I want to do. If you have access to Maya etc., lots of people swear by them as intuitive and pretty powerful.

If you're only planning to create very simple 3D meshes, you can instead create them procedurally in Unity too: The basic idea is here (https://www.youtube.com/watch?v=3jHe1FzrKD8). Basically, you define the Mesh component of a Game Object or Prefab manually, by feeding it an array of 3D vectors for Vertices and Normals, an array of 2D vectors for texture-mapping UV coordinates, and an array of integers for sets of 3 Vertex Indices that make up a triangle (rule of thumb; the winding order of the vertices in a triangle should be clockwise, to determine which perspective the surface is visible from). It's easiest if you do it with simple shapes. I used that method to make procedurally generated polyhedra (http://i.imgur.com/qNVCeO2.png), for meshes of subdivided dodecahedron spheres, cubes, triangles, and the like. I programatically created the solid-color 2D planes that made up these sprites too (http://i.imgur.com/fLRcNX6.gif). If you're making a tile-based Map Engine of some kind for your project, generating terrain at runtime using raw data or indexes for terrain types or such, can be a pretty useful way to go!

P.S. Different subject, but I remember you were working with collision detection and exclusion/object ejection type stuff for terrain, too. We talked about Raycasts, but I also just discovered this method for walls with simple geometries, and it's pretty intuitive. Also, it's nice to look at industry examples! https://www.youtube.com/watch?v=a9fUV7uA2_s (https://www.youtube.com/watch?v=a9fUV7uA2_s)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on April 16, 2017, 08:38:53 pm
Thank you for the big helpful post, Soli!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on April 26, 2017, 11:32:04 am
I just found this talk (http://www.youtube.com/watch?v=QBAM27YbKZg) from GDC about Bethesda level design, how they design the pieces of their level kits to all fit together while still allowing a relatively large amount of freedom. Pretty good since I've personally found that the technical aspects of designing a 3D level can be very, very difficult if you just jump in without a clue.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: eerr on April 27, 2017, 06:46:22 am
Are there any cool communities where lots of game design and editing gets done?

I mean, I've heard of this Undertale modding community.

I want to find that one guy that has free time on his hands to work on making stuff.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on April 27, 2017, 12:07:34 pm
TIGSource is a pretty good community, focused on game development. I've been waffling on getting more involved there since they cited me on that article about Stonesense some 100 years ago.

Link: https://forums.tigsource.com/ (https://forums.tigsource.com/)

If you're looking for someone else to implement your ideas using their free time and skills, though? You might have a harder time. Serious or experienced folks generally have plenty of stuff they already want to work on, and they put the time into their craft to be able to do it for themselves without needing to rely on or pay other folks. But maybe you can charm 'em?

If you're just looking for collab buddies, and have skills to bring to the table, I think TIGSource might be a really good place to look, though. It's where a lot of prominent Indies got their start. >_o
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Emma on April 29, 2017, 02:27:23 am
Can back that up, TIGSource is a pretty cool place. Nice people for the most part.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on May 21, 2017, 10:37:20 pm
I think I'm starting to sort of get the hang of scripting in Unity, but I've still got a heck of a ways to go. I'm working on a fake-2D game (environment is 3D but the camera is fixed in an isometric perspective); currently trying to figure out how to texture individual faces of a cube so that I can drop individual tiles in Unity and then make prefabs out of those.

Though, typing it out now, maybe it would be easier to just build the blocks in Blender and then just export those?

Still, it would be really cool if I could swap textures at runtime. Then I could, say, have individuals planes of a cube object show damage instead of swapping the entire block with a damaged block.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on May 21, 2017, 11:23:03 pm
I'm not sure I get your requirements or goal... but I'd suggest making your own Cube Model in Blender if the Unity one is giving you trouble. Unity's all use one texture for each face, and are kinda wonkus. If you make your own texture to be used on the faces (or a texture sheet for each face, or whatever) you can then assign the model UVs to make the texture look the way you want it to, and export it for Unity.

Then, in Unity, you can replace the texture in the Material for that object with any other texture (or texture sheet done in the same style) and it'll apply it to the mesh. You can do this by script too, by accessing the Material's mainTexture component (https://docs.unity3d.com/ScriptReference/Material-mainTexture.html).
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on May 22, 2017, 01:59:58 pm
I'm not sure I get your requirements or goal... but I'd suggest making your own Cube Model in Blender if the Unity one is giving you trouble. Unity's all use one texture for each face, and are kinda wonkus. If you make your own texture to be used on the faces (or a texture sheet for each face, or whatever) you can then assign the model UVs to make the texture look the way you want it to, and export it for Unity.

Then, in Unity, you can replace the texture in the Material for that object with any other texture (or texture sheet done in the same style) and it'll apply it to the mesh. You can do this by script too, by accessing the Material's mainTexture component (https://docs.unity3d.com/ScriptReference/Material-mainTexture.html).
I want to be able to texture individual faces of game objects within Unity so I can quickly drag-n'-drop to swap faces out to make new cubes. By this I mean I want to have 6 textures, one for each face, rather than having to edit UV maps manually when I want a new cube. Being able to change textures at runtime would be cool too because then I could show damage on individual faces of the cube, but the ultimate goal is just to be able to quickly build objects that represent the environment without needing to build and export them from Blender.

I guess at this point maybe I should be considering building levels out of planes instead of cubes. That would give me some more flexibility with the way levels are shaped...

Yeah I made a cube in Blender and exported the UV map into Unity, but I wasn't sure what to do once I had those. I did all kinds of weird stuff with Vector2s in the scripting but I had no idea what I was doing. At one point I got it to sort of work but the faces didn't render properly. When I get home I'll be trying again.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on May 23, 2017, 02:57:32 pm
If you want to do that and avoid mucking with UVs and texture sheets, I'd suggest building your environment out of planes, yeah. That'd be the easiest solution, though depending on the number (if you're talking in the 100,000s of tiles) that could slow you down a bit, just from sheer number of Game Objects. Just something I learned from building very large map-tile systems!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on May 30, 2017, 02:24:59 am
I'm going to try and learn UE4, as much as one person can learn such a complicated tool.

Shortly after installation I'm already very excited by the node-based shader editor, compared to Unity's "fuck you, figure it out yourself" approach to custom shaders. I also like the idea of a timeline-based cutscene editor, a feature which is only just now coming to Unity.

I am less excited by Visual Studio being the default code editor. Every past attempt to use Visual Studio (or any modern Microsoft product, for that matter) has been about as quick and painless as a trip to an unholy hybrid of the DMV, the dentist's, and the principal's office. For all of MonoDevelop's shortcomings it never behaved like a clingy ex-girlfriend, telling me about expired licenses and TeamShare every time I come around.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on May 30, 2017, 10:36:50 am
I prefer Visual Studio by miles, but with Unity it's not as smart as it normally is when using vanilla APIs.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dark One on May 30, 2017, 02:09:20 pm
Some of my latest WIPs for my project running under Darkplaces engine.

(http://i.imgur.com/DPzNxRj.png)

(http://i.imgur.com/lKSpRLF.png)

These screenshots are before UV Mapping and I'm still working on textures.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on May 30, 2017, 03:25:06 pm
I'm going to try and learn UE4, as much as one person can learn such a complicated tool.

Shortly after installation I'm already very excited by the node-based shader editor, compared to Unity's "fuck you, figure it out yourself" approach to custom shaders. I also like the idea of a timeline-based cutscene editor, a feature which is only just now coming to Unity.

I am less excited by Visual Studio being the default code editor. Every past attempt to use Visual Studio (or any modern Microsoft product, for that matter) has been about as quick and painless as a trip to an unholy hybrid of the DMV, the dentist's, and the principal's office. For all of MonoDevelop's shortcomings it never behaved like a clingy ex-girlfriend, telling me about expired licenses and TeamShare every time I come around.

While I like Visual Studio for other kinds of application development, I was a bit put off by how daunting it looked when used with UE4.  UE4 required tons of macros and strange decorators to be sprinkled around class definitions, and I didn't even want to bother learning how to use it when the node based editor worked as well as it did.  Didn't help that I did have some issues getting Visual Studio to work with it.  Having an older version installed kind of screwed it up when I installed a newer version, since UE4 kept wanting to launch the old version.  Can't remember how I fixed that.

I've been doing some work in UE4 for a few months now and managed to build a functional prototype for a pseudo twin stick shooter without having to write any code in Visual Studio at all.  Animation, shaders, weapons, inventory management and environment interaction are all handled with blueprint behavior graphs.  No code needed, and I think it's better for it so far.  I haven't really felt the need to write anything in C++ yet.

If you go that route, I do advise you to make heavy use of custom events and custom functions to keep the graphs clean.  I didn't realize you could create custom functions for a while and some of my blueprints are kind of cluttered as a result.  I need to go back and clean them up at some point.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 01, 2017, 05:25:07 am
I do quite like blueprints! I created a third-person character that feels pretty good to control, in about half the time it would have taken in Unity. A lot of the math and physics has already been figured out and put in the CharacterMovement component, which saves time on implementing (for example) air control. It's pretty easy, like Game Maker on steroids.

One thing I don't like is that a blank UE4 project (with "Scalable 2d/3d" picked) seems to automatically turn on a lot of graphics options that just slow the game down without good reason; SSAO, reflection passes, fog, bloom etc. PC master race yadda yadda whatever, I believe there's value in making games performant across a wide range of devices, my little ol' laptop included, and I'd rather turn on these options as I decide I need them rather than having them all on from the start. Still, that's only a small annoyance compared to the time saved and features offered.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on June 01, 2017, 10:13:22 am
I agree about the performance settings.  If I leave the editor window in real time mode (I think that's what it's called), my computer sounds like a hurricane from all of its fans running at max.  I'm getting about 90 FPS with the current quality settings and load of less than 100K triangles on my desktop, but on my laptop it dips to about 20 FPS.  My laptop can play games made in the last few years at acceptable frame rates, so I'm sure it's just a quality thing.

Unrelated to that, I'm currently trying to work out some problems with aiming.  I'm not sure how professionals get aim offsets to be so perfect, but I'm guessing it involves creating the weapon sockets in their modeling application and fine tuning them there rather than adding them in UE4's editor.  I've tweaked the rotation of my character's gun a tiny bit repeatedly and he's still aiming slightly off from where the mouse is.  Oh well, I can work on that later.  Currently learning how to do interfaces through UMG, and that's turning out to be an adventure.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 01, 2017, 01:36:39 pm
Wouldn't it make more sense to do some math to aim the gun in code (via an animation offset or just rotating the entire character) rather than manually tweaking the model in the editor?

Another alternate is to make it so that during the firing animation they bring the weapon closer to their center of mass, so it's more of a straight line from the center of the character to the mouse cursor.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on June 01, 2017, 02:44:20 pm
Yeah, moving the weapon closer to the center line would help, but it's still not a perfect solution.  It's also complicated by the kind of hacky movement animations I had to make.  I might get some screenshots to show what I mean when I get home, if I can remember.

What I'm doing is converting the mouse location to worldspace and finding a rotation offset from the character to that.  I feed the pitch and yaw into a blendspace to calculate the pose needed to aim at the location (it's not an actual aim offset, since I couldn't get those to do exactly what I wanted).  The projectiles are then created from the tip of the barrel, which depends on the weapon being pointed at the spot you're aiming for.

What's happening is that since the gun is offset from the center line, it hits a spot next to the mouse cursor.  That's fine since I can probably just adjust the aim yaw with some trigonometry to fix the problem.  The issue with the model is that the socket on the skeleton, which the gun attaches to, doesn't perfectly match up with the animation.  So, if the pose comes out to aiming dead ahead (0 yaw, 0 pitch), the socket is maybe pitched down by 1 degree, causing the shots to miss.

I'm not really sure how to fix that problem.  The base pose for the model is an 'A' pose, so I can't just key in the socket rotations like I'd want, since the socket needs to be rotated down by 45 degrees to match the pose, among other minor adjustments to make it fit.

I think most people make the sockets in the modeling program, which I can try.  Blender's FBX export has some quirks though, so I've been afraid to try it.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on June 01, 2017, 03:57:21 pm
I'd love to see screenshots.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on June 02, 2017, 02:34:50 pm
Took a little longer than anticipated, but here we go.  You can see in the images below how the aim is off.

The white sphere is a debug sphere drawn at the worldspace location corresponding to the mouse position.  When you right click, the character switches to aim mode and tries to point the gun at that spot.  The red line is a debug trace from the barrel tip to where the gun is actually pointing.

(https://dl.dropbox.com/s/wwt3aokx4m1unvq/progress%205.png)

(https://dl.dropbox.com/s/97j6b11cl4gvaae/progress%206.png)

So, you can see that the shots are hitting to the side of the target, which is because the gun is being held to the right of the character's center of mass.  However, it's also overshooting slightly, as you can see in the second image.  That, in turn is caused by the gun not being perfectly level.  That's shown below.

(https://dl.dropbox.com/s/fp5y6dme0icif18/progress%209.png)

That's the base, aim straight ahead pose, with 0 pitch and 0 yaw.  It's hard to see, but the rifle is pitched upward ever so slightly, causing the aiming discrepancy.  The problem with fixing it is that, as far as I can tell, you can't edit the socket rotation from an animation.  Instead, you have to edit it from the base pose, which is below.

(https://dl.dropbox.com/s/vzldud8bf8uk0gc/progress%208.png)

The rotation parameters for the hand socket are really screwy.  When I first attached the socket to the hand joint, its rotation and position were wildly wrong.  I tweaked it as much as I could, but it required adjusting the pitch, roll and yaw, so I can't just key in that I needed a 90 degree roll, for example.

Again, I think the way this is normally solved is to create a special joint in the skeleton that you export as part of the .FBX, which Unreal interprets as a socket.  That way you can make sure it's right in the modeling program.  Unreal was built with Maya in mind, supposedly, and Blender's .FBX export has some issues, so I'm not sure it'll work like I intend.  I haven't tried it yet though.  More to the point, I had some major issues trying to get the dummy gun model in Blender to stick to the hand like it was supposed to in the first place, so I suspect I'll be fighting Blender more than Unreal.

Related to sockets, I haven't figured out yet why they seem to lag behind animation slightly.  The "hair" on that model is attached to a socket on the head, and when he runs you can see the hair moving a frame or two behind the rest of the animation.  Very strange.

Another bug I haven't figured out yet is shown below, where the aiming reticle in the UI gets placed in an obviously incorrect location when aiming in certain locations.  I think it happens when the collision trace from the gun hits nothing and the screen projection defaults to 0,0 or something.  Still, in this image I'm clearly aiming at the ground and yet it still happens.

(https://dl.dropbox.com/s/8pc9djkv8in5qt0/progress%207.png)

I should probably be asking these things on the Unreal support forums, now that I think about it.  :)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 02, 2017, 08:19:05 pm
Could you do a trace from the end of the gun and place the reticle based on that? Or is it important that the reticle totally match the mouse?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on June 04, 2017, 12:44:10 am
That's actually how it works now.  I was thinking it would be fine if the reticle tracked where the gun was pointing instead of following the mouse directly, but that causes some weird disconnect with terrain and obstacles.  If you move the mouse to the left and the gun points toward a hill, for example, the reticle will move to follow the hill instead of tracking left precisely to match the mouse.

It just feels weird if you can't also see where you're trying to aim, so I think I really need to add an indicator for the mouse position and where you're actually going to hit.  To that end, I need to make sure the gun actually points at the mouse cursor.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: AltairSonOfDarkness on June 05, 2017, 06:12:47 am
Hello everyone!

Today I'd like to see your opinions about the idea I have. The game would be called Dreamtaker. Allright, here we go:

Story

Spoiler (click to show/hide)

Mechanics

Spoiler (click to show/hide)

Notable Characters

Spoiler (click to show/hide)

Summary/TLDR

As you may have noticed, this game merges Soulslikes with the good old 3D Raymans, adding some Alice in the Wonderland to the mix.
What do you think of it?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on June 05, 2017, 11:33:36 am
Premise seems passable enough to me. It seems like the game would need to pass primarily on the merits of the art and the story since there doesn't seem to be a whole lot going on with the gameplay. I don't see that the combat would be very interesting just from this description so maybe an action game is the wrong genre for you. You should consider cutting the action gameplay and just making a story-based game, since that seems like the part you're most interested in.

The story could be better. The list of characters is just that: a list of ideas. I don't see how these characters connect with Dana or the overarching story. If the dream isn't real, what does it represent? It doesn't have to reflect her real life 1-to-1, but there needs to be some kind of theme that the dream emphasizes. Or maybe it doesn't, but if it doesn't represent anything, then shouldn't that have some kind of meaning for Dana if this is all in her mind? In order for the story to be interesting there need to be these kinds of connections for the audience to draw otherwise the work is just a slideshow of unrelated skits.

So far, not exactly sold on the idea, but I could see it being an appealing game if the story was better.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: AltairSonOfDarkness on June 05, 2017, 12:30:04 pm
Spoiler (click to show/hide)

Thank you for the feedback!

Well, i have of course some more details planned, like the corruption representing her illness and the dream representing her struggle. The exciting part about the combat system would be the enemy attack patterns, learning them, reacting to them, mastering the overal game's rythm. Hollow Knight does just that, in even simpler fashion, and it's excellent. Also, keep in mind, that it's the game for children, it's best not to overhelm them with option, and only two kinds of attack present an interesting choice of risky and efficient or safe but not really effective.
Have you ever played a 3D Rayman game? It has only walking, jumping and shooting, still it works great, mainly by level design and various one time mechanics, like piloting a ship once for the whole game.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dark One on June 05, 2017, 02:31:36 pm
Time to reveal a bit more about my current project. Revenant: Darkborn (http://www.moddb.com/games/revenant-darkborn) (the page wasn't updated in a month or so, I'm working on it). A story driven third person perspective slasher with story and setting written exclusively by me.

Spoiler: Some lore (click to show/hide)


It's only a matter of working on assets and gamecode, as the engine is stable and all tools, editors and model exporters I have already configured.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: AltairSonOfDarkness on June 06, 2017, 08:48:59 am
Time to reveal a bit more about my current project. Revenant: Darkborn (http://www.moddb.com/games/revenant-darkborn) (the page wasn't updated in a month or so, I'm working on it). A story driven third person perspective slasher with story and setting written exclusively by me.

Spoiler: Some lore (click to show/hide)


It's only a matter of working on assets and gamecode, as the engine is stable and all tools, editors and model exporters I have already configured.

Wow, that's tasty. The plot's structure and overal style hits the point between Dwarf Fortress and Dark Souls, but does it so well I'd be honored to help with the project. The gameplay is hard to judge yet, but i'm afraid of both sides becoming damage sponges on the lower levels of player's development, when they haven't yet mastered the parry. If you do the parry to easy, the game will become trivial.
I hope this isn't your first project, because if it is, it may be WAAAY overambitious.

Best of luck!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dark One on June 06, 2017, 11:34:53 am
Wow, that's tasty. The plot's structure and overal style hits the point between Dwarf Fortress and Dark Souls, but does it so well I'd be honored to help with the project.

Thanks. I knew about the similarities, but wasn't sure if it fits well together. Trying to make it a bit more unique than Souls-like with DF style.

I'm planning to work on it alone for the time being. It's not a commercial project, rather a hobbyist and educational one. No matter if I'll finish it or not, it'll be freeware and all assets will be GPL or Creative Commons. Thanks for the offer!

The gameplay is hard to judge yet, but i'm afraid of both sides becoming damage sponges on the lower levels of player's development, when they haven't yet mastered the parry. If you do the parry to easy, the game will become trivial.

I agree that it needs good balancing, I won't turn both players and enemies into damage sponges just to teach player how to parry, that kinda misses the point.

Parrying may work with some enemies, but it certainly won't work on all of them and not all attacks could be parried as well. It will be most useful against enemies with few openings and will be quite risky, and some enemies will be able to lure a parry and then dodge to player's side with a riposte strike.

I hope this isn't your first project, because if it is, it may be WAAAY overambitious.

It's not my first project, but it's the first that'd be finished. It surely is overambitious to a cosmic level of this word, but it's a hobbyist project. I'll take my time with it and slowly build up until I'll get a full release. Even if it'd take years, I won't just stop. I'm too stubborn for that. It moved a bit too lazily, but with each day even with something trivial I make progress.

Best of luck!

Thanks for your feedback, and good luck with your projects!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 07, 2017, 02:34:00 am
Oh my god. Ohmygodohmygodohmygod.

I finally got around to trying FBX import and UE4 asks what import settings to apply before generating any files. This is exactly the #1 feature I have wanted ever since I started using Unity.

The reason being that Blender materials are wholly incompatible with Unity, so importing them is pointless. Unity imports them automatically anyway, usually as a default material with the first texture applied as diffuse. Re-using and sharing textures between models is a micromanagement nightmare as well, as every import creates duplicate textures and references to them. None of this can be changed, you simply have to fix it afterwards. With UE4 I can have the settings I want applied, so nothing is just automatically broken and left for me to fix later.

I don't care whatever quirks or inconveniences Blender -> UE4 might have, all sins are forgiven. Also I promise not to gush about UE4 any more until I actually have something to show people. :P
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on June 07, 2017, 09:07:24 am
I'm really fond of UE4's asset pipeline and management tools overall.  The FBX importer works really well from what I've seen, and the quirks mostly exist on Blender's side.  I really like the fact that in UE4 you can reimport models and even individual animations through a single context menu item.  Everything works fine afterward, for the most part.

The one thing that I wish was easier, though, was importing new animations for a skeleton.  The only way I know to do it is to import the FBX into a new directory and select the old skeleton when importing.  That will create the new animations that you can then put wherever they belong.  If I remember right, trying to reimport the FBX model into the same directory it already exists in just to get new animations broke some things or caused a crash.  I'm using a slightly older version of the editor though, so that may be fixed.

The actual quirks in the process are because of bugs in Blender, that have been reported and unfixed for over a year now I believe.  The one that comes to mind is that Blender exports the scale of the base pose at 1% of the size it should be, causing UE4 to fail to generate physics assets for it properly.  That's a feature I haven't played with yet, so I don't know if it's a big deal to fix after the fact.  However, I believe it's also directly related to some of the issues I've had with sockets attached to the skeletons.  When you create new sockets on skeletons imported from Blender, their scale is way out of whack.  I'm pretty sure that scaling issue is also related to the glitches I see with sockets drifting and popping around as a model animates.  Floating point errors, maybe.

Ah well, maybe they'll fix the exporter soon.  If not, I remember finding a bug report with a patch for it, so I could recompile Blender if I desperately need to fix that.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 07, 2017, 06:26:24 pm
The one thing that I wish was easier, though, was importing new animations for a skeleton.  The only way I know to do it is to import the FBX into a new directory and select the old skeleton when importing.  That will create the new animations that you can then put wherever they belong.  If I remember right, trying to reimport the FBX model into the same directory it already exists in just to get new animations broke some things or caused a crash.  I'm using a slightly older version of the editor though, so that may be fixed.

Are you making a new file for every animation, or using Action Clips in the original character's blend file? I tend to do the latter just for ease of working but it always (in Unity anyway) resulted in very long import times whenever I changed the file.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on June 07, 2017, 09:04:17 pm
I created multiple actions inside of Blender, one per animation.  That was the recommended way to handle it, from what I can tell, and it works well enough on Unreal's end.  Haven't noticed long import times, but then I only have about 30 animations for one model so far.

The big issues are that it creates lots of extra actions for things it doesn't need to (like actions, and therefore animations, for a dummy gun prop in the model), and that using actions in Blender is about as obtuse as something can possibly be while still being technically possible.  It's little wonder that some people use a single animation timeline for their entire animation set, rather than deal with that.

I've lost work because Blender's notion of when to save animations revolves around some opaque concept of having "users" of the animation data.  I've yet to figure out entirely how you can tell, reliably, if the animation will be saved or not, so I tend to make an extra copy of the file and open it in a new instance to see if it saved the animations before I close Blender.

The actions can also things to go completely insane if you have the wrong object selected when you switch to it.  I think it's trying to bind the action to said object somehow, which is causing really weird results when I accidentally select the model's mesh instead of the skeleton when changing actions.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 07, 2017, 11:57:18 pm
Oogh, tell me about it. When you paint a texture, you have to save the image. Hitting Ctrl+S doesn't do that. I don't think there even is a hotkey for saving a texture being painted. I've lost hours of work due to that. Why it doesn't save images with the rest of the project, I'll never know.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on June 08, 2017, 01:25:23 am
When you paint a texture, you have to save the image. Hitting Ctrl+S doesn't do that.
Note to self: this^^

Good lord.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 08, 2017, 05:23:23 pm
I've lost work because Blender's notion of when to save animations revolves around some opaque concept of having "users" of the animation data.  I've yet to figure out entirely how you can tell, reliably, if the animation will be saved or not, so I tend to make an extra copy of the file and open it in a new instance to see if it saved the animations before I close Blender.

Totally forgot that I knew the answer to this!

Basically, a "user" is any reference to a resource. For example if three models are using a material, it has three "users." A material using a texture is a "user" of that texture. If a resource has zero users (i.e. it isn't being used) it won't be saved when the project is saved, and will disappear as soon as it's closed.

This is why your actions keep disappearing. The model (or more accurately, the skeleton) is only using the action that was last opened in the Action Editor, meaning that all the other actions have zero users. You can save resources that have zero users by hitting the F button next to the action's name. There's also a counter for the number of users in the same area, which you can click to remove all references to that resource. If the number is nonzero the resource will be saved whenever you save the project.

It's really fucky and stupid but like most things in Blender the key is to just do it and not think about it too hard. :P
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on June 08, 2017, 10:05:35 pm
Okay, that makes sense, thanks.  That does explain some things.

Now... can you explain what causes users to be attached if you don't force it by clicking the 'F' button on the action?  Sometimes the number seems to just go up and I don't know what I did.

Am I supposed to manually set the skeleton to be a user of the animation?  How?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 10, 2017, 09:27:12 am
Now... can you explain what causes users to be attached if you don't force it by clicking the 'F' button on the action?  Sometimes the number seems to just go up and I don't know what I did.

Depends. I haven't experienced this personally, but basically any time you assign something to use something else, that causes the user count to go up. Duplicating an object won't duplicate any of the things it uses (unless you do a special deep copy, I forget how) so ctrl-c + ctrl-v will cause the user count to go up. I'd have to know more about what you're doing to answer more specifically.

Am I supposed to manually set the skeleton to be a user of the animation?  How?

Nope, for a few reasons. You can't use multiple animations (actions) on the same object at the same time unless you're using the NLA Editor (https://wiki.blender.org/index.php/User:Rking/Doc:2.6/Manual/Animation/Editors/NLA) which doesn't have any use for game development.

Assigning an animation to an object in Blender means that that action is what will play when you press the play button on the whole scene. So whichever action was last opened in the Action Editor is the one the skeleton is using as far as your .blend file is concerned (again, unless you use the NLA editor.) For importing into a game engine, the fake user thing should be the best option.

You can actually share animations between rigs this way, if all the bone names match exactly; just open that animation in the Action Editor with the other rig selected. It's not very elegant and UE4 actually has a feature just for this IIRC, but the more you know *sparkle*
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dark One on June 19, 2017, 08:20:23 am
I'm considering choosing an engine for my project (which runs now under Darkplaces engine). I'm a big sucker for id Tech engines, but they are not really flexible and pretty much outdated by now, that's why I'm thinking about changing the engine. I'm a little bit biased between Source (I don't have too much experience with it, but having good familiarity with GoldSource might help with that), UE4 (the big hitter right now, with which I have no experience at all) and CryEngine (like UE4). Another possibility is going for Half-Life mod (since I'm good at working with GoldSource), and then go standalone with Xash (not likely), or one of engine projects that's developed right now.

My goal is passable/decent graphics with great gameplay, keeping up good and efficient development and speed and cross-compatibility. Which of the mentioned engines would be best fit for it?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: AltairSonOfDarkness on June 19, 2017, 10:02:08 am
I'm considering choosing an engine for my project (which runs now under Darkplaces engine). I'm a big sucker for id Tech engines, but they are not really flexible and pretty much outdated by now, that's why I'm thinking about changing the engine. I'm a little bit biased between Source (I don't have too much experience with it, but having good familiarity with GoldSource might help with that), UE4 (the big hitter right now, with which I have no experience at all) and CryEngine (like UE4). Another possibility is going for Half-Life mod (since I'm good at working with GoldSource), and then go standalone with Xash (not likely), or one of engine projects that's developed right now.

My goal is passable/decent graphics with great gameplay, keeping up good and efficient development and speed and cross-compatibility. Which of the mentioned engines would be best fit for it?

I think, UE4 is your boy!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dark One on June 19, 2017, 12:41:06 pm
The problem is that Epic's launcher crashes when you have slower connection. I remember that this prevented me from getting the engine a few months ago.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: AltairSonOfDarkness on June 19, 2017, 02:44:45 pm
I use my mobile's connection which sucks enormous gorillas private part, and still, everything is fine. It may have improved by now.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on June 19, 2017, 05:56:41 pm
So I'm coding an RTS in Unity with some buddies. Right now we're just doing the basics and figuring out terrain and movement and stuff.

Using a navmesh and colliders, we got the player (the cube) to move to the mouse coordinates. But for some reason the cube is doing what we called "ghosting".
Spoiler (click to show/hide)
It moves slowly but it leaves behind these permanent afterimages. What's this called and why might it be happening?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: monkey on June 19, 2017, 07:21:47 pm
Maybe you're not clearing the screen, check your camera's Clear Flags ?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dark One on June 20, 2017, 05:01:31 am
I use my mobile's connection which sucks enormous gorillas private part, and still, everything is fine. It may have improved by now.

It seems that they resolved the issue. I've got only 5GB of mobile connection's transfer, and I'm still waiting for it to get renewed. Connecting to their servers just to start downloading engine takes really long on my slow connection...
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: itisnotlogical on June 20, 2017, 05:21:03 am
It's a huge download and takes forever. And then a patch came out immediately after I first installed it.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dark One on June 20, 2017, 05:44:02 am
I managed to get 20GB in three/four days through torrent on my weak ass connection. 6 or 7 GB shouldn't be that hard to get. It only initialised really long, and now started downloading at low 7kB speed, where I can get 45 to 60 on normal download through my browser...
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on June 20, 2017, 12:25:18 pm
Maybe you're not clearing the screen, check your camera's Clear Flags ?
Nice, that worked! Thank you!
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: AltairSonOfDarkness on June 22, 2017, 12:35:34 pm
https://play.google.com/store/apps/details?id=com.DyingSilence.Dubmaku (https://play.google.com/store/apps/details?id=com.DyingSilence.Dubmaku)

Here's a little time waster i've made.
You may test it out if you want, i'd appreciate some feedback.
The main issue i have to fix is that there's too little attack patterns in the game and it becomes boring too soon.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: sprinkled chariot on June 23, 2017, 11:51:08 am
ptw  :P
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Dark One on June 25, 2017, 11:55:31 am
Just started out with UE4, following documentation and getting started section. It is indeed a really sweet and neat toolset and I'm really eager to try more of it's functions and move my project onto this engine (yeah, I haven't done too much back when working with Darkplaces, so it won't be too hard and longwhile - that was mostly due to being out of mood + taking some lazy time between irl stuff...)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: coleslaw35 on July 10, 2017, 09:13:35 pm
Hello!

I'm creating a World War 2 themed, mostly realistic, variant of D&D. There will be no magic or the like, just plain ol' Blood and Bullets! Which is, coincidentally, what I have decided to name the project. If anyone with some experience with tabletop mechanics would like to stop by my feedback thread (Here! (http://www.bay12forums.com/smf/index.php?topic=164797.msg7506780#msg7506780)) and give me some feedback, I'd be greatly appreciative.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Azrayel on July 30, 2017, 02:08:11 am
Greetings, Bay12ers. (This is an XPost seeking feedback/criticism/playtesters)

I've created a d100 Dieselpunk tabletop roleplaying game called Akroydiesel Age RPG.  The latest version of it will always be available on this discord server (https://discord.gg/RKRtKD5) but I can also upload a snapshot on request, posting the link here or elsewhere.  I'd rather not having a permanent public-facing link of a wide variety of reasons but also occassionally make threads for it on 4chan's /tg/ board.

Anyone interested in playtesting, taking a look, or letting me know I'm an idiot feel free to PM me here/contact me in the discord.  This is a crosspost so I cannot promise I'll see every reply in-thread, though I'll make an effort to.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on August 03, 2017, 10:43:17 am
Finally getting to the point that I can start to call my project a game.  I have an enemy that can detect the player, chase, shoot at them, take damage and die.  I think I made the deathbot a little too aggressive though.

Spoiler: Image (click to show/hide)

I wanted to get a slightly better screenshot, but if I stood still for long enough for the bot to get closer, it would toast me.  3-4 hits is all it takes, and it has 2 guns.  I guess now I can at least start to do a little balance work.  The bot probably needs to be slower and do less damage.  The player also probably needs more stamina, since I was tiring out after running from it in pretty short order.

The AI also needs lots of work still.  The detection right now is a simple distance check followed by line of sight check in any direction.  It really needs to be a lot more intricate, with hearing the player, only performing line of sight checks in front of the bot, remembering the last place the player was seen, forgetting the player after a while, and so on.  Working with AI in Unreal Engine 4 is probably the most complicated thing I've done yet, surprisingly.  The behavior trees and blackboards used for AI are a little complicated and interact in even more complicated ways.  At least the blueprint debugger is nice for visualizing what is happening.

And, hey, I also figured out how to do ragdolling on death and how to add particle effects as the robot takes damage.

Spoiler: Another Image (click to show/hide)

That said, in the process I learned of yet more problems with Blender's exported FBXs and the way Unreal handles them.  Unreal can automatically generate physics bodies for imported skeletal meshes, and that's great.  However, you can't manually edit them if they're exported from Blender, or else terrible things happen.  I tried splitting the robot's tail up into multiple smaller bodies so it would ragdoll properly, and the model just started exploding every time the physics simulation ran.

Apparently it's caused by the bone scale being off by a factor of 100 when exported from Blender and is a known issue that nobody knows how to fix because the FBX standard and import libraries are proprietary to Autodesk.  Pretty strange that Unreal can automatically generate the bodies fine, but only freaks out when you edit them.  Oh well, at least the automatic generation feature worked surprisingly well once I tweaked the minimum bone size used to generate the physics bodies.  And editing the joint constraints works without hosing the entire ragdoll, so that's something too.

I'm scared that trying to set up the player's ragdoll is going to cause issues though.  Unreal complained that it couldn't automatically create the physics bodies when I first imported the mesh, and I really don't want to have to throw away the animations so I can rescale the skeleton in Blender, which is the only known workaround to the above issue.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Solifuge on October 09, 2017, 10:27:56 pm
Working on a simple Renpy-based Visual Novel for YuriJam 2017!

Don't know how much we'll be able to get done by the end of this month, since we're both pretty busy, but learning Renpy and making something cute and simple has been fun! Even if we only manage a demo, I've learned that I'd definitely like to make more of these some time! It's a fun medium, and I definitely want to experiment with it some.

(http://i.imgur.com/yL3BebV.gif)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Egan_BW on October 10, 2017, 12:06:33 am
You're right, that is cute.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Parsely on October 10, 2017, 10:06:35 am
Working on a simple Renpy-based Visual Novel for YuriJam 2017!

-snip-
For anyone struggling to read all the lines:
Spoiler (click to show/hide)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mesa on October 11, 2017, 02:12:19 pm
(https://thumbs.gfycat.com/WideeyedDeficientChameleon-size_restricted.gif)

At long last, a semblance of a Gun Francisco proto-proto-prototype! Featuring no good graphics (all of them are just the same sprite with some color tint thrown on top), shoddy collisions (which is mostly on me not bothering to fine-tune them) and not a whole lot to do!

There are four distinct movement modes (for now), changed with the 1-4 number keys - one controls the blue character only, one controls the red character only, one controls both and one controls both but the red one moves in opposite directions. Currently they're indicated by the text in tne top left corner, but eventually I'd prefer to switch to them being indicated by nice graphics instead, for a less text-heavy UI. But that's far from a priority.

Still, it's better than anything I've managed to accomplish by myself before, and I'm happy to have ANYTHING workable whatsoever.

For the more technically curious, this is done in Godot 3.0 alpha (https://godotengine.org) (living on the edge 'n all) and features glorious 144 lines of GDScript code. (effectively Python tailored to the Godot engine), plus some nodes (think GameObjects in Unity) like physics bodies, their collision shapes, and sprites.

My next goal is to have a semblance of a shooting mechanic (currently all there really is console output corresponding to the given character shooting, and at least that works), but I'm struggling with that one, trying to get Godot's scene instancing to work through code (basically something akin to Unity prefabs - I have a "bullet" scene that has the sprite and physics body of a bullet, now I want to make it so that when you press the shooting button, it's instanced at the location of the character you are shooting with, rotated in the direction of the cursor, with appropriate velocities).

It might actually be very simple and I'm just being the world's dumbest game dev, but so far no luck.


Also note that I never actually used Unity "for real" so I don't know if my comparisons between the Godot and Unity terminology are actually accurate (indeed I decided to peek at the Unity docs just to figure out what a GameObject or prefab is).
I did have it installed for a while but the Unity editor is steaming hot garbage on Linux usability/stability-wise (and really damn heavy on top of that - 8GB?!), so I ended up axing it...
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on January 10, 2018, 04:15:03 pm
Bump with some more random images.  Maybe later this year when I have more of the game done I can start a dedicated thread about it.

First up, the data center interior that the game's intro will be in.  Lots of experimenting and important things about UE4 were learned with making this, such as how to build an actor that would automatically generate the random server racks using instanced meshes, how to create a material with random color flashing for each server, and so on.  Lots of work left to do on creating content to strew about the area.  It's pretty hard to see in the screenshot since it's so dark, but I also need to do a lot of work on the cabling for the server racks.

(https://dl.dropbox.com/s/2jovghd4b1b8tqm/progress15.png?dl=0)

A shot from the connecting hallway, showing the buggy interaction highlights that don't center on the object being interacted with.  I think the problem in this case is that the interactions happen above the object's origin, which is the corner of the door.  I'll have to see if UE4 has a way to get the object's center of mass at run time, which I suspect it does.

You can also see some lighting problems here.  The game is entirely dynamically lit since static lighting was giving me fits and also unbelievably slow to boot, but that comes at the cost of me creating lots of "fill" lights that don't cast shadows.  The light bleeds through walls as a result, and it also doesn't bounce like static lighting, giving the very harsh cutoff at the tops of walls where the spotlight starts.  I'm going to ask on the Unreal forums if there is a better way to handle this.

(https://dl.dropbox.com/s/6sd6x9wr01uujr7/progress16.png?dl=0)

And a shot outside just to show the sidewalk meshes I made yesterday, and to show another lighting problem.  The lamps are having their shadow casting turned off dynamically at run time by the engine for some reason, causing the generic splotches of brightness on the walls for that desk lamp.  No idea why the standing lamp in the other corner isn't apparently casting light at all.  Again, something to ask about in the Unreal forums I guess.

(https://dl.dropbox.com/s/1jxje7fw7qisbrk/progress17.png?dl=0)

Overall, I guess it's not bad progress for creating most of the assets needed here in a couple of weeks.  I'm hoping that level building will go a lot faster once I've got a decent library of assets built up, but I'm not convinced my methods are the most efficient anyway.  The building was built up manually by me plopping down wall sections and stitching them together with corner and t-section wall pieces for the joins.  I also had to make the external walls a new set of meshes that are snapped into place atop the interior walls, which lets me mix and match materials and wall models if needed, but means that I have to do quite a bit of work to set up an interior building like this.

I could probably build an actor with adjustable extents that automatically set up rooms for me, but I'm not sure how well that would work in practice and so far haven't tried it out.  I'm not sure how to get different rooms to link up together if I did that, since right now corners and wall intersections need to be special models in order to fit together properly.  I might have overcomplicated that, but can't think of a better way to get them to snap together without artifacts or obvious joints.

I get the feeling that most dev studios probably use external tools for building up building layouts and then write C++ actors that can set up the needed meshes from the plan, but that's a time investment I'm not willing to make right now.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on August 21, 2022, 04:56:44 am
I'm rezzing this thread instead of making a new one. Also, so cool to read through.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: King Zultan on August 21, 2022, 05:20:55 am
Why necro this tread when you have your own game making thread?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on August 21, 2022, 06:57:12 am
I'm hoping to have a wider discussion here, and more specific stuff in our personal dev threads.

Such as:

What if I remade River King? I love fishing RPGs.

What games have good fishing mechanics and what, aside from 'feels like a peaceful place to hang out in', makes a good fishing minigame?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Iris on August 21, 2022, 07:13:37 am
A lot of games I know do timing puzzles for fishing minigames, though I'm not sure that's a good idea (though that might just be because I was always terrible at timing puzzles)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Mephansteras on August 21, 2022, 10:02:33 pm
Cat Goes Fishing has some rather good mechanics in it.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: King Zultan on August 22, 2022, 03:54:26 am
I'm hoping to have a wider discussion here, and more specific stuff in our personal dev threads.
That makes sense.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on August 22, 2022, 05:56:16 pm
Ah, this is a memory jog.  I did a lot more work on that game above but sadly 2 years of working an hour or two a day didn't get me to the point of having a single complete level.  Boy, making content for 3D games is just so time consuming.  I underestimated how much work goes into level design and building too.

I tried remaking the game as a PS1-style demake too, which did take less time and effort but I was so burnt out on it by that point that I kind of gave up.  Then demakes became trendy...

I've considered trying to remake it in Godot as a 2D overhead game, which I do think would be a more manageable amount of work for a solo developer, but I'm a bit too aware of the level of effort to take the plunge.  Static asset creation would be so much faster if it's just pixel art, but animating the sprites for the characters would be a lot more work...
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on August 22, 2022, 08:04:55 pm
A lot of games I know do timing puzzles for fishing minigames, though I'm not sure that's a good idea (though that might just be because I was always terrible at timing puzzles)

I always liked Animal Crossing's fishing - the timing there is only to press a button in the brief window you have when a fish bites. I've never been a fan of the timing puzzle to cast that you see in some games - mostly because it's contrasted almost always by about 10-30 seconds of doing absolutely nothing.

Cat Goes Fishing has some rather good mechanics in it.

I watched a video of this just now, and yeah, I am a fan of this style of fishing mechanic - this is what Legend of the River King has as well, although there's only one fish at a time, and the fish more obviously switches from "time to reel in" to "time to let the fish pull".

I'll keep looking around and see what issues I can see in other systems and if there's anything I can replace/fix.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: EuchreJack on September 06, 2022, 02:51:03 am
Just putting this out there: Two people working together on one or more game projects can divide tasks so that they don't all have to know everything.
Ideally, an artist joins as a third member, saving the major cost of paying for art assets.

Also, nobody is tapping into my favorite game type: Ultimate Spreadsheet Simulators. Boxes of Numbers, Hopefully Increasing with Player Help!
Map painters, ala strategy games, are ok too.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on September 06, 2022, 03:00:21 am
Hmm, maybe we can all pitch in as some sort of week-long jam-like activity once or twice a year. Just see what Bay12 can come up with in a week. There's enough artists, musicians and programmers here for like...ten teams at least.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: IndigoFenix on September 07, 2022, 01:24:42 am
Also, nobody is tapping into my favorite game type: Ultimate Spreadsheet Simulators. Boxes of Numbers, Hopefully Increasing with Player Help!

Does this catch your interest, EuchreJack?
I'm doing my best to make it as user-friendly as possible but I expect that finding an audience will be difficult.

Spoiler (click to show/hide)
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Iris on September 09, 2022, 05:43:40 pm
Hmm, maybe we can all pitch in as some sort of week-long jam-like activity once or twice a year. Just see what Bay12 can come up with in a week. There's enough artists, musicians and programmers here for like...ten teams at least.

I'd be interested in that. if I knew any programming but shhhhhh
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: EuchreJack on September 13, 2022, 05:46:13 pm
Also, nobody is tapping into my favorite game type: Ultimate Spreadsheet Simulators. Boxes of Numbers, Hopefully Increasing with Player Help!

Does this catch your interest, EuchreJack?
I'm doing my best to make it as user-friendly as possible but I expect that finding an audience will be difficult.

Spoiler (click to show/hide)

It's certainly interesting, but I'm unsure what the player can play.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: IndigoFenix on September 14, 2022, 01:56:09 am
Also, nobody is tapping into my favorite game type: Ultimate Spreadsheet Simulators. Boxes of Numbers, Hopefully Increasing with Player Help!

Does this catch your interest, EuchreJack?
I'm doing my best to make it as user-friendly as possible but I expect that finding an audience will be difficult.

Spoiler (click to show/hide)

It's certainly interesting, but I'm unsure what the player can play.

It's an open-ended, fully moddable demographics simulator that I'm making into a game.  The central premise of the "official" scenarios will mostly revolve around analyzing and then managing a disease.

That picture is a prototype for one of the earlier, simpler levels.  You will be given three possible treatments, one of which greatly improves the chance of recovery, one which slightly improves it, and one which does nothing (randomly determined).  You must administer them to patients, analyze which proportion of each test subjects recover or die, and once you have determined the most effective treatment, switch over to use that treatment exclusively in order to save as many people as possible.

This is one of the simpler stages.  Later ones throw more complex ideas into the mix, like managing the spread of the disease itself, allocating limited resources, analyzing and managing side effects of different treatments, dealing with multiple demographic groups that might each be affected by the disease in different ways, managing multiple diseases at once, managing public opinion (which itself is modeled like a disease), and so on.

Some stages will involve things that are not actually diseases but could be modeled like one, for instance trying to win an election, managing economic policy or stopping (or instigating) a rebellion.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: King Zultan on September 14, 2022, 02:25:25 am
Sounds interesting, I'd play it.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: EuchreJack on September 16, 2022, 01:24:02 pm
Sounds interesting, I'd play it.
+1

...although as a self-professed gun nut, I'm worried about the comparisons that have been made between disease control and gun control.

Although as a COVID survivor, I now know disease control is also mostly politicized garbage. 
For example, anyone actually surprised the masks & COVID disappear RIGHT BEFORE the upcoming midterm elections?  I sure as hell expect the masks back, although arguably it depends which side wins to some degree.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: King Zultan on September 17, 2022, 04:14:49 am
I have a feeling that guns are harder to get rid of than a disease.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: EuchreJack on September 17, 2022, 12:35:48 pm
I have a feeling that guns are harder to get rid of than a disease.
...try telling a Democrat that.  :P

But still interested in the Simulator.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on September 17, 2022, 02:36:30 pm
So, I assume discussing game mechanic design is on topic here, right?

I'm trying to figure out how to design a real time overhead 2D game, essentially a twin stick shooter, that allows some implementation of multiple z-levels and flight.  Think old JRPG style graphics, not isometric, to save on complexity.

It may be difficult to convey what I'm trying to do without images, so maybe this makes it more clear, based on a quick mockup from an image I found on Google:

(https://dl.dropbox.com/s/9is5okp5r62pggf/z_levels.png)

I'd like for the player to be able to do things like jump up on that box, or climb the stairs up to the higher area, and for the z-levels to matter somehow.  The problems I'm seeing with this are that I can't think of any way to make the projectiles from the player or enemies take it into account in a way that makes sense.

For example, imagine the player was standing behind the box and an enemy shot at them.  The player would expect the box to stop the shot, and that they also wouldn't be able to shoot back.

Now, if the player were standing atop the box, the enemies should be able to shoot at them and vice-versa.  That's easy to implement by having projectiles just ignore collisions for the box, but... that isn't compatible with also allowing it to provide cover for characters on the same level as it.

There are some ways I can see to implement this, but they're quite complicated, maybe going so far as implementing the collision as 3D shapes with 2D graphics.  But even if I went that far, I can't see how characters would be able to meaningfully select which z-level they're shooting at.  NPCs could just silently do it behind the scenes by selecting whatever z-level their target is on, but how would the player do it?  I was envisioning mouse aiming so maybe it's just implied to be on the same level as the character unless the mouse hovers over a target on another level, but that feels like it's a bit clunky.  Not to mention I can see lots of complications on how that would work in practice when shooting at tall buildings or trees, such as how you get the projectiles to recognize that despite being shot toward a z-level 5 target for example that it should collide with a 3 z-level high wall on the way if it doesn't have time to reach the needed height.

My hope was to build this all in Godot and leverage as much of its built in systems as possible.  I guess anything is possible if you write custom collision code...

Does anyone know of a game that does anything like this?  I'd love to review how it works if there is.  The only alternative I can envision is making it turn based like X-COM or Fallout, which wouldn't be impossible but isn't the feel I wanted to go for.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: eerr on September 17, 2022, 06:06:21 pm
I know a game that has tangled with this sort of stuff before: Legend of Zelda A Link to the Past

Problem being, they didn't really solve all the issues either.

Perspective is actually the worse issue for these games.

Like, the dark world in ALTTP has giants that throw bombs, but the bombs don't fall the height of the giant. They just fly in an arc like the player threw them.
Under the wrong circumstances, the monsters/perspective or even the magic mirror can cause people nausea. Usually that's because the perspective is messed up, trying to fit creatures and terrain and weapons with some sort of depth.
(if you don't believe me, remember that the title screen literally has a sword with an eye in it, as a symbol, an eye-sore)

Still a really good game, after I got used to the messed up perspective.
Note that fireballs, like from the zora or gannon, are not free-flowing in every direction. They are locked to moving at certain angles.
You might have trouble making a full 360 degree projectiles work.

I got some of those messed up perspective vibes from hyper light drifter too, not sure how they solved it. There may be some sort of magic or wizardry involved

Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on September 18, 2022, 12:07:10 am
Interesting, I hadn't even considered the 2D Zelda games, but I guess they are in some ways similar to what I'm looking to do.  I imagine that they try to limit the problems by using level design to not introduce these perspective problems more than they have to, but I wanted to make it a cityscape so that's not really going to work for me.

I'm wondering if I can get away with doing it with 3D physics... and may just have to test it to see.  Maybe I can use visual cues like illumination and drop shadows to help indicate z-levels, but I'm betting it won't be that simple.

2D is going to introduce other problems too, like the movement angles of characters and projectiles, like you mentioned.  This really is something I should be using 3D graphics for, and did get working pretty well in 3D.  Content and level creation was just so slow compared to drawing 2D sprites...
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: IndigoFenix on September 18, 2022, 10:36:16 am
That kind of perspective silliness was pretty much ubiquitous in the pre-3D era.  It's weird if you think about it, but for the most part players just didn't care.  Remember that gameplay > realism, and "projectile hurts you when its hitbox intersects your hitbox" is a lot easier to deal with than trying to figure out what Z-level you're on relative to the object.

In fact the Zelda games often ignored Z-levels even when it wouldn't have been hard to implement.  If you ignore background elements it's pretty trivial from a technical standpoint to make flying enemies that hover at a particular height, with a drop shadow showing their XY position, but mostly it just makes gameplay more annoying, so flying enemies never go out of range of your sword.

In fact in Link's Awakening there are some enemies that DO have a drop shadow a good distance below them, like the birds (which divebomb you) and ghosts (which bob around randomly), but the hitbox is actually the position of the enemy sprite itself on-screen, so you can walk "up" and hit them even when logically they should be over your head and to the south.  This makes no sense but when you're playing it's a lot easier to deal with them than waiting for them to swoop down or having to jump up to hit them.  There are other enemies that jump out of your way to dodge your attacks and these cannot be hit when they are in the air, so it's not like they didn't know how to make pseudo-3D.

This is a particularly egregious use of perspective warping but it's a good example of how in 2D games they just didn't give a hoot about spatial fidelity when game feel was on the line, so if you're going to imitate their style I'd advise adopting a similar philosophy or you're likely to run into problems.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Egan_BW on September 18, 2022, 02:33:39 pm
I actually know of a modern game with the aLttP style perspective and twin stick shooting. Game is called Unsighted if you want to look at it for inspiration.

Oh yeah, and Hyper Light Drifter also fits the description.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on September 18, 2022, 04:13:13 pm
Thanks for the suggestions, since it looks like both games are essentially doing what I wanted even if they both seem to have a bigger focus on melee attacks.  I'll do a bit of digging and see if I can learn anything about how they implemented the physics.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Iris on September 21, 2022, 11:54:42 am
I have a bad habit of writing down ideas that I will never get to (or, at least, currently lack the skill to implement). With that said, I have been thinking recently of a voxel-based 3D open world game centering around building factories.

The problem is "3D open world sandbox" is a terribly crowded space these days. I thought of a variety of ways to make it interesting (focus on player-made content? "Age" system allowing you to advance to different technogical eras? Some kind of vehicle creation system? Modular machines [but isn't that what a factory is, just on a larger scale?]) but none of them seem to fit. I was wondering if the esteemed forumites of Bay12 would have any ideas to make it interesting?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on September 21, 2022, 10:58:00 pm
I think for anything open-world, the only way to add meaning to whatever the player is doing is to build systems which can react to it.

Something like an ecological system would fit with factories well - the more factories you build and the more you dump waste into that nearby river, the more it effects the local ecology and perhaps even the weather. It'd be interesting to turn a splendid green forest into foggy London Town after enough work.

More impactful is a system which reacts to the player actively and has long-term effects. This is essentially what DF does - there's a world with history and factions, and the player seems to have the ability to completely derail that history, with the implication that the world ticks on afterwards - although that part is a bit slower/harder in DF.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Iris on September 21, 2022, 11:42:04 pm
Interesting. I suppose it comes down to what I want the player to be able to do?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: IndigoFenix on September 23, 2022, 02:44:49 am
When in doubt, pick a genre and blend them!
Let's see, what hasn't been blended with factory building yet?

How about a factory-building platformer?  Each factory part represents a different part of the course, you have to build a functional factory but sometimes monsters appear and you have to navigate through your own factory to clear them out.  Some parts are easier to navigate but less efficient, so you have to decide whether to take on the extra platforming challenge.  You can also build factory sections that give you bonuses in the platforming stages, like extra lives (robotic bodies?).

Or you could have guns and more powerful guns can also damage parts of the factory if you miss.

Maybe a style rating system so that you are encouraged to build more interesting challenge courses?  You can record yourself running through the factory as a TV show and more style points gives you money.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: eerr on October 26, 2022, 07:24:32 pm
One thing I haven't seen done fresh in awhile 'you surround it, you own it'

Basically like in rampart, where you place tetrominos and other pieces so you can build walls to encompass an area.

Any enemy, house, or water you encompass is also destroyed and gives points.

You also need to surround at least one castle, for points to put down cannons.

You also need those cannons to blast away the invading ships. or your friend's castle...
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: King Zultan on October 27, 2022, 02:43:13 am
One thing I haven't seen done fresh in awhile 'you surround it, you own it'

Basically like in rampart, where you place tetrominos and other pieces so you can build walls to encompass an area.

Any enemy, house, or water you encompass is also destroyed and gives points.

You also need to surround at least one castle, for points to put down cannons.

You also need those cannons to blast away the invading ships. or your friend's castle...
I'm pretty sure I've seen an add for a phone game like that recently, but I didn't pay enough attention to it to get a name.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on March 07, 2023, 09:14:29 am
There's a 3-hour gamejam over on twitch that I think I'm literally the only participant in. If you want to take a crack at it (it's Godot), I'd appreciate some competition.

The jam is here (https://itch.io/jam/godot-rumble).


Edit, wrote Twitch, though I meant itch.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Iris on March 07, 2023, 02:48:08 pm
Huh. I was just thinking about picking up Godot earlier today. Although since I haven't touched the game engine at all and I don't do well under pressure or time/theme constraints, I'm not sure if joining that would be a good idea.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Naturegirl1999 on March 28, 2023, 06:14:06 am
OTW, this seems interesting
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on March 28, 2023, 08:22:22 am
Does anyone have a good tutorial on dialogue trees?

Most of what I'm reading uses json, which is fine, though I've heard csv are easier for translation purposes (a baseless claim, as far as I can tell). The issue is that they're all just examples of reading dialog from one file for one character? Is that best practice? As many jsons and you have Jasons? Or put all your characters in one big json and just find the right one on reading?
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on March 28, 2023, 08:29:11 am
In theory I'd expect JSON to be better because you could nest the dialogue paths somehow, but I haven't actually tried to build anything like that.

The one time I've built a dialogue system, I used something essentially like CSV files, though it was in Unreal Engine.  The conversations were just rows in a spreadsheet, with a character name, a character portrait (to support changing expressions), a message, an optional name for the row, and a pointer to the next row name to jump to.  The system would just show messages in order unless there was a next message name provided, at which point it would jump to that row.

It works fine, but it was kind of clunky to manage for obvious reasons.  I also didn't get far enough to have branching trees, though that was the intended use of the row names, so picking different options could skip to different parts of the conversation.

Something like that would probably work okay if you had a simple editor built to help manage the structure of the file.  JSON may end up being better, but I'd have to think about how to store the data.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: King Zultan on March 29, 2023, 03:08:44 am
Cataclysm uses JSON for their character dialogue system with each NPC getting their own file dedicated to everything they say, but I've never messes with those files so I have no idea if they're the way to go or not.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on March 29, 2023, 06:01:54 am
Interesting. I guess I'll just tool around with it and see if I can make something that works.

I found a tool for Godot called "Whiskers" (https://github.com/LittleMouseGames/whiskers), which just gives you a tool to generate a file (JSON, I believe), and an opensource parser to use. I can already understand the parser, so maybe I can just cut this up into something useful for me.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on December 13, 2023, 11:55:45 pm
Mike chucked this in my thread, but I think it's pretty well-put advice for new devs.

Forgive me because I haven't actually read very much of this thread :-)  I started work on a DF-like game a few years ago and got a fair way through.  I generate a map and have a dwarf wandering around in it trying not to die of thirst.  Not really that engaging, but it was fun to code.  I did most of it on Twitch, live streaming usually 8-10 hours a week for about a year.  Unfortunately, I found that the stress of keeping that schedule on top of my already busy work life caused problems for some health issues I had and so it's been on the back burner for a *long* time.  It was super fun streaming development, though, so I'd like to get back into it.

Having made that long winded introduction, I've learned some things along the way.  The first is the old classic: You can make a game or you can make a game engine.  If you start making a game engine to make a game, at best you will complete the game engine.  More normally you complete nothing :-)  Going the other way around is actually easier.  Pick an engine that gives you as much facility as you can find, start writing your game and when you get a good way through it, rewrite the whole thing from scratch.

The reason for this is that coding is coding.  You've just got to grind your way through all of the details.  The hard part is figuring out what the details should be.  if you are coding the engine at the same time you are figuring out how the game should play, or what facilities your game engine needs to provide, you will not be nimble enough to try what you need to try.  One day you think, "I know!  We should try X".  6 weeks later you finally add the features to your engine to try X.  X sucks.  It's fine because by trying X, you realise Y is the *real* way to go.  6 weeks later, you add the features to try Y.  Y doesn't suck, but it's not really right either.  Z is definitely the way to go!  Rinse and repeat forever.

Ideally you want to be able to rapidly try your ideas until you are very sure that you have the game play that you want.  Then you have plenty of time to implement it in the best way possible.  At least if you are an indie dev and you don't have project managers screaming at you to do the *next* idea, so let's hang on to that bloody legacy carcass a bit longer...

This is obviously not what Tarn does, but he's special in a number of different ways :-)

I think the other big thing I learned was that it helps to make a lot of small, completely unrelated games before you tackle a big long term project.  The reason is that the "game loop", the thing that people find fun about playing your game, is quite elusive.  I had assumed that, like most development I do, I could write something quite basic and then just keep enhancing it with more features as I discovered what I wanted to do.  The problem is that "fun game loop" is surprisingly difficult and it's not really an incremental thing.

Getting some practice just crafting "fun game loops" is a really good idea, I think.  This is something that Tarn and Zack do a lot of (and you can see that they have *many* games in various state of completion).  I think this is part of their "special sauce".

So, what I would do now that I have some experience is:

1) Write something tiny, unrelated to any big idea, using an established platform that makes it quick to churn out a game.  Tamagotchi remake is a *wonderful* idea.  The original is *so* basic, but it has a fun game loop.  Try to implement just that classic game loop.

2) When you have something working, think about what the ideal development environment would be and build that.  Then reimplement your tiny game.

3) Spin on that idea for a while, changing the "fun game loop".  How did that influence the underlying development environment?  What kinds of things did you have to do?  How would you support that in a larger game.

4) Goto 1, but with a bigger idea.

Hope that helps you.

I'd add something like, "Don't get discouraged, coding docs/tutorials are written by moonmen and make no sense. It's not just you, it's all of us."
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Telgin on December 14, 2023, 09:58:26 am
That's all very good advice that I agree with, and I've made those mistakes myself many times.  I've gotten much further in the games where I used game engines than when I tried to build them from scratch, and the only game I've ever completed was using XNA during a game development class in college.

The big one I still struggle with is finding a practical scope for a game.  My last two projects were way too big.

One was an action-adventure RPG shooter that was supposed to span a full narrative over like 10-12 levels.  I churned on that for 2 full years and got most of one level done, and that was using Unreal.  I realized that there were parts to the process that I hadn't even considered, like level design, which I had no skills for, and after years of working on the game had no patience to learn.

The other project was a space 4X game that was supposed to be more detailed than most 4Xes and be more fun to play peacefully with internal political and population dynamics.  I burned a few months on it, got to the point of randomly generating solar systems in a galaxy, and burned out because I wasn't using a game engine.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: delphonso on December 14, 2023, 04:08:11 pm
Yeah, I think 'learn a game engine first' is pretty useful. Godot has been good to me. I started trying to learn to code first, and would get discouraged because I barely had a grasp on C++, then most engines used C#.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: Cathar on December 16, 2023, 05:01:31 pm
So ehm.. I'm posting here with you sinners because I also started to indie dev. I'm making the game I always wanted to play, and I'm advanced enough to envision finishing the project. Development will be long but I'll have something to show off pretty soon.
I'm coding in Python because I'm a scrub inside.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: eerr on December 16, 2023, 05:28:40 pm
I keep overscoping my projects like a scrub. Currently I should be spending lots of time working.

I lose focus somewhat, and I'm not sure why. Need to get that particle effect for the flamethrower done...

I don't think people actually go through the 100 options for making a particle effect in unity, by hand.
Title: Re: Game Design General - Share your games, mods, WIPs, and etc!
Post by: blackreaper666 on December 30, 2023, 04:24:21 am
I keep overscoping my projects like a scrub. Currently I should be spending lots of time working.

I lose focus somewhat, and I'm not sure why. Need to get that particle effect for the flamethrower done...

I don't think people actually go through the 100 options for making a particle effect in unity, by hand.

I feel like overscoping is one of the most common problems with game dev. It's just so easy to fall into the trap of "thinking big" and envisioning a million cool systems and gameplay ideas :D

My main problem at the moment is that I finally kept the scope well manageable and in theory could finally start creating actual content based on my "engine", but I'm kinda in a "art-block" where I further keep polishing systems instead of building actual game content for people to play... I'm currently building a open source "Slay The Spire"-like deck builder (https://github.com/BigJk/end_of_eden) that can actually be run in the terminal (but there is also a windowed version) and the engine is working really well so far but it lacks content (︶︹︶) I hope I can get my lazy ass to finally create some more game content soon