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Author Topic: BoundWorlds Reborn (Open alpha)  (Read 17612 times)

IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #270 on: March 07, 2017, 05:14:48 am »

Thinking about the possibility of making Boundworlds playable on a phone.  On the one hand, given its open-world and exploratory nature, it could do well as a casual phone game I think.  On the other hand, phone control schemes are quite different than keyboard oriented ones, which means that for a game to function well on both, the number of things that are possible will probably have to be reduced...

On the other hand, maybe streamlining the game as a whole wouldn't be such a bad thing.  Is it important for a world building and exploring game to have platforming action, shmup arcade gameplay, and a hitbox-based fighting system?  Or is a mildly action RPG where you click where you want to go and who you want to attack or talk to enough?  I haven't been getting much feedback on these ideas, maybe I'm overcomplicating things.

Maybe part of my problem is that I'm trying to make BW be too many things at once.  It was originally supposed to be a world building game focused on exploration and individual storytelling.  Just because it can have an elaborate physics system doesn't mean it should...
« Last Edit: March 07, 2017, 05:21:08 am by IndigoFenix »
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Arx

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Re: BoundWorlds Reborn (Open alpha)
« Reply #271 on: March 07, 2017, 05:43:17 am »

If you want to... overcommit, I guess, you could have a set type of world that works on mobile. Runs the risk of spreading things too thin, though.
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Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #272 on: March 07, 2017, 07:50:43 am »

Don't know if Boundworlds would work on phone or not. I do like the variety of things that can be done, but I don't know if they are needed.
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Asgarus

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Re: BoundWorlds Reborn (Open alpha)
« Reply #273 on: March 09, 2017, 04:25:27 am »

Thinking about the possibility of making Boundworlds playable on a phone.  On the one hand, given its open-world and exploratory nature, it could do well as a casual phone game I think.  On the other hand, phone control schemes are quite different than keyboard oriented ones, which means that for a game to function well on both, the number of things that are possible will probably have to be reduced...

On the other hand, maybe streamlining the game as a whole wouldn't be such a bad thing.  Is it important for a world building and exploring game to have platforming action, shmup arcade gameplay, and a hitbox-based fighting system?  Or is a mildly action RPG where you click where you want to go and who you want to attack or talk to enough?  I haven't been getting much feedback on these ideas, maybe I'm overcomplicating things.

Maybe part of my problem is that I'm trying to make BW be too many things at once.  It was originally supposed to be a world building game focused on exploration and individual storytelling.  Just because it can have an elaborate physics system doesn't mean it should...

You could limit the mobile functionality to just exploring and playing other players' mini games.
Limiting the whole game just so that mobile players have the same possibilities as PC players is not a good solution in my opinion.
I don't think anyone would expect a mobile game to be more than it can be.
Leave the editing and creating stuff to the PC players at first, and maybe add a few simple editing tools for mobile players later.

But whatever you do, make it step by step, not all at once, but I don't think I have to tell you that ;)
The physics system though is something I would add rather sooner than later.

IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #274 on: March 09, 2017, 03:46:31 pm »

I've been experimenting with various options for phone play alongside working out exactly how the regular PC controls interact with physics.  To be fair, most keyboards already limit the number of buttons that can be held down at a time, so it's not all that different.  Basically it means that there will be more pressing buttons one at a time and less holding things down.

I made a passable phone-friendly D-pad to substitute for the arrow keys, and am working on the "technique" and targeting systems together.  Since playing as different types of sprites is going to be one of the main fun things you can do (either through transformation or body swapping) the control scheme has to be fairly flexible to accommodate all or at least the majority of "normal" creatures' abilities.

The default scheme will probably be more leaning towards the RPG side of action-RPG.  Maybe something akin to Secret of Mana mixed with Chrono Trigger; not strictly turn-based but where there is a bit of cooldown time between attacks where you can move around to reposition yourself and select your next technique.  Of course, if you simply make the cooldowns short enough it becomes full action, so the system becomes pretty flexible.  The hardest part of this is figuring out what to do with sprites that have poor handling (low friction or slow turning speed) and therefore cannot be relied on to move into the positions they are aiming for, causing their attacks to go all over the place.  But I guess if you make hard to control sprites that's probably more or less what you want to happen.

There's also a fairly elaborate knockback system that has to be worked out; basically knockback can be converted into flinching, staggering backwards, and falling over depending on a creature's balance stats, and repeated blows can cause their brain to take damage, reducing balance and making them easier to knock over, where they may be vulnerable to certain techniques.  All these stats are optional though, basically the idea is that you can make the mechanics of a creature either simple or complex depending on how much effort you want to put into its design.  Sort of like Dwarf Fortress and its various immunity tokens, except that here being immune to everything is the default state.
« Last Edit: March 09, 2017, 03:57:29 pm by IndigoFenix »
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Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #275 on: March 26, 2017, 12:29:55 am »

Any kind of base tilesets? I don't really have anything to use.
« Last Edit: March 26, 2017, 12:38:01 am by Kamani »
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IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #276 on: March 26, 2017, 04:18:28 am »

OpenGameArt has a ton of free resources.  Just make sure to only use resources with a CC license, at least until I work out exactly what the legal status of created worlds is.

I am still working on this by the way, I'm just avoiding posting too much until I get the physics straightened out.  Sprite attributes under the "motion and physics" category may be subject to change, aside from basic ones like speed, acceleration, and gravity.  Leaving values at their defaults makes them irrelevant; for example giving a speed value but leaving acceleration and friction at -1 will make them move at a fixed speed.  In this way simpler units will have simpler behaviors.

There will probably be an unlocking system to ease players into the world building without overwhelming them with too many complicated options at once.  So for now just pretend the more complex physics options don't exist.

I did make some quality of life changes that were in demand like menu categories and movable menu boxes.

Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #277 on: March 26, 2017, 11:23:45 am »

Yeah, I have only used the simple functions. I just didn't have any good tile sets to use. I will look at OpenGameArt. Thank you!
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