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Author Topic: Aqizzar makes a game  (Read 15495 times)

Aqizzar

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Re: Aqizzar Finally Starts Making A Game
« Reply #45 on: February 27, 2013, 10:25:30 pm »

Alright, thanks to Max I'm coming back to my thread to make a quote unquote Status Update.  To answer your burning question, what has Aqizzar been doing these past two weeks and change?

Short answer: Thinkin'.  Lots of thinkin'.  Also some prototyping.  But mostly thinkin'.

Long answer: I have a bad habit of thinking I can sneak up on a project, or work on some minor shit to psyche myself up for it.  This has proven, again, to be complete bullshit.  So I've been hammering out exactly what I need to implement to get from here to functionality.  While I've been working on generators and properties and such, I think the first real step to making an actual gameworld.  And when I say 'gameworld' I don't mean a shitload of details or stuff to look at, I mean 'what are the fundamental elements of a space that the player can interact with'.

My main focus is on keeping the scope in control, because this game that I'm making is not the full design, it's an abstract experiment.  All of the granular parts of the management engine will be included, but the action side of the gameplay will not.  So, if the gameworld does not have to function anything like the actual voxel space that the finished game will, that gives me a lot of leeway to strip down the gameworld.

What I have in mind: The overall gameworld is just a blank space (I'll start with 2D and make it 3D when I think of a good way to draw that) with Nodes randomly scattered through it, and then simple Pathways drawn to connect them.  Each Node and Pathway is its own mapspace, and the mapspace is subdivided into a grid of sectors.  Each sector is filled with a randomly chosen and generated type of cave system, with connections drawn between them where connections are randomly chosen to be generated.  If you pictured a Terraria map in large scale, you can sort of mentally draw regions onto it, where the open spaces form natural connections and clusters - that is exactly how chambers will be drawn here.  And ideally the shape of the mapspace generated and the shape of the pathway on the overall worldmap can inform each other to some extent.

The main unit of activity in this game design is the sector.  Every person and structure exists in one sector at a time; job-orders pertain to what a unit is doing in that sector; the sector has rating of how much floor-space and open-space it contains and a list of how much of any given material exists both in player-accessible deposits and in NPC-accessible veins; the sector knows which other sectors it has access to, in which direction, how big the connection is, and how long it takes to cross by different modes of transport.

If it isn't obvious yet, the actual 'run around and do shit' part of gameplay will be very abstract, as will the space it happens in.  Something like this, if a bit less rigid, will be exactly how the player perceives the gameworld when using the command interface in the Real Game - for the time being, the player-character is represented as another unit to be ordered around in the same manner as NPCs.

If it also isn't obvious yet, I'm cooking up half of this on the fly as I write it.  Blogging about game design is a good idea, it forces you to actually think through complicated stuff like mechanics and interfaces, instead of hittin' the brain crack and doing ultimately nothing.

I think that's a good start for now, before I get too bogged down with details like inventory management and material properties and which game engine I have in mind.  In other words, nothing to see here folks, but I am actually working.
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Max White

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Re: Aqizzar Finally Starts Making A Game
« Reply #46 on: February 27, 2013, 11:48:15 pm »

Dammit Aqizzar, if you have time to make a status update, you have time to oppress more islanders! They aren't going to enslave themselves at gunpoint.

Moghjubar

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Re: Aqizzar Finally Starts Making A Game
« Reply #47 on: February 28, 2013, 03:27:20 pm »

So wait, would you mean something similar to this?
Spoiler (click to show/hide)
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MaximumZero

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Re: Aqizzar Finally Starts Making A Game
« Reply #48 on: February 28, 2013, 05:02:28 pm »

Dammit Aqizzar, if you have time to make a status update, you have time to oppress more islanders! They aren't going to enslave themselves at gunpoint.
Well, knowing the folks on Tropico...
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Aqizzar

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Re: Aqizzar Finally Starts Making A Game
« Reply #49 on: March 01, 2013, 12:24:33 am »

Okay, a 504 error ate my first attempt at this post, let's try again.

So wait, would you mean something similar to this?

Close, but inside out.  The Pathways are where most of the space and detail will be, while the Nodes exist to connect them (and hold special stuff later).  Inspired by your graphic, I whipped up my own.


In a 3D design, you could picture the Nodes as cylinders with Pathways radiating away to join other Nodes, and I would have drawn that if I wasn't lazy.

Both Pathways and Nodes are self-contained spaces with impenetrable boundaries, but everything within them can ultimately be mined out.  The 'transitions' between them would be represented by divots in the walls where the code would move things between two maps (and sometimes you'd have to dig them out first, even though mechanically speaking it's not actually a tunnel, just a code-doorway).

The sectors are logical divisions that determine how a section of cave is generated, and gives the AI a more relative division of spaces to simplify how it represents things to the player.  Each sector knows what kind of space and resources it has, which other sectors in connects to and updates that as the player digs new pathways, and informs the NPCs in the area how to act.  There will probably be weird cases where the player leaves a sector with no ground to stand on or blocks it in somehow (which can be accounted for), but in general the management interface considers these areas when telling people where to go and what to do.  I can imagine that in a fully-built game, these sectors could be more dynamic, based on some kind of flood-fill calculation to intelligently divide a contiguous cave into access and space based regions, but I'm not worrying about any of that right now.

Dammit Aqizzar, if you have time to make a status update, you have time to oppress more islanders! They aren't going to enslave themselves at gunpoint.
Well, knowing the folks on Tropico...

They're too busy bowing and scraping to be enslaved.  I don't know where I went wrong.  Probably the good pay and good places to spend it, because dammit I've got an economy to run.
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MaximumZero

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Re: Aqizzar Finally Starts Making A Game
« Reply #50 on: March 01, 2013, 12:35:15 am »

Okay, a 504 error ate my first attempt at this post, let's try again.

So wait, would you mean something similar to this?

Close, but inside out.  The Pathways are where most of the space and detail will be, while the Nodes exist to connect them (and hold special stuff later).  Inspired by your graphic, I whipped up my own.


In a 3D design, you could picture the Nodes as cylinders with Pathways radiating away to join other Nodes, and I would have drawn that if I wasn't lazy.

Both Pathways and Nodes are self-contained spaces with impenetrable boundaries, but everything within them can ultimately be mined out.  The 'transitions' between them would be represented by divots in the walls where the code would move things between two maps (and sometimes you'd have to dig them out first, even though mechanically speaking it's not actually a tunnel, just a code-doorway).

The sectors are logical divisions that determine how a section of cave is generated, and gives the AI a more relative division of spaces to simplify how it represents things to the player.  Each sector knows what kind of space and resources it has, which other sectors in connects to and updates that as the player digs new pathways, and informs the NPCs in the area how to act.  There will probably be weird cases where the player leaves a sector with no ground to stand on or blocks it in somehow (which can be accounted for), but in general the management interface considers these areas when telling people where to go and what to do.  I can imagine that in a fully-built game, these sectors could be more dynamic, based on some kind of flood-fill calculation to intelligently divide a contiguous cave into access and space based regions, but I'm not worrying about any of that right now.

Dammit Aqizzar, if you have time to make a status update, you have time to oppress more islanders! They aren't going to enslave themselves at gunpoint.
Well, knowing the folks on Tropico...

They're too busy bowing and scraping to be enslaved.  I don't know where I went wrong.  Probably the good pay and good places to spend it, because dammit I've got an economy to run.
Hey man, that cabaret isn't going to order itself built.
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Aqizzar

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Re: Aqizzar Finally Starts Making A Game
« Reply #51 on: August 22, 2013, 12:56:29 am »









Hello friends.  I am reviving my now morose and ancient thread with good news.  Namely, my first ever, incredibly barebones tech-demo of a game idea is actually stable and playable.  And if you'd like to take a look at it, here:

https://www.dropbox.com/s/5hfvngstsfvztx6/Lunkheads%20Zero%20-%20%231.rar

This makes the official Release #1 of Lunkheads Zero, my alpha proof-of-concept for an alpha proof-of-concept for a theoretical game.  A mere seven months after I made a thread for the purpose, and far longer than I'd care to think about since I first had the idea.

(Aq Fact: I have never been known for my good time-management skills.)

I haven't exactly been idle since then, I just haven't really devoted myself the project that I wanted to focus on.  I've done a lot of studying in that time, and a lot programming my ass off at my real job, which is both great for training and terrible for my work ethic at home.  I've made a lot of little prototype projects as well, although none of them are fit to demonstrate.  And other shit like vacations, becoming a vinyl music snob, a month-long creative writing break, playing lots of old games for 'research purposes', my Mercenary Kings addiction, you know how it goes.

(Aq Fact: There will be no elaboration on the above, so don't ask.)

I've finally been able to spend some real time building the game I promised myself I would, and it wasn't nearly the massive undertaking (so far) that I probably feared it would be.  While this dead simple demo technically represents less than a week of effort, it's really the product of months of learning.  Apparently skills require practice to build, and my normal job doesn't teach me anything like roguelike-coding.  It's a welcome change of pace.

Anyway, I pared down my overall design to most basic stuff I would need to get started.  When I decided what exactly I wanted to be in place before I started considering features, I had three very basic goals in mind:
1) Handle actions and objects in a halfway intelligent manner, instead of a Frankestein conglomeration of special cases.
2) Build a graphic user layer that won't inspire me to eat my own face any time I have to change it.
3) Control input and presentation through a basic console in a style akin to side-scrolling platformers, because nobody ever learned something cool from sensible plans.

In the process of fulfilling those three goals, I accidentally achieved a necessary, secret objective:
4) Implement a turn-based physics engine.

(Aq Fact: I am a wizard.)

I learned a lot in the process.  Microsoft's developers really don't like explaining Interfaces.  Imagining the step-by-step process of blast-waves is a powerful motivator.  Multiple inheritence is as dangerous and temping as the Devil himself.  Coding the distribution of momentum is far more interesting than whatever it is I get paid to program at work.  And I don't know shit from Shinola when it comes to basic gravitational physics.

(Aq Fact: I have taught myself, in my mid-20s, that an angle can be horizontally reversed by subtracting it from 360 degrees.  By waving my arms around in circles.  I was far too amazed by this.)

For the curious, I've based my engine on a few assumptions.  Each 'space' or 'tile' in the gameworld is about two meters by two meters in size, and each 'turn' in the game is about a second long.  As it turns out, that and a mental protractor is all you really need to simulate crap flying through the air, as long as you don't care about wind resistance or dynamic collisions.  Those are on the development list, I assure you.

(Aq Fact: The above assumptions produce a coefficient of gravity 2% stronger than Earth's 9.8m/s, give or take the length of one cycle.  If I have my way, this will be the least of your concerns.)

(Aq Fact: When I implement mining (it's not in yet, don't ask) I plan to use a Dwarf Fortress-like convention where a reasonably skilled miner can dig out a space in about four 'turns'. With the calculations above, that means one guy with a pickaxe will hew out eight cubic meters of solid rock in under fives seconds.  If you consider this an unacceptable break from reality, Lunkheads will not be your bag.)

Of course this begs the question of why I even bothered building a physics system from scratch in a console game, when I don't know how to make stuff happen in real-time yet, and none of this explicitly has to do with my original goal of making a management proof-of-concept.  Well, none of the stuff that I want to put in this game will really be worthwhile developing until the player can act within it the way I expect.  I wanted an action-capable foundation to build from, instead of making a bunch of high-theory stuff and then trying to cram it into a granular game world.

More importantly, it just kinda came to me about halfway through building the interface that if I wanted to present the world to the player like a side-scroller, it would have to actually play like a sidescroller.  I didn't put a single bit of thought into the engine until I realized it was necessary, and developing it was more fun, more informative, and even easier than I thought it'd be.

And now that I have it, it'd be a shame not to show it off.  I need some sort of motivation afterall.



At this point you're probably saying, "You're a magnificent blogger Aquizar, but how does one play your game?"

For release #1 I have included a static map that lets you explore the terrain a bit and how to move around in it.

CONTROLS:

(Escape) - Immediately exit the game.

(F1) - Toggle between normal movement and Debug Mode. In Debug Mode, you ghost around the map in all eight directions unaffected by physics or collisions.

(Numpad 7, 8, and 9) - The jump keys, which fling you a little ways into the air. Left and right impart an angle so you should move two spaces up and one over.  Naturally, you can't jump when you're already in the air.

(Numpad 4 and Numpad 6) - Walk left and right.  To go up or down a staircase, simply walk into it and the little @ will climb up or down automatically.  You cannot move through a diagonal space.  You also can't move when you're in the air, unlike your typical platformer.  That feature is still kinda up-in-the-air, ironically.

(Numpad 5) - Advance a cycle without moving.  Note that all of the movement keys will also advance time if you can't actually move, it's just natural to have a 'wait' key in a turn-based program.



I'm not sure what exactly to work on next, besides polishing the physics engine.  You'll quickly notice that funny things happen when jump around on stairs, and imparting more jumping power to the player-object than the modest leap you see here produces some weird effects.  I keep having that nagging fear that I've coded myself into a corner where only my original test case will ever actually work as intended, but resolving a few math questions will help.  After I'm confident that monkeying with the velocity on stuff produces the intended results, I'll probably work on tossing objects or something.

(Aq Fact: Funny things happening on staircases is an old and honored tradition in platformers.)

(Aq Fact: It's not polishing a turd if it was never digested in the first place.)

So yeah, this post is mostly just to get my first working version out there, to reassure the two or three people who care that I am in fact alive and working on this project.  Y'know, finally.  I do fully appreciate any feedback on the idea and control scheme so far, and especially hearing about any performance issues on different platforms since the program was made in C#.  If you've got a spare minute, give it a try and let me know what sort of bells and whistles I should get started on early.

Download link again:
https://www.dropbox.com/s/5hfvngstsfvztx6/Lunkheads%20Zero%20-%20%231.rar
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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Gamerlord

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Re: Aqizzar Makes A Game - Release #1
« Reply #52 on: August 22, 2013, 12:58:43 am »

Yay!

GalenEvil

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Re: Aqizzar Makes A Game - Release #1
« Reply #53 on: August 22, 2013, 01:24:10 am »

Very yay! :D
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Re: Aqizzar Makes A Game - Release #1
« Reply #54 on: August 22, 2013, 03:00:30 am »

Woo!
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Xantalos

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Re: Aqizzar Makes A Game - Release #1
« Reply #55 on: August 22, 2013, 03:05:54 am »

Nice! Also PTW.
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Re: Aqizzar Makes A Game - Release #1
« Reply #56 on: August 22, 2013, 03:35:03 am »

Cool biz, Aqizzar! And it's good to see you're still around.

Out of curiosity, this Friday through Monday is the 27th Ludum Dare Game Dev Competition (Link). Have you thought about entering? It can be great for feedback, publicity, experimentation, and general game dev practice. And you could blog like the Dickens about it too (at least like he would have, had he existed concurrently with The Blogosphere).

If you don't want to do something from scratch in the 48-hour solo competition, you could probably enter into the 72-Hour Game Jam with this project, if you have the time free this weekend to build on it, and make it fit the theme if necessary. You can bring in preexisting materials and engines into the Game Jam, and since Lunkheads is basically a first-playable engine right now, I think you'd be in the clear.
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Aqizzar

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Re: Aqizzar Makes A Game - Release #1
« Reply #57 on: August 22, 2013, 07:54:26 am »

If you don't want to do something from scratch in the 48-hour solo competition, you could probably enter into the 72-Hour Game Jam with this project, if you have the time free this weekend to build on it, and make it fit the theme if necessary.

I assume you've downloaded my "demo"?  That skeleton of a game probably represents the best I could produce with a straight 48 hours of effort.  Not only is it still not anywhere near complete just for the tech-demo it is so far, but it's nowhere near worth putting in a competition and definitely won't be with a mere 48 more hours.  I put this here in a thread I already made for it once upon a time as proof that I can actually produce something, and to motivate myself to keep going.  It's nothing that I would expect people to actually judge, and won't be by Monday I can assure you.

Not to mention I'll have like 12 hours of free time between now and Tuesday, so it wouldn't be feasible in any case.  I'd like to take part in a marathon challenge like that, I'd just need to make sure I'm available.  Thanks for the encouragement though.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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The ancients built these quote pyramids to forever store vast quantities of rage.

MaximumZero

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Re: Aqizzar Makes A Game - Release #1
« Reply #58 on: August 22, 2013, 12:29:23 pm »

Huzzah!
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ToonyMan

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Re: Aqizzar Makes A Game - Release #1
« Reply #59 on: August 22, 2013, 03:07:12 pm »

Clearly you need to program water physics next.

And explosions.
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