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Author Topic: Let's Dev  (Read 5924 times)

The Torn

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Re: Let's Dev
« Reply #30 on: March 28, 2016, 07:01:03 pm »

Busy IRL day today yesterday (way past midnight already), couldn't get much anything done. Apparently I can't ctrl+z after leaving edit mode, so I was left with this abomination:

The first step was clear. A floor. Something on which all could stand or lie. And it was born, no less than ten thousand square meters large.
Secondly, a large sphere of indeterminate purpose. Surely the need for such an object would come.
And finally, the representation of a generic dwarf. Appropriately named Urist.

Since I need to wake up in around 3 hours, I won't leave you with any directive questions. It's for the best anyways.
I might replace that spinning dwarf icon with an actual dwarf someday, but models of any kinds of organic creatures are scary difficult for me. As an added bonus, I haven't quite understood how 3D texturing works. So, yeah, when I have the leftover time.
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MagmaMcFry

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Re: Let's Dev
« Reply #31 on: March 28, 2016, 07:34:12 pm »

Texturing works like this in theory: You assign each vertex of your mesh a texture point made of two texture coordinates. To color a mesh triangle made of three vertices, the renderer (acts as if it) looks at the texture triangle formed by the three texture points, cuts that triangle out, and stretches it to fit onto the mesh triangle.
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MaximumZero

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Re: Let's Dev
« Reply #32 on: March 29, 2016, 06:40:38 pm »

PTW for dev advice.
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The Torn

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Re: Let's Dev
« Reply #33 on: March 30, 2016, 10:23:22 am »

I won't leave you with any directive questions. It's for the best anyways.
I, uh, didn't mean that you should stop giving me things to add or ways to add purpose to what is already there. I was just hoping that I wouldn't have to tell you to tell me what to do, but I guess I'm not getting off that easy. So here, have some additional flavor text: :D

You spend a fair while looking at your current creations. A fine floor and sphere, surely, and though Urist may have been hoping to get a more physical representation, it can at least enjoy it's capability to move. But this can't be nearly enough. This is not a game, it's just items. Stuff's moving, but you can't do anything about it. We need ways to control these things. To interact with them, and for them to interact with each other. But in what style and purpose should these interactions be?

I need things to do, people, I need things to do! :D

PTW for dev advice.
Am very much feeling judged. >w<

PS if anyone ever feels like I misinterpreted their suggestion instructions, do speak up.
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monkey

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Re: Let's Dev
« Reply #34 on: March 30, 2016, 02:35:38 pm »

1. Add melee combat, simple combat like when you press a button every enemy near you gets hit.
2. Add obstacles and pathfinding.
3. Add 10 goblins.
4. Add 6 other Urists that you have to protect.
5. You get points for surviving dwarves, you spend points to build a bigger fortress (just obstacles for now).
6. goto 3.

is the game first person, 3rd person, isometric ?
is the world grid based ?
is it turn based or realtime ?
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MaximumZero

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Re: Let's Dev
« Reply #35 on: March 30, 2016, 08:27:07 pm »

PTW for dev advice.
Am very much feeling judged. >w<
Sorry. I'm just hoping to glean some insights for my own project that I'd eventually like to start back up.
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Amperzand

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Re: Let's Dev
« Reply #36 on: March 31, 2016, 02:28:32 am »

I find the idea of a sort of level-based roguelike thing, very simple, where you get seven dwarves and clear as many levels of their goblins as possible before running out of squadmates.

Something similar to the Toad's own Kobold Cave, perhaps.
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NJW2000

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Re: Let's Dev
« Reply #37 on: March 31, 2016, 03:20:05 am »

There wouldn't be any way to make the "vanishing point", point where lines converge on the horizon, the centre of the sphere, would there? i.e. make it so you could put a cube on the surface, and all 4 vertices not on a side parallel to the touching side would, if extended, converge on the centre? I suppose the same could be done with more complex 3D shapes.

Suppose you could have a spherical, level based rogue-like. Something (a dwarf) navigates each level of sphere, before dropping down into the next, though the player never runs out of levels, as they emanate from the depths at the centre of the sphere.
Like the shells of an onion.
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The Torn

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Re: Let's Dev
« Reply #38 on: March 31, 2016, 08:02:55 am »

is the game first person, 3rd person, isometric ?
is the world grid based ?
is it turn based or realtime ?
Well, that's all up for you all to decide. Glad to see someone asking the important questions. :)
There wouldn't be any way to make the "vanishing point", point where lines converge on the horizon, the centre of the sphere, would there? i.e. make it so you could put a cube on the surface, and all 4 vertices not on a side parallel to the touching side would, if extended, converge on the centre? I suppose the same could be done with more complex 3D shapes.

Suppose you could have a spherical, level based rogue-like. Something (a dwarf) navigates each level of sphere, before dropping down into the next, though the player never runs out of levels, as they emanate from the depths at the centre of the sphere.
I think you mean edges, not vertices, but are you talking about non-euclidean geometry here? I don't think it's actually possible. I mean, I think it's possible to make that illusion (because how would such a sphere differ from a regular plane, except that all edges loop around, which can probably crudely be done with portals for walls), but I sure as hell don't even want to attempt it yet.
Sorry, you're going to need another use for the sphere.

The rest of the ideas seem okay though. I can get started on implementing them while you agree on the specifics. Monkey's questions seem like a fine place to start.
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Tomasque

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Re: Let's Dev
« Reply #39 on: April 03, 2016, 08:44:39 pm »

You could move the camera around freely, spinning it around, moving north, south, east, west, up and down. You could take control of a dwarf in your view, at which point it would technically be 3rd person, and you would move that dwarf around grid-basedly.
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exdeath

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Re: Let's Dev
« Reply #40 on: April 04, 2016, 03:14:38 pm »

Maybe a game like this:
2d view (with 3d or 2d graphics), fighting game.
Setting is fantasy.
Characters are on a smaller scale to allow bigger characters

Characters are monsters/races (not specific characters like darkstalkers, but monsters/race, as some example some monster would be a vampire, and not Dracula) and some are fantasy classes.

Each character has a ratio cost, you can select as many characters you want as long it cost less points than the ones you are allowed to have, one example of a game like this capcom vs snk 1, the problem of snk vs capcom 1 is that the characters there, arent so different from each other to warrant different ratios (instead of balancing stuff), he ratio system is used to allow greater variety of characters, not as a lazy way to balance the game.

Characters are very different from each other, as some example characters will only have super bar if they have this thing (like mana or ki whatever), some would have ammunition and etc.... Those characters are balanced by their ratio points. The amount of points you have must be at least 4 times the least valued character cost.

The game is played between 2 sides.
The first side has 2 characters at the same time on the game, when playing on this side alone, you control one character and the AI control the other, but you can change to start to control the next one.
There is also an third tag character, that can be called to the game, to be swapped with the character you are controlling.
And then there are the reinforcements slots.
After some character from in game area, dies, the character on the tag slot will join the game, and some character on reinforcements slot will go to the tag slot.

Two players can play on the same side, if they do that, they share the characters they use.

More stuff/rules:
No time limit.
Just one round.
Characters wont share same super/ammunition slot....


Reasons behind this game idea:
-The ratio points allow us to have more varied characters, since they will just need to be balanced by ratio points.
-The 2 characters are the same time per team, allow faster matches, this because sometimes ratio points allow users to select alot of characters. This also allow 2 players per team (or 3 or 4 players playing at the same time)
-The tag slot (instead of not having it and having just the reinforcement slots), allows players (when 2 players are on the same team) to change their characters, by changing to the tag character.

« Last Edit: April 05, 2016, 07:34:14 am by exdeath »
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The Torn

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Re: Let's Dev
« Reply #41 on: April 06, 2016, 05:35:44 am »

Sorry, I've suddenly been terribly busy with schoolwork, and I managed to find this game called Factorio, which has had me more hooked than anything for months. Despite all that, I've gotten a little bit of progress done:
The camera, which you can move around as you wish. It's generally top-down, but allows for a little tilting, rotating, as well as zooming.
And I worked a bit on generating obstacles for the map. I got something basic working, but after I briefly decided to investigate some map generation stuff, I kinda got engulfed in learning different things there, as well as generally getting more familiar with C# syntax.

exdeath, there's a ton of suggestions there, I'll see what I can incorporate once I get around to the finer details, however I must mention I'm going to keep this little project strictly singleplayer.

Edit:
Not going to bump this thing up to the top yet, but I've added a to-do list in the opening post.
I've also got a slightly more advanced map generation algorithm now.
And well, with the school-year coming to a close, my exams are coming up. I got pockets of time here and there, so I'll try to keep this from coming to a complete halt.
« Last Edit: April 16, 2016, 05:19:05 am by The Torn »
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bluwolfie

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Re: Let's Dev
« Reply #42 on: June 09, 2016, 02:37:48 am »

Some suggestions for you.

The game needs boxes, everyone loves boxes!

I think there should be enemy boxes, or enemies that hide in boxes. Or barrels, some sort of inanimate object that doesn't like you, because you're not boxy enough.

Cats! Everyone loves cats, and cats love boxes. Cats that try to get into boxes, but see the boxes don't like this so they attack the cats. Perhaps you need to save the cats from the boxes, by placing them into other, frendlier boxes!

A good game needs healing items, and I think those items should be booze and chocolate.
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