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TheWinslow's Game Project


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#21 MrLuchador

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Posted 11 August 2014 - 01:31 AM

That all sounds really amazing! I like the idea that the guards are 'aware' of their surroundings and what should and shouldn't be open. 


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#22 RomanticsWes

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Posted 11 August 2014 - 11:29 AM

Have you thought about art assets yet? Do you have something lined up for that or know anyone to do it? Style? Pixel art or whatever?


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#23 TheWinslow

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Posted 11 August 2014 - 11:22 PM

Internet has spontaneously returned!

 

That all sounds really amazing! I like the idea that the guards are 'aware' of their surroundings and what should and shouldn't be open. 

Thanks! I'm playing with extending this to other enemies as well. If a nearby enemy has a nearby ally who is patrolling and disappears, the enemy will slowly raise suspicion levels until they decide to go looking for their lost comrade (which seems really harsh until you realize you could actually use this to draw an enemy away from the door they are gaurding then sneak past/ambush them).

 

Have you thought about art assets yet? Do you have something lined up for that or know anyone to do it? Style? Pixel art or whatever?

 

I've been thinking a lot about art. Right now I'm debating between using vector art or pixel art. However, I think far too many games rely on pixel art as a "simple" solution. However, vector art can come off as looking extremely cartoony and may not fit with the rest of the game.

 

In terms of style, I'm going to try and keep the shapes and lines simple and clean, with a focus on duller or more muted colors (grey, black, brown, with some dark red, dark green, and dark blue thrown in). This isn't to say that there can't be more complex things or brighter colors, but they will have to fit in naturally with the setting.

 

I'm planning on doing all the artwork myself as I can do it though it takes me a long time to get what I want (if you look at the diving suit or the piranha I made for the minecraft mod, you can clearly see what aspects I spent time on before I got a bit burnt out by it). This is probably the part that will take the most amount of time as code makes sense to me, but drawing has always been a lot of trial and error.

 

 

And in other news, I have a video showing the basic AI I have so far! I apologize for the quality of the audio as I am still away from my desktop and am using my laptop (and the built in microphone on it) so the keys sound horrifically loud and the fans periodically get noisy. However, I do explain some of the different states that the enemy can enter and show how they react to changes in the environment which is a bit more complicated. The video is over 7 min, so if you want to see the more important bits, skip to 1:30 to see how enemies react to changes in door states and 4:07 to see how the enemy reacts to combat.


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#24 belannaer

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Posted 23 August 2014 - 01:08 AM

Really cool stuff, especially the AI part. I want to play this when it is in early access on Steam ;) Interested to see what you come up with and reading these posts with your ideas and reasonings behind stuff is nice, especially for me and Mrluchador and anyone who is or is planning to do any game programming.

It is really silly to criticize gamemaker or any program being inferior for making games. It is just a tool and end result only matters. Like Wes said many highly successful indie games have been made with gamemaker and even "worse" programs.

If you need any help or second opinions on something else feel free to poke me. I may not be the best programmer out there or have knowledge about the tools you are using but I can always try and I tend to spend way too much time studying things so i have massive library of resources and links stored and can point your way to stuff (licence freee art, music, sounds etc.)
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#25 RomanticsWes

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Posted 23 August 2014 - 05:30 PM

Yeah, how many games have been made with Flash in the past that made money? lol...


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#26 TheWinslow

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Posted 23 August 2014 - 11:19 PM

Really cool stuff, especially the AI part. I want to play this when it is in early access on Steam ;) Interested to see what you come up with and reading these posts with your ideas and reasonings behind stuff is nice, especially for me and Mrluchador and anyone who is or is planning to do any game programming.

It is really silly to criticize gamemaker or any program being inferior for making games. It is just a tool and end result only matters. Like Wes said many highly successful indie games have been made with gamemaker and even "worse" programs.

If you need any help or second opinions on something else feel free to poke me. I may not be the best programmer out there or have knowledge about the tools you are using but I can always try and I tend to spend way too much time studying things so i have massive library of resources and links stored and can point your way to stuff (licence freee art, music, sounds etc.)

I appreciate the offer and may take you up on it in the future (though I am extremely stubborn and terrible at actually asking people for help)! If you ever have any questions for me, the same things apply. I'm not the most experienced programmer and haven't used Unity much (yet) but, as I said before, I am stubborn! I also like helping people out (Wes can back me up on this one).

 

Your initial game post on these forums also helped me out just seeing what you were doing as well (I was pretty unfocused and seeing your post and clearly thought out idea helped motivate me to sit down and start actually planning mechanics).

 

Glad the AI looks interesting; I'm actually surprised at how well it works as a first pass!

 

Overall this is becoming (if nothing else) a lot of fun and a great learning experience. It's also been fun being able to put aside interesting ideas that I think of now (but really wouldn't fit into this game) to potentially use in the future.

 

 

Yeah, how many games have been made with Flash in the past that made money? lol...

None, Flash is terrible for games! What's that...only 16.5 million sales of Minecraft? With only 14,446 people purchasing it in the past 24 hours! Horrific! They only made $390,042 in the past 24 hours only 3 years after the "official" release!

 

Really though, minecraft has some really funky code (not good funky, code that does absolutely nothing funky).


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#27 MrLuchador

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Posted 24 August 2014 - 12:17 AM

Keep us updated Winslow - you and Belannaer keep me motivated to delve deeper into learning! :)


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#28 TheWinslow

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Posted 25 August 2014 - 07:51 PM

Keep us updated Winslow - you and Belannaer keep me motivated to delve deeper into learning! :)

Well then, keep reading!

 

Today's update sees a few new features, first is a new menu system which allows me to easily add new options or menus that I may add in the future. Currently, it also reads (and will eventually write) settings from an ini file so you can customize quite a few options.

 

Second is the addition of sound effects and music. It makes it feel a bit more like a game.

 

Third is a new player sprite. Here is the sprite itself and here is a shot of the sprite in the game. It's my first attempt with vector art and is by no means complete, but it gives a much better idea of what I am going for with my game. Doing this also taught me something important: more contrast is needed. The details in the player sprite do not show through well when actually in the game. I'm pretty happy with the style so far but I would love to hear what other people think about it! Seriously, if something looks terrible or boring at any point along the way, tell me.

 

And finally, here is a video of the new features (nice and short and without the horrific audio quality of the last video!).


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#29 milksgonebadd

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Posted 25 August 2014 - 08:11 PM

Said to Bel early that I regret missing the stream where he was showing off his game and the process of game making. Glad you are doing vids, Winslow. It is very interesting to watch the process it takes to make a game.


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#30 MrLuchador

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Posted 26 August 2014 - 05:01 AM

Looking good! What did you use for sprite creation?


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#31 belannaer

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Posted 26 August 2014 - 01:35 PM

That sprite is really cool and if the whole game will be that style it's going to be really cool looking.


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#32 TheWinslow

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Posted 26 August 2014 - 01:40 PM

Said to Bel early that I regret missing the stream where he was showing off his game and the process of game making. Glad you are doing vids, Winslow. It is very interesting to watch the process it takes to make a game.

 

Anything for you Milks  Kappa  . The videos have become somewhat of a necessity at this point as a lot of the changes are difficult to show in screenshots now. I'm just happy this latest one doesn't have abysmal sound quality like the last one. I would stream my progress like Bel does, but it would be incredibly boring.

 

Looking good! What did you use for sprite creation?

 

Inkscape. It's a good program (and free!). Gamemaker's built in sprite editor is ok (and getting better) but it is still clunky and can be annoying to use (just like their room editor).

 

 

That sprite is really cool and if the whole game will be that style it's going to be really cool looking.

 

Thanks Bel! I'm pretty happy how it came out. It's definitely going to be the part that will take the longest amount of time though. Hopefully it will get easier as I go along.


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#33 MrLuchador

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Posted 26 August 2014 - 02:22 PM

oooh inkscape is very nice. thanks! 


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#34 belannaer

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Posted 26 August 2014 - 03:34 PM

oooh inkscape is very nice. thanks! 

Yeah it looks really interesting. Need to give it a go as well.


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#35 TheWinslow

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Posted 26 August 2014 - 08:14 PM

oooh inkscape is very nice. thanks! 

 

It is a good program. Unfortunately GM doesn't have support for most vector art yet (they only support swf, so only adobe products can create the correct vector art format) so you need to export sprites as a png to use them. The bonus is you can export them at any resolution and it will look the same so it is still beneficial.


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#36 TheWinslow

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Posted 27 August 2014 - 09:04 PM

Tiny update for new, functional features today. You can now use the mouse or the keyboard in menus (instead of just the keyboard!)

 

I've also started getting the dialogue system working. It's going to be a bit clunky, and will probably be somewhat annoying to use, but will be able to support as much complexity as I want, from only text with no user input to branching paths that end in vastly different ways depending on your choice of what to say/do.


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#37 milksgonebadd

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Posted 27 August 2014 - 10:08 PM

Just curious, when do you think your games will be playable in any compactly, Bel and Winslow?  


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#38 MrLuchador

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Posted 28 August 2014 - 01:06 AM

I know you didn't ask me as mine are generally ready within an hour of conception. #quality


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#39 TheWinslow

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Posted 28 August 2014 - 02:13 AM

Just curious, when do you think your games will be playable in any compactly, Bel and Winslow?  

 

Hmm. Well it's "playable" now technically. But in terms of what I still need to do: dialogue, story, artwork, sounds, level designing, and a whole lot of polish.

I figure right now:

  • AI is 50% done...maybe less than 50%..probably more like 30% actually. The entire noise detection system is nonexistent at this point (though I have tested a very simple one before)...actually maybe only 20% as enemies don't collide with one another yet.  Ah crap. And stupid door opening.
  • Weapon system is 80% complete (not including the actual weapons and balancing).
  • Lighting is 95% done (couple glitches here and there).
  • Player movement/interaction is 90% complete (door interaction is terrible).
  • Dialogue system is around 40% figured out (and the last bit requires a ton of work that also requires a story).
  • Menu/settings integration is about 50% done (keybinding is going to be a bit of a pain as I need to create a script to convert ASCII numbers into characters).
  • Story, artwork, and sound are all <1% done (I got one song, 2 gunshots, and a single sprite that are all incomplete).
  • Level design is nonexistent.

And this is not the amount of time I have left; the last bit of polish (the last few percent) are going to take far longer than the first 99% of coding.

 

I also am not sure whether I will need to make a notebook so the player can go back and read through previously found clues or not. I probably do (but I don't wanna keep adding features! I wanna finish this and then make an even better game!).

 

However, I do plan on making the first level (the tutorial level) before I have completely polished everything. Which I will then release for free of course (why don't other games still have demos?).

 

So. Release time to a crappy demo build? Maybe the end of the year (depends if my paperwork ever goes through and I am no longer unemployed and not able to work on this as much). I should have all the features I want established in the next couple weeks. I figure another month to get enough polish that they actually feel like established game features instead of just shells. Then another month or so of creating and finding assets for the game (the player sprite took 4 or 5 hours and still needs a lot of work). Give it another month to actually create the demo after that (part of that depends on how complex I make the escort quest Kappa ).

 

Seriously. Escort quest tutorial. Don't worry though, I have a way to make it oh so enjoyable!

 

Edit: I've managed to plan out the bare-bones plot of the tutorial level as well as the opening scene of the game proper. I've also thought of 2 new mechanics (well, tweaks on existing mechanics that will be very simple to implement) that could be good for the overall feel of the story. I'm actually pretty excited about these 2 ideas (and I will not be spoiling one of them as it will ruin it completely). The second...I'm not sure I want to tell yet as I don't know if it will work. It's also 4am and I should probably sleep on it first.


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#40 TheWinslow

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Posted 29 August 2014 - 12:27 PM

Small update today. First up is the dialogue system. I showed a mock up of it way at the beginning, but this shows it a bit more fleshed out. You can also get a sense of how the dialogue will work

 

The other thing it shows is the new "feature" I thought of at 3 in the morning a couple days ago (and hinted at earlier). I'm thinking of having all the dialogue told in first person and you can see how that would work in the screenshot. I quite like how it came out actually. For those who have trouble reading the text:

 

I opened the door and got my first glimpse of Vito Drucci..."Vito the Mad". The old man looked like a rat and spider had mated. A pointy face with long, thin limbs. His face was a mixture of the restrained madness that got him his nickname and a fearsome intelligence that got him his position. He was expecting me. He wanted to know what my next step was going to be.

 

[Non-Committal] That depends on what you can give me.

[Threatening] You're going to tell me everything I want to know or I am going to find out however I can.

[Lawful] I'm going to arrest you, but first you will answer my questions.

[Bargaining] I'm sure if you gave me what I want I may not have gotten here in time to arrest you.

 

 

The responses will then lead to other predetermined dialogue options. So these 4 responses would probably go to three different possible responses (the non-committal and bargaining responses being very similar so it saves me a lot of work to combine them). Adding 2 responses that go to the same dialogue (though it seems like it could be annoying/pointless) actually serves a purpose as similar responses will not necessarily lead to the same result in every dialogue.

 

Depending on the person's "personality" (which you can figure out if you pay attention to clues you can find in the level), different options could end poorly for you. He's not Vito the Mad for no reason so be careful what you say!


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