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Author Topic: I’m working on a game, finally.  (Read 697 times)
xenoargh
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« on: October 31, 2017, 10:23:55 AM »

So... without spoilering, basically it’ll be a bit like Teleglitch- top-down twin-stick shooter with crafting and RPG elements.  Not just an arena game like Smash TV but with a lot more depth and replayability (at least, that’s the goal).  Will probably have some modding support out of the box.

If anybody’s interested in testing it, I’ll probably have early builds available in a month or so; I’ve been making progress pretty quickly.
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Network Pesci
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« Reply #1 on: October 31, 2017, 01:08:05 PM »

a bit like Teleglitch- top-down twin-stick shooter with crafting and RPG elements

*Reflexively swipes debit card down right side of monitor*

One day that's gonna work, I swear.  Oh wait I gotta have the magnetic stripe pointing inwards.
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xenoargh
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« Reply #2 on: November 01, 2017, 09:20:40 AM »

Oh, I know, lol. 

Nothing worth throwing money at yet.  I want at least the skeleton done before I get too crazy about saying things.  But I've got the game design set, I know what setting / look / etc. are going to be like, and it's something I've really wanted to see get done; I think people who are fans of that kind of game will be happy.

I'll talk more about it when it's not just vaporware and a vague announcement, lol.
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xenoargh
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« Reply #3 on: November 06, 2017, 08:45:33 PM »

I got the "critter" pathfinding and basic state-machine done this weekend. 

It handles a randomly-generated world (not that I have anything interesting there, yet, other than a basic maze generator to make sure they actually work), steers the critters, allows for orders to be given to critters from outside the critter (to generate "intelligent" behaviors, reactive stuff), etc.  The critters aren't "smart" and are a the "programmer-art" stage graphically, but they can all independently pathfind and do motion planning in a fairly large world and all that important stuff.

Next up is probably building the world; I'm looking at various methods of generation.  Thus far, the most-attractive system I've seen is to build a simplistic level-editor where I (or others) can hand-build some content, export it to a text-file, then have the game read it and plug it into other areas via <some method>.  So, first off, I need to build the <some method>, then build the level-editor, then <fingers crossed> combine them.

I think that was one of the most ingenious things about Teleglitch; it combined hand-built content with randomization, for the best of both worlds.
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« Reply #4 on: November 13, 2017, 03:27:09 AM »

If it's even a little like Teleglitch then I will buy it.
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xenoargh
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« Reply #5 on: November 13, 2017, 09:01:29 PM »

Well, I've got a very basic setup on LOS that's a bit like Teleglitch now; I've successfully implemented a Monaco style of LOS (I feel pretty strongly that this is one of the things that made the game very compelling compared to most of the games of that genre I've ever looked at).  This is extremely early, of course; later on, I'll be adding light sources and all that; this is just testing out LOS.


Still working out some details, but I'll probably be able to build a very simplistic run-and-gun first playable in another week or two.  Nothing like the full game, of course, but at least something that people can play a little bit and hopefully give some very early feedback on.  I don't know whether it'll include a randomly-generated dungeon yet or not; that's something where I finally figured out the best method to do it, and it's in my head, but it's not built yet.
« Last Edit: November 15, 2017, 12:43:17 PM by xenoargh » Logged

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xenoargh
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« Reply #6 on: November 15, 2017, 12:51:34 PM »

A bit cleaner and a whole lot faster.  Now the Monaco/Teleglitch style LOS includes "wall memories"; players will be able to see faint outlines of walls they've already seen, walls gracefullly fade in / out of existence, etc.  I think that's a big improvement over how Teleglitch brute-forced this, and only wrote "seen walls" to the Minimap, which made for fairly ugly navigation sometimes.

A bunch of speedups to the first iteration, too.  This scene is dealing with 70 shadowcasters / wall objects that have to do LOS checks to the player, etc., etc., there are multiple "critters" pathfinding through the maze, and the whole thing's running at 500+ FPS. 

Which is promising, because my critters aren't exactly doing anything interesting yet, I don't have sounds and light sources doing stuff, projectiles to check, etc., etc.  I think it's safe to say that this isn't terrible, though, for all the complicated stuff that's running.  My goal is to keep FPS well above 60 at all times, for a lag-free action experience.  We'll see if I can get there and achieve the complexity I want.

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xenoargh
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« Reply #7 on: November 15, 2017, 11:19:11 PM »

I think I've figured out how to do the Rouge-like part, Teleglitch-style.  I have written the beginnings of a room editor and copying system that should <fingers crossed> allow me to copy-paste new rooms, hallways, etc., etc.  into the gameworld without major implementation problems.  It's not working quite yet, but I think I'm on-track.

After I get that working... I guess it's time to make some decisions regarding scales of things (namely, main-character size, hall sizes, etc.)- once set, it'll be hard to change without major problems.  One of the many limitations of building a system like this is that enemy sizes are, of necessity, limited; huge things can't traverse small hallways.  But huge hallways and huge doorways will feel wrong.  One solution is to limit huge things to big rooms; if this system works as intended, then that should be possible.
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« Reply #8 on: November 16, 2017, 09:07:29 AM »

I think I've figured out how to do the Rouge-like part, Teleglitch-style.  I have written the beginnings of a room editor and copying system that should <fingers crossed> allow me to copy-paste new rooms, hallways, etc., etc.  into the gameworld without major implementation problems.  It's not working quite yet, but I think I'm on-track.

After I get that working... I guess it's time to make some decisions regarding scales of things (namely, main-character size, hall sizes, etc.)- once set, it'll be hard to change without major problems.  One of the many limitations of building a system like this is that enemy sizes are, of necessity, limited; huge things can't traverse small hallways.  But huge hallways and huge doorways will feel wrong.  One solution is to limit huge things to big rooms; if this system works as intended, then that should be possible.

Sounds like a fun game! Might be worth looking into Multiplayer capabilities for this too Smiley I'd love to play this kind of game with a friend Cheesy
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xenoargh
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« Reply #9 on: November 17, 2017, 01:09:59 PM »

I doubt if it'll have MP; the story's mainly designed around SP.

I got the main puzzle of how to build the Rogue-like dungeons solved; I can now generate copies of hand-built rooms at arbitrary angles.  Still working on room generation itself, though Smiley
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