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Dukandia

Dukandia - This Week's goal.

Posted by , 12 May 2012 - - - - - - · 574 views

Hello,
Well after what I think has been two or maybe three weeks we have a planning document finished, we are working out and details and will be sharing the whole document in reversion one or two as soon as we can. The reversions will mostly be re-organizational issues. Making sure the document details core game play and then the things you can do and the objects and so on within. We have also settled on some final planning pieces for the finished GUI, as well as some updates to how we will run the development of future games. The downside to this document is that it is multiplayer centered, it will not detail the single player, this is mainly due to the single player having more features as we progress the progress of the story line. These add-ins are simply ways of making up for the lack of other players and are in no way a better gaming experience.

In short, in the next few days a 20 or so paged document will be for both download and put within a "spoiler" if I learn to use them by then :P. The document is open for public review as well as questions on every aspect can be made answered and we will change it to fit public ideas. That is however, if anyone is actually interested in reading it xD, it's mostly just for those of you interested in how the whole game will work.

What I assume is a spoiler



Forum Development

Posted by , 28 April 2012 - - - - - - · 757 views

Hello,
In my last post I mentioned how I planned to go ahead and code my own forums system, as well as provided a mock up screen shot. This week I have planned out all the variables How I will go about doing it. For the most part that is all I have to share, but I will go ahead and share some of the core features I think the forums need to have, although as states below this is just a quick list of ideas, I am however working on the forums framework ATM.

I know I say it a lot but; The information below is direct planning information and is not yet official in any shape way or form and is subject to change.

-Signup:

must:

Login name
Display Name
password
verify password
email
verify email
random bot prevention question
male or female
age (must be 13+)

Optional:

Profile pic
short bio
signiture
self title

Offers:

The Iron Genesis monthly news letter

Agree to TOU


-Profile:

Connects to forum
connects to games
connects to "blogs"
connects to main site comment and rating system

-forum features:

Code
Spoilers
youtube
smileys
tables
quotes
scrolling messages
images
links
time of day greetings
font size
font color
font
bold
underline
cross
slanted
super script
sub script
non number list
number list
acronym
word sensor
report post
vote replies up or down
vote original post 1-5
follow a post
follow a board
follow a blog
follow a project page
chat box
dev only chat box
moderation board
bans
warns
blocking
adding as friend
titles based on job or post rank
private messages
developers will get "Job" messages giving you an update on what you have to do this month
change display name
change password
graphs
link to your website
sign in as invisible
delete account
un subscribe to news letter
search forum
edit posts by you
mods and admins can edit and delete all posts
delete posts by you
sticky
move
link images




Forum mock

Posted by , 22 April 2012 - - - - - - · 902 views

Hello,
I have decided i'll get a quick mock of the forum done today since I have the time. All opinions are appreciated since I'll be hand coding it don't limit your advice Posted Image And yes that large block at the top would be the chat box I plan to implement into the main forums page.

Posted Image


Updates

Posted by , 22 April 2012 - - - - - - · 873 views

Website
A few days ago I gave you the mock design of the site, that site is now complete and can be viewed at here! The site for the most part is complete, it has a projects page and allows us to organize our information and well I like the way it looks for the time being. Some updates I need to make are:
-Make the background extend without limit
Right now the background is a single image and everything is placed in frames on this image to make it "pixel perfect". I need to go about making it so that I have a top, and a bottom images as well as an image for between those.
-Forums
I am currently designing a forum system to go with the site, it will include the most basic aspects of a forum as well as some other ideas I think i'll throw in there.
-Blogs
I will be adding a blog system for each project so that we don't have to entirely rely on gamedev for journal entries, although both will contain roughly the same information with the slight changes such as custom video players and better formatting for our own blog.
-public planning locker
A page that is devoted to our plans, designs, and art that shows you what we are planning in the eyes of the developer so to speak. Pretty much contains plans we see fit to release to the public.

Dukandia
The rough draft of our alpha planning is still being made, I have a few ideas that could change the whole project just a bit but these will for the most part be voted on by fans and developers alike.

That's all I really have to show for this week, hope to have more next weekend!


Looking for Information

Posted by , 16 April 2012 - - - - - - · 1,135 views

Hello,
Well recently I was "promoted" so to speak, more of just a title change to group/company owner of Iron Genesis. Now I myself have never looked into the information required to know when starting, and maintaining a company but as far as I know there are a few main points. Copy Rights, trademarks, and taxes. I was curios if anyone had some insight as where to start looking into the general information required before I take our group from just that to a company. I hope this doesn't sound at all confusing and I don't mind any advice on the subject at hand either.


Site Mock up

Posted by , 15 April 2012 - - - - - - · 1,055 views

well,
After a week or so of planning, design, and well of course color decisions I have been able to mock up an updated version of my site. The site includes the team selected name of our group / company as well as providing a much better looking slideshow, and information display. There is not much to say although, I might want to hear what you think of my little dog story I wrote half way through the example text, lol and no it does not make sense. I am thinking of replacing the wood top with a different texture, as well as redoing the corners to be smooth, what are your thoughts.

Posted Image


Dukandia - Progress update

Posted by , in Dukandia 10 April 2012 - - - - - - · 1,010 views

Hello,
Now if you have been following Dukandia for at the very least the past two weeks, you will know that more recently we have started to do some heavy planning and idea tossing to try and get a feel for what we expect the game to do, and how it will work. Now it is indeed this planning that is going to actually halt development for a week, possibly two. As of late I have been lucky enough to be introduced to some new concepts and such that honestly might or might not be good to introduce, and since I have a lot of things floating in my head I first want to get Dukandia for the most part fully planned out on paper as a guide to follow with very little room for change, this plan however will only serve as a guide and can change. But its of no use if I can;t actually get this done.

In replace of Dukandia Progress, I will be sharing progress on some of my other projects these include:
-File Share System (similar to that of the popular program Dropbox)
-Site redesign to welcome new name change
-New melting cube YouTube channel
-Design ideas [If my scanner starts working again (Dukandia based)]

Feel free to ask any questions on any of these or on Dukandia's situation.


Dukandia - Graphical Design Update, Video E.T.A, and Some More Planning

Posted by , in Dukandia 02 April 2012 - - - - - - · 1,199 views

Posted Image

Hello and welcome back,

Now if you have been following what has been going on this weekend, you will know that we have been trying to get a G.U.I complete and acceptable, after looking at the ideas presented and fixing the general "problems" as well as looking at how I can implement the G.U.I at larger screen resolutions I think we can continue. You can find the G.U.I's at the bottom of this post.


The video displaying our code upgrades, testing our new speed, as well as showing or well testing our new debug features will be coming in either tomorrow or next Monday, this has to do with background noise and such contributing to the decision. the video will show you a working mode select, and a working log-in system and we hope we can show you how we go about adding buttons using our new debug features I coded earlier this week.


Now we best get onto the bulk of this post, as of late I have been trying to plan out both in my head as well as on paper the more "framework" ideas of Dukandia, and by that I mean the Ideas that both set the limits as well as determine the flexibility the game will provide. This week, rather then tell you some of the games main idea's I will be going over the different User Interfaces, Interactions, and basic controls and how they can limit as well as make the game flexible and like last week I will be looking to hear an opinion on some of the ideas presented.



Movement

Well before we begin, let em first say that this section is split into a few parts, so please bare with me since movement will be no small coding task. The first type is simple click here and you go there, this movement type is pretty widely used by ISO games, involving you clicking and with each click you character moves in a straight line to the destination, stopping if you encounter any objects. Now we also want to add on to this with click movement type B, this is slightly different, when you click the middle mouse button you set a "checkpoint" for the character to travel to. This allows you to more easily move the character through forest without having to wait for the character to get to a certain point, all checkpoints however are final unless canceled by a regular left click. Now finally we have the arrow key method, this allowing you to simply control direction with arrow keys, the downside however being that as an ISO game it will require mostly diagonal movement so you would be pressing two keys for the majority of your travel.



Completing Actions
Completing actions for the most part will be, right clicking to bring up a menu with several options, however I am thinking that adding a "I'm feeling lucky" button will also help in scenarios such as, Right click pant > harvest. This allowing you to do an action much faster then having to right click and select a menu with only one option. I am also thinking that we could add a command such as ctrl + right click to stack events onto each other, so you can add events similar to middle mouse button movement. Now that's all nice and dandy, but well theres one more crazy idea I'm willing to code and thing it could add a bit of multitasking ability usually not seen in games like Dukandia. Area select, lets say you have a field with plants in it, we could add an option to area select the whole field, then what ever action you do such as harvest will apply to all plants possible within this area. Now the downside to this would be that any extra seeds and such that don't fit in your bag would end up on the floor, however it does mean less clicking.


Skill Levels
Now when I talk about skill levels I want to clarify here that I mean values that one would build up over time, strength, intelligence, patience, balance, and other interesting values. These are not skills such as lumber jacking and metal working, those have been renamed to talents to help clear any confusion. Skill levels will be controlled using two methods. One will be skill training, these are little "games" and such you can do in game to pass time as well as gain a few points towards your skills. This would be like, a game were your character lifts heavier and heavier items to build up strength. Another method will allow you to spend the experience that would normally go towards talents on skills, this method however will cost more and more as you progress.




Friends (with benefits?)

Friends will have an interesting interaction with you. You either start off with them if you join someone via their joining code, which will automatically add them and anyone who also used said code, or you meet and add them manually through player to player interaction. friends will serve many purposes many of which I can't wait to see and hear about via the community, but one of the extra ones includes, that's right "benefits" (of course not those benefits ;D a bad pun goes a long way in a wall of text) these benefits will include things such as "A helping hand" in which if you visit a friends property all decay will be reversed by one "tick" and all plants will gain a growth tick unless counter productive. Now things like this won't happen every time, in fact they have a small window of opportunity that will be managed via a random event starter and event time manager the server will be equipped with. These events however small can in fact make a difference as well as add a reason to make friends.


"New" G.U.I

This first menu has been changed a bit to accommodate changes to the Multi-player menu as well as incorporate an idea contributed by Servant of the Lord We would like to thank him for his idea of the signpost exit button for lower resolutions

Posted Image

This next menu has had changes involving allowing in game registration, removing an exit button as well as making the text more legible as advised by Black-Rook.

Posted Image

Questions for the "fans"

Just two questions this time nothing big:


1. Do you think that the idea of the middle mouse button (or mouse wheel as I should have referenced it) is a good move or bad?


2. Do you agree with and/or like the idea of allowing a selected area of action to apply to all those that it can, my select a field harvest all example being the biggest advantage it would provide.


Simple Message to the team, expressing my thanks

Thank you to all that are interested and watching our progress, I would also like to add how happy I am to see this project kicking off, Dukandia has been an idea for many years and I must say if it hadn't been for the people I have helping me develop it no matter how small their contribution was I doubt I would have as much confidence or devotion to getting my own project finished, what started as a personal goal, and project as developed into a "production" by a team of truly talented individuals and I feel that I should send them my thanks. This has mostly been brought on by the work I'm seeing being put in to it by all as well as me going over all my old notes and marveling at how much more this game has become. (no words can express how cheesy this thank you message sounds in my head, but none the less its the best way to express my gratitude)


New Team Member

I'm not entirely sure if this is a permanent team member, as I myself don't have all the details too, but we have recruited at least for now an artist to further help us develop a logo, if she will be doing other work I don't know I should have more information next weekend, or well this weekend, for now that's all I got.




Dukandia "Teaser" Graphic and This Week's Accomplishments

Posted by , in Dukandia 01 April 2012 - - - - - - · 1,237 views

Posted Image

Hello and welcome back,

This week we have re-traced our steps and got back down to basics to do a re-design on our code to allow us to have a more flexible and re-usable framework. While doing so we took the time to also look at the basic features, and Interface aspects of the game and decided to add and change some of these. This week we got the following done:

  • Toggle between full screen and windowed mode
  • A Melting Cube logo
  • Story Mode progress* (Josh got hurt in a sport accident so this has been put on hold until he's feeling up to it.)
  • Interface changes. (Main Menu teaser below, made to look more toon-like)
  • Complete redesign of the client's layout hopefully improving speed.

Now before I post the little teaser, I do want to wish Josh luck in getting better.

Please post any opinions on, and suggestions this Interface is new and well looks a bit similar to my original version and thus I won't be surprised if you want a change or two. My biggest question being should I re-include the "remember me" check box? The toon look was achieved by working with a new text idea as well as including a slightly different wood effect. A background change was planned, however the wood did not look good on our other outputs.


Posted Image




Dukandia - In-depth details, inside look, and a few fan targeted questions.

Posted by , in Dukandia 26 March 2012 - - - - - - · 1,002 views

Posted Image

Hello and welcome,

Today's update includes some insight on some planning that might have not been discussed in as much detail as I would have hoped, as well as to get some opinions on the ideas presented as well as the "logo" Id like to attack to the top of each post to add some more "style" since I'm getting a bit bored of just text.


This update will be split into several parts, the first part will discuss in details some of the 'For Sure' ideas and by that I mean the ideas we want to include, and are still being developed but never dropped. The Ideas will be presented and with hopes that some of you might be interested enough to voice your opinions.


Random Events:

Random events are not necessarily events at all, they are simply small bits of extra features that can occur over time as you play, some good some bad. All events use a percentage per action equation, the equation for example could be 35% per attack, or even 2% per every 800 attacks it all depends. Information in individual events will be published as we finalize, or at the very least draft them out discuss argue Debate That sort of thing.



New G.U.I:
Now the new G.U.I was more then just a "toony" look upgrade, the old G.U.I was actually a lot more limited then what we wanted, we want to develop components that can be universal and moved by the player, the wood is just too "fixed." The new G.U.I will feature a more "color" centered style while still trying to keep the theme the idea is to create a color based pattern of sorts that can either be generated or easily altered into several forms as to save both loading time as well as general file size. This new G.U.I is all in all an upgrade that although it may not have been expected or "wanted" is one that I think was going to happen as the game progressed art got better so on so forth, and we hope by bringing in a more modern design we won't have to worry about a redo down the road.


Window Mode:
I gave you a very brief and short summary of how it will work and why it was included, but lets be honest that was just the bare bone reason. The first reason simply is, ease of access, It is a lot easier to debug and test features if I can run a client in a few seconds rather then wait for full screen to load. Other reasons include monitors and video card compatibility, as well as the ability have multiple games running at once, and well its very rare for a online game to be full screen limited. there are other reasons I am sure, and I can bet you can think of a few yourself, but these are my top few and I think that these alone justify my reason for adding it in.


Story Mode:
The story mode has been something I have wanted to add in for ages, but my lack of "ability" has not allowed me to do so for a while. Josh Cole, the extra brain we have recruited however, is a wonderful novelist. He will be the primary brain for the story while I add in my two sense and bring our minds together so we can best steer it in a direction you won't expect. The idea of the story is to give you a reason to play, online yea its fun but well, if your a hermit, whats your motivation to keep playing? The story mode will simple add that reason into the normal survival, we are still debating adding "co-op" and other neat features to it but for now that's I have to share. (Please see my last blog post to see the starting of the story)


Code Updates:
Once again I go to do a complete overhaul on the code, this is primarily because the current screen handle will not work with a windowed mode being added, and well to be honest I have re-thought a few of my major systems so that they can run on separate threads and hopefully make the game load faster, and run smoother. Some of the code updates will also work on adding a custom cursor to the game, some main menu music as well as possibly opening up with some "studio" images, or possibly the opening line or a quote from are story, all possibilities are being considered.


Hidden H.U.D Components:
These are pretty simple actually, these are simply menu items and 'gauges' that will measure the pollution levels of an area around you, they might point out air toxicity and other interesting aspects. the idea behind them was, the world reacts to what you do, and well like a real person we can't just assume you can tell polluted air or ground from non polluted air or ground, so by adding skills that give you the intelligence / the know-how to differentiate these signs and signals, then more advanced skills to get all information using tools to aid. This is both to add realism and to inform the players that "hey this is a world, don't abuse it" if the world becomes too polluted overall, the world will end, resulting in all online player profiles to be cleared of characters and a randomly generated map to be created. All players that were on will receive a "I was a witness" bonus giving them a slight edge or special feature to add incentive to not rage and leave if the world does end, but then again it only ended due to lack of action on the players part as a whole.


How Structures work:
What do I mean?, I mean how exactly do we determine how big this is and what it can do and why it can do this or that of course! Every structure has a formula that determines its size, and its inside size and or the capacity of storage it has and what not. Example Unlike some games a house 10x10 on the outside will be 9.5x9.5 on the inside, this is so that one, it makes sense, and two to retain that realism we would like to have in this game. In my own experience this is worth mentioning only due to as far as I have witnessed most games keep buildings outside and inside separate, no formula or reasoning for why this is what it is.

well, we got that out of the way and well, in my opinion anyway that should explain some ideas and updates that have got very little explanation in the past and needed to be re-explained a much more detail. Now this next bit of text will first off provide you with a bit of an inside peek on how we work, and well in short how I decide what to do, what to add to our small weekend meet ups and such, but before we get to that what else will you see in today's update? Well besides that I got a few questions towards those actually interested in keeping up with the project and such, some of these will slow down the progress of the project while giving you more clarity, while some might speed it up but leave you with vague details, all in due time.

Now Dukandia like any other project, requires inspiration,. My inspiration came from the idea that a game is a false reality created by the developers so that players can experience a world never seen before. Now I myself mostly agree with this idea but wanted to do something you normally might not see, and that is a recreation of sorts of our own "reality." Now obviously this comes with some differences, such as the creates of Dukandia won't all be from this world in fact most stem entirely from our imagination, but for the basic mechanics, how things work, and the basic "science" of the world should remain the same. Now How do I decide what we add and what we don't, well lets start at the well duh, the start. An idea can either be suggested by a friend indirectly, or I could just be staring into space when it appears but when one does, I don't usually let it go I usually develop the bulk of it right there. Once the idea meets my standards of "Ideaship" (yep its a word now) I will either say Its in or if it is one of those ideas where you know it could work it might not, I ask the rest of the "team" is it good, do you like it and then if they say yes or sometimes no, I ask random strangers or people I have met over the years. In the end it is my decision but by taking these opinions I usually side with the majority rules kinda deal. When idea is accepted it is typed, wrote and even sketched to ensure it is there to stay and be further developed.

Questions for you the "fan":

My first question simply is, should I video-tape EVERY moment of the development progress, I have noticed that more then one project does this and well, its not a bad idea; If your into that kind of thing let me know now before progress kicks back off.

When reading my updates and such, do you find my language easy to follow?, I find that sometimes I can be a bit confusing and well completely destroy an update with grammar and spelling issues to let me know now so that I can better myself in the future.

Less of a question and more of a, who is actually interested in this project? Now I know it may seem weird but I'd love to see how many Fans I actually have so that I can better know you know I should get more updates or you know the current update schedule works and such, knowing a number or at least an approximate would really help me out when writing these.

Well, I have to ask this one is the logo alright?, I think it might be a bit much or maybe it should fade into white or transparency I honestly don't know, so let me know!

These are honestly all the updates and then some of what I had planned to talk to you guys about, I would love to hear what you all have to say so like I sated above, if your interested at all let me know, give an opinion don't be a shadow. I hope everything said can help bring clarity as well as give you an idea of what is to come, and hopefully gave you interest if you have none already.

Yours truly,
-Ice