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Lexadrik

Member Since 30 Jan 2009
Offline Last Active Sep 03 2013 08:55 PM

Topics I've Started

Best image reduction method in Photoshop?

07 February 2013 - 05:53 PM

So I must create art for a game in the form of isometric tiles. My aim here is some kind of Bastion-esque style of hand-paint. I know how hard that is, that is not the problem; i believe i have the tools to achieve this. The problem is that I'm not sure how I can pull this off.

 

 

singleterrain2.png

 

The tile here is taken from a spritesheet with 256x256 tiles in it, the isometry ratio is 2:1 so i end up with a 256x128px diagonals square.

Needless to say it doesn't look good (regardless of the fact that it lacks detail.)

What's the best approach to keep the quality? Bicubic Sharper doesn't seem to help so I believe i shouldnt be doing it at all. Should i begin with a big 2000x2000 version and then size down? should i try to get it right from the original size? i think it looks too pixelated. Or maybe Bastion uses a system in where tiles are actually bigger but are scaled down at running time?

 

I'm not good with that kinda stuff so I'd appreciate any help.

Thanks.

 

 


Discussion: Resource Gathering as a genre

06 January 2013 - 04:49 PM

Hello Gamedev, I would like to talk about a topic that interests me very much, and that in my opinion goes overlooked some times.

 

With the advent of Minecraft, people in general started to really notice the survival/sandbox genre, in where you collect things to survive and modify the world around you to fit your needs. As in other similar games, the gameplay revolves around building, resource gathering and fighting. This in my opinion spawned a lot of things to focus new games on, allow me to bring some examples to the table:

 

In Terraria, the focus was changed to accomodate to people who liked adventure games in the style of Castlevania and Metroid, but still mantaining building as one of the core mechanics.

 

King Arthur's Gold focuses more on PVP combat, while again; maintaining platforming building and resource gathering.

 

The game Don't Starve took out the "Endgame" part of the Sandbox, and brings you an adventure in where you are always at the verge of dying, because you can never do an impenetrable fortress as in Minecraft, for example.

 

So as you can see, we have games focusing on aspects that, don't misunderstand, Minecraft did not invent by any chance, but that made the general public turn towards to more than before, one focusing on combat, one on adventure and fighting mobs, and one in surviving.

 

But what about Resource Gathering?

 

I may be part of a very small niche, but the very fact that you must search for, collect and organize small bits of useful stuff makes the game very fun to me. Is it possible, at least in theory, to come up with a game in where resource gathering plays a big role?

 

My bet would be that it is, but the focus would in this case be economics. Real economics based on simple supply and demand, or any other method (I apologize for my lack of knowledge in the area). Is it possible to play the role of the citizens of your average RTS in where you are tasked to collect things just to sell them back to a big pool of player-earned coin?

 

What are your thoughts? If you wish to support the discussion, I would be very glad if you could answer some of these questions:

 

  1. Would it require a big number of players to maintain a less-fluctuating economy?
  2. Would it be better with a final goal? or just making the personal enrichment of the player the final goal? (A lot of people have this one in real life so...)
  3. And most importantly: Would it be fun?

Whatever point you can bring to the table will be most appreciated.

 

Thanks for your time.


Survival/Adventure RPG Idea!

02 November 2012 - 12:16 PM

Introduction:
I've been designing a game for some time now. A lot of developers regard magic as a multi-elemental force with many variables, and box melee in one dull category. This game is here to change that.

Features/Description:
  • Medieval Fantasy Setting (how original : P)
  • Gameplay is top-down (Think Pokemon games, including graphics) world in where you do various activities for survival and skill-up (logging, mining, fishing and such), Perhaps something similar to minecraft in that regard.
  • The game is singleplayer (since i cant possibly consider multiplayer at all because of the difficulty of it) and focuses on the adventures of your character as he visits the legendary blacksmith of the town whose missions are about using your skills in combat or resource gathering to get the ingredients he needs to make you better equipment and weapons.
  • A quest system similar to Grand Theft Auto's (Something I've seen used seldom) in where you take missions but meet other people who will then have their own mission storyline so you can decide whose missions you want to finish first.
  • The game ends once you completed all the storylines which will open up the final quest that ends up in you slaying a dragon (The gameplay is the primary focus, so i consider the story to be good if well executed, even if its not original)
  • Real time combat similar to TLOZ for NES, except with different skills.
There is magic in the world, in the form of NPC's such as enemies, allies and magical creatures, however; the player CANNOT use magic.

Combat:

Attacking and Blocking
Basic Attacks can be performed by left clicking while holding a weapon in one of your weapon slots. Each weapon has a specific attack cooldown. Basic Attack cooldowns do not interfere with Ability cooldowns. Blocking can only be performed while holding a shield in one of your weapon slots. All shields have a toggle mode for shielding, being active as long as the button is pressed, overwriting any offensive ability.

Abilities
Abilities are combat movements learned by your character that apply besides your basic attack. Some abilities are learned by completing quests, others can be looted from scrolls and found in the Gameworld, and others can be learnt by getting to certain skill in the specific weapon.

Each kind of weapon has its unique secondary condition and stats which affect its effectivenes, such as swords being brittle making them sharper but with less duration.
  • Sword weapons: Bleeding
  • Axe Weapons: Higher Crit chance
  • Club Weapons: Armor penetration
  • Polearm Weapons: "Agression" condition in where the enemy lowers its defense and attack speed or such.
  • Shields: Chance to block 100% of the attack's damage. (Normaly you cannot mitigate damage completely with shields)


====
Would you play it?

There are a lot more assets that could be discussed up to what i have designed. If you want the full read you can check it out here:

Ill put some more images with the concept. Thanks for your time.
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Newbie Programming Help.

03 July 2011 - 10:17 AM

Hello. I'm sorry if this post doesn't belong here, but it has to do with programming, and i wanted something more specific than what the FAQ covers.

Introduction
I want to make a game, but I don't know the coding side and i would like to learn more about it.
I know how the logic behind coding works, kinda. I know about pseudo-code bits like conditions and booleans and attributes and what not.

The thing i never quite understood is what could fit my needs.
Do i need to learn C++? C#? Do i need to learn these to use any engine? Do engines come with their own language? Even if they do they are a LOT, like XNA, UDK, SDK. all kinds of dev kits.

My Target
My aim is an adventure game, 2D. I'm thinking of a 2d world but with 3d particle effects. I get a team, 6-8 months in development, and i present it to SteamWorks.

I'm not trying to be lazy, use a magic wand and poof! game done. I know these things take a lot of time and effort. I would like you guys to point me in the right direction, that's all. Which engine or language would be better? could you give me examples please?

Thanks a lot.

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