• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    6
  • comments
    32
  • views
    8452

Animated status update! (YouTube update)

Sign in to follow this  
Followers 0
Lactose

1160 views

After some weekends and afternoons busy with other things (i.e. friends and Dark Souls 2), there has been some progress on the project.



While some of the initial gameplay mechanic concepts seem to have been shelved for now, we're seeing quite a lot of interesting paths this could take. We might also revisit them again once we've played around with some new ideas. I guess that's what prototyping is for, eh?
[size=2]That, and for making horrible horrible code that can barely support itself, and is itching to get made somewhat more proper once we know which mechanics we want to support, etc.

For now, what we have is fairly rudimentary and rough, but that's par for the course.

  • Background image, larger than a screen.
  • Camera, can scroll around to extent of background image.
  • Camera can track entities (centering on average position), or just look at a specific point.
  • Some sprites with parenting and basic sprite sorting.
  • Some character system, supporting multiple animations and multiple directions.
  • Gamepad support.
  • Local multiplayer using 2x gamepads.
  • Various animations -- idle, walk, run, attack (x2).
  • Super basic hit detection.
  • Probably other stuff I can't remember.

    The character is modeled in 3D and animated. The animation is then rendered out to however many directions we decide we want to have, and loaded into the game. Each animation is its own spritesheet image, with frames in the x-axis and directions in the y-axis.

    The current focus is trying out various combat mechanics. This will involve quite a lot of brain storming and mocking up some quick & dirty animations, test and iterate.
    The plan is trying to get something which is fun when we control both characters, and then try to use that knowledge when creating some sort of AI.

    As always, I hope you've enjoyed this status update!

5
Sign in to follow this  
Followers 0


7 Comments


Love the art. Can't really give feedback on the gameplay since there is none, but progress is certainly being made! Looking forward to a youtube video!

1

Share this comment


Link to comment

Love the art. Can't really give feedback on the gameplay since there is none, but progress is certainly being made! Looking forward to a youtube video!

Thank you!

 

There might be something more in terms of the combat mechanics next weekend, but it'll depend a bit on other plans, so I'm not making any promises. There's definitely something fun there, though... stay tuned! =)

1

Share this comment


Link to comment

Hi,

 

The progress is good since I first started following this project. I like the smoothness of the animations, the nice curve path of the character, and background art.

 

I do not like the foreground tree.  I'm and artist, so I look for proportions probably much more than the average gamer, so take this with that in mind.  The tree trunk is far too thick for a coniferous tree of that size and type (Pine?). It is too dark and also needs to really look nice or nicer than the back ground because it is in the face of the gamer.

 

Other than the tree in the foreground, everything else looks nice and this would be a fun game from what I see.

 

By the way, your early and middle development stages should not be called "prototyping" because to focus on a prototype means that you have all the basics or knowledge, construct, and content already made which is far from the case.  This is not even an Alpha version since so much more progress has to be made. This is an early development stage. Begin to move toward learning version control, the terms of development, and implement at least a rudimentary system of source control - if you are not yet doing so. 

 

I say these things because you really show much potential and I want to point you in the right direction with my limited but solid experience, okay?

 

So... Nice work, people and I look forward to more updates!  biggrin.png

 

Clinton

1

Share this comment


Link to comment

Hi,

 

The progress is good since I first started following this project. I like the smoothness of the animations, the nice curve path of the character, and background art.

 

I do not like the foreground tree.  I'm and artist, so I look for proportions probably much more than the average gamer, so take this with that in mind.  The tree trunk is far too thick for a coniferous tree of that size and type (Pine?). It is too dark and also needs to really look nice or nicer than the back ground because it is in the face of the gamer.

 

Other than the tree in the foreground, everything else looks nice and this would be a fun game from what I see.

 

By the way, your early and middle development stages should not be called "prototyping" because to focus on a prototype means that you have all the basics or knowledge, construct, and content already made which is far from the case.  This is not even an Alpha version since so much more progress has to be made. This is an early development stage. Begin to move toward learning version control, the terms of development, and implement at least a rudimentary system of source control - if you are not yet doing so. 

 

I say these things because you really show much potential and I want to point you in the right direction with my limited but solid experience, okay?

 

So... Nice work, people and I look forward to more updates!  biggrin.png

 

Clinton

Something I probably should have mentioned in the journal was that this is all placeholder/temporary art. It will all be replaced with something that's been worked on and polished a lot more once we settle into proper production. As such, while I've noted your feedback on the art, it most likely won't be super-relevant later on, once this gets replaced. There's probably other areas I could have used to show off the foreground sprite stuff that would have looked better.

I'll try to be clearer on what the state of various assets are in future updates.

 

I differentiate between creating a prototype and prototyping mechanics/solutions.

While the end-goal with this project might end up being a prototype (slightly dependent on what we feel like as we progress), I don't feel there's anything wrong with calling the repeated implementation, testing and iteration process of e.g. player movement prototyping. I get what you're saying, though. We're definitely not thinking "cool, only 2 weeks until this is complete!". There's a lot left to do, and we know it.

 

This is not the first game project we've worked on. We've helped shipped a number of titles on a variety of platforms, although in bigger teams than the current 2-man team.

And to ease your mind, getting source control up and running was done before I had even a single line of code written :)

 

Thank you for the feedback!

0

Share this comment


Link to comment

Update: The .gif for ants has been replaced by a (re-recorded) YouTube embed!

0

Share this comment


Link to comment

Looks nice. When I see it I actually get curious about 'what's behind it'.

Is there a story, what will the funny guy need to do in the game?

0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now