Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    2
  • comments
    2
  • views
    1905

Change of Plans

Sign in to follow this  
ccuccherini

958 views

It's been awhile since I've posted anything here and a lot has changed in reference to what I'm doing with my game.  After some setbacks, to include having no idea where to start after drawing out some levels, I decided to put my maze came on hold until I've gotten some more experience under my belt .  So for now I have moved away from using Unity to RPG Maker MV, which seems to be more user friendly.

Before moving to this new engine I watched several tutorials for it to get an idea about how easy it would be to use, how much scripting is required, and what is required of me in terms of actually using it and getting it do anything at all.  After having dealt with Unity I was pleasantly surprised that in terms of map creation it functions similarly to MS Paint and Sim City 2000 mashed together: Choose your tile, click where you want it, Rinse, and Repeat.  Well that seemed easy enough, and I'm happy to say it was.  After drawing out my world map on grid paper I moved over to the computer to make one of the island in the program.  From start to finish the whole process up until this point, which only included placing water and land with a few cities and towers on the map took me all in around 2 hours and left me feeling rather accomplished.

My next steps will be to start building the maps for the main cities, then the towers, something I hope to get done within the next 2 weeks or so while I continue world building on paper.  Concept art for one of the characters has already begun, as have details for how many islands I'll have and what the overall story will be.  I've already decided this will likely be a rather "big" game in terms of my ability, but to help cut it down to size I intend on just focusing on one island at a time, essentially making each island it's own chapter that could be it's own stand along game.

I'm not making any promises about what will be up next week, if anything at all, but I hope to have some pictures/screenshots or a more fleshed out post about the theme, story, and gameplay by the end of next week.  Until then, I wish all of you in Canada a happy Canada Day and all of you in the U.S.A. happy Independence Day!

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

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
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Mapet
      Hi, I started implementing 2D board game. I have concept of how to write rules, controlls etc, but i dont want to write another all-in-app. So i decided to do it "right". I divided my code into reuseable modules - ResourceManager, Renderer, Core, Math (for now). All modules use SDL2.
      ResourceManager(RM) - loads textures, audio etc without duplicating them in memory. Resources are gathered in TextureResource, AudioResource (...) objects, handled by std::shared_ptr. For textures I have prepared Texture class that wraps SDL_Texture and I RM serves this Texture objs for Core module.
      Core - The main game module, contains game loop, gameobject / component implementation and event handling. Core requests for data from RM and sends them to right components.
      Renderer - Creates window and knows about render range (in core represented by camera). Takes info about texture, position, rotation and scale to render images (just this for now).
      Its time for my questions:
      is this architecture good? After I end this board game I want to extend renderer module for example for rendering 3D objects.  Loading resources while ingame is good idea? I mean single textures, models, sounds etc.  As I said, for handling resources I am using shared_ptr, is it good cleaning cache every (for example) 3 minutes? By cleaning i mean removing not used resources (counter =1). And the hardest thing for me right now - take a look at this flow: Core create a T1 token Component Renderer2D is connected to T1. Core requests a texture /textures/T1.png from RM. RM checks if /textures/T1.png is in map, if not, loads it. RM returns a std::shared_ptr<Texture> to Core. Core assign texture to T1 Renderer2D component.
      Now i want to pass this object to renderer. But I wont pass all gameObjects and checks which have renderer2D component (i also cant, because only Core know what is gameObject and component). So i had an idea: I can create Renderable interface (in Renderer module) and inherit from it in the renderer2D component. Renderable will contain only pointers to position data. Now i am able to pass renderer2D component pointer to Renderer and register it.

      Is this good way to handle this? Or im overcomplicating things? If point above is right I had last question - registering object in Renderer module. I dont want to iterate over all objects and check if I can render them (if they are in render range). I wanted to place them in "buckets" of - for example - screen size. Now calculating collisions should be faster - i would do this only for objects in adjacent buckets. But for 2D game i have to render objects in correct order using Z index. Objects have to be placed in correct bucket first, then sorted by Z in range of bucket. But now i have problem with unregistering objects from Renderer module.
      I think I got lost somewhere in this place... Maybe You can help me? Of course it this is correct way to handle this problem. I would love to read your comments and tips about what can I do better or how can i solve my problems.
      If i didnt mention something but You see something in my approach, write boldly, I will gladly read all Your tips :).
    • By Seer
      Currently if I was to program a game using C++ with SFML or Java with LibGDX I would render game objects by calling "object.render()" on the game object. Although this makes it easy to access the information necessary to render the game object, it also couples rendering to the game logic which is something I would like to move away from. How can rendering be implemented so that it is decoupled from the game objects?
      I wish to know how this can be done in the standard object oriented paradigm, so please don't suggest that I use an ECS. Thank you.
    • By Wolfebytes
      I am currently an undergrad several months from graduation. My major is in Game Programming and Development. During the course of my studies, we've had a few modeling classes and I really took to it and feel that is the direction I really want to go, specifically I would love to become a character artist. I keep hearing about your portfolio being super important, but I've really never been able to find out what kind of work is best to put into my portfolio. There's no "put 2 of these and 1 of those in," kind of tips. I get that I'll want to put some characters I've modeled in there, but I guess what I really want to know is, if I want my portfolio to be noticed and taken seriously for a character artist position, what is the best way to present it? Since most of my courses have dealt more with programming, I need to build everything for my modeling portfolio on the side, outside of class on my own time. I know there are no specific numbers like: put 3 realistic humans, 2 robots, a creature, and a stylistic character in your portfolio. But as a general rule is there some kind basic guideline or tips for what to make to get your portfolio off to a good start?
    • By Kjell Andersson
      Genifect 2.0 OpenFX plugin has been released by Dual Heights Software.
      New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet.

      Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few.
      Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/
       

      View full story
    • By Kjell Andersson
      Genifect 2.0 OpenFX plugin has been released by Dual Heights Software.
      New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet.

      Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few.
      Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/
       
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!