Jump to content
  • Advertisement

BIZARRE Sprint 35 plus 36

Charly Men's BIZARRE

586 views

Hi! ūüôā

First of all, a release date:

Exactly!

The book writing is finished. More than 400 pages of bizarre material gets published on 26 April as eBook and paperback on Amazon. 
In German. Sorry! Anybody out there for an English¬†translation? Spanish?¬†French? No? ūüėČ

Plus, it is planned to publish the new GameplayVideo on 20 May. We want the GameplayVideo to show you the essence of the game, i.e. it's bizarre character as well as how the main-character Charly Clearwater is running into insanity while fulfilling the 13 wishes. We want to give you a first idea of the game's quality and what do you have to expect more or less when it is published later on. 

We got some issue fixed during the last sprints:

We adapted Clearwater's facial animations. We also improved his walking, running and stair-climbing animations. We optimized Clearwater's gunplay but haven't completed this item yet.

Unfortunately, we must fix some Bugs in Blueprint to make his gunplay behavior fluent and correct. All these different animations, from one-hand gunplay to two-hand gunplay, from reloading to shooting, from walking to aiming and, etc. must switch or toggle without ugly interruptions. We need to take account of Clearwater's movements when calculating the correct angle for shooting at an enemy.
...to name a few of the issues that need to be solved in the sprint 36.

Yes, we implemented a shooting button and a gun status bar as you can see in the new GameplayVideo. 

And yes, we furnished Clearwater's terrace and a metro, look!

 

We completed Clearwater's neighborhood. Say hello!

Concept art and implementation. As a player you'll be able to walk through Clearwaters world-outside later on. 

We also tried to deploy the game on the iPhone to test the implemented shooting buttons but we failed.
As it took a lot of time to find the reason for this problem, we postponed this item to a later sprint. After the publication of the book and GameplayVideo.

We made more textures cuz we love it!

Our plans for the current sprint:

  • We want to optimize Clearwater's gunplay till perfection
  • We want to re-texture Clearwater's clothes while using a much better texture tool
  • We want to proofread the book BIZARRE Episode I and we want to publish it for pre-ordering
  • We want to create destructible items and shooting visuals for the new video¬†
  • We want to produce¬†a nice background song for the new GameplayVideo
  • We want to make a first test GameplayVideo to find Bugs and ugliness that we'll eliminate when found
  • We want to transfer the elements from the book into the game

The plot of the book BIZARRE Episode I is the story of the game, yes.
We want to transfer all the craziness and madness of the book into the game, although the 13 wishes from the book aren't playable. What we want to try now is to plan and to define the whole game by using the books elements because the book is the baseline for the game. Of course, the book is gonna be much more insane and horror, weirder and crazier than the game.
Therefore, it's our task to translate the craziness from the book into the game in a proper way. I mean, in a way that the game is still horror and bizarre but also humorous and thrilling, suspense-packed, etc.

We want to publish a rough draft of all game elements, all sequences and all levels that we intend to implement in the game. That's the plan. 

Have a nice week!



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 LiamBBonney
      Hi, my name is Liam, founder of TheIndieGamesLab! The hub of gaming experimentation. We believe that testing and experimenting with new and unique ideas is incredible important at TheIndieGamesLab. We also understand that when people have created something so different it is important to bring it into the spotlight, whether that be a new mechanic in a game, a new type of visual or even a streamer play testing and experimenting with new games. It is important to break pattern!
      If you feel your work is something unique and fresh we are here to help you not only promote your work but share ideas and experiment further with you. The idea of experimentation is fascinating to us. This is why the name TheIndieGamesLab has been chosen. We are fully aware of the importance of bringing great work and discoveries into the eyes of the public, ESPECIALLY when it’s a new and unique idea!
      Not only will we do our very best to help Indie Game Developers, we are helping any gamer with a new and fresh idea that they want to bring to the table or be displayed in front of the gaming community. This means we are here to help Indie Gamers, Indie Game Devs / Studios and so on! As well as helping the gaming scientists out there trying to bring something fresh to the lab, we want to inspire gamers to start experimenting and create something memorable.
      This is the start of something special. Together we can make TheIndieGamesLab the hub that gaming content creators can come to gain the recognition and support their work deserves! And become a movement! A movement to inspire and create!
      I have also created a discord server providing a platform for indie game developers to communicate with one another to help support each other and upcoming and existing projects. This server lets people get instant support from indie game devs that are just as passionate about it as you! You can also promote you new projects or post updates to your current projects, please com along, I look forward to seeing you there. Let's support each other in this crazy world that is indie games!
      Join now at https://discord.gg/efa6j3a

    • By incogni7o
      I'm not sure how to phrase this and where I should post this, I need some feedback. I get no input being stuck in my head for too long and I don't wish to waste my time on a mere thought. I had an idea and thought that it would make sense expressing it in the form of a game. I am not really a beginner but new to game development..
      I do know C++, Python, C# and C but I never made a game before other than the simple tutorial games everyone has to make. I figured my idea was too complex at this point in time and decided to carefully craft out another project that would slowly force me to progress in skill, alongside the development process. I tend to do all my development on Notepad++/gVim and MinGW. Visual studio is great just a little too complicated for me. I'll be taking computer science in Uni so I expect Ill have to get comfortable with it soon.
      The current game i have in mind is a 2d top down pixel game. No procedural generation, no complex inventory management, no complex fighting mechanics.
      Now I personally don't want to use a game engine for i find it to be unnecessary with regards to the nature of the game and its simplicity, also game engines tend to be rather bloated with featured I do not currently require. I would prefer using the most optimal tool even if it means forgoing speed. Don't get me wrong, I don't have ideological views toward game engines or operating systems etc Its just a tool to me and I would very much prefer using a hammer to knock in the nails, the tool most suited for the job. I don't like waste or excess. As such for a simple 2d game such as mine, I've been looking at frameworks instead of game engines. SDL(Not really a game framework), SFML(which seems a little more up my alley), raylib(I'm a little doubtful about in the long run), Allegro (could not find many tutorials) and monogame/fna(limits me to Windows mainly, which isn't really an issue as of yet).. However I noticed that for most game developers who tend to use these frameworks, the general pattern seems to point towards them building an inhouse engine for their game, then building their game when they think it's ready.
      Unity makes it easy, but Its not.. Its just not the right tool and I'll end up being dependent on the engine rather than the code.
      I don't know enough to make an engine, and I personally am much more interested in building my game than the engine. I do find engine development interesting, but It would take up a lot of time, and this is where my question lies.. Would it be possible to make a full blown 2d rpg-ish game with a game framework, without building a game engine and just focusing on game code?
      .. By that, I'm assuming a game engine is a separate piece of software/framework. I would really like some advice and feedback/thoughts on what I said and my question..
    • By babaliaris
      There are two projects. One is called VampEngine (a Shared Library) and the other Application (A console application).
      The VampEngine contains a VampEngine::Core class. This function contains a void VampEngine::Core::MainLoop() method.
      There are also two extern C functions void *Vamp_Core_Constructor() and Vamp_Core_MainLoop(void *obj)
      Now, this is what happens:
      The client is calling void *Vamp_Core_Constructor() in order to create a VampEngine::Core which lives inside the Shared Library. And also casts this void object into a Core object.
      The void VampEngine::Core::MainLoop() is being implemented both in the Shared Library and in the client. The client's MainLoop() is just a wrapper for calling the extern c function Vamp_Core_MainLoop(void *obj)
      The code compiles and links in both Windows and Linux. When you run it on Windows, MainLoop() (shared library's implementation) is getting called, but on Linux, there is a recursive call in the client's MainLoop() implementation.
      The behavior in each Operating System can be shown below:


      You can check the project (It's small, I just started it ) On my GitHub Repo . Also, I have a Premake script if you want to check the code for yourself. You are most interested in the files:
      API.h  EntryPoint.h  Application.hpp  Core.cpp  Core.h  Core.hpp  Main.cpp
       
       
      This might explain the problem in a better way:
      The Core class has two implementations of the Core::MainLoop(). One is implemented inside the DLL and the other in the client. The client's implementation is just a wrapper which calls a c extern function (which lives in the dll) which actually calls the MainLoop() implemented inside the DLL. 

      Now in visual c++, because I'm only exporting that c extern function, Core::MainLoop() acts in a polymorphic way. The client calls his implementation of Core::MainLoop() which calls the extern function and eventually the Core::MainLoop() inside the dll runs.

      On linux, I believe by default all the symbols are getting exported. And this is the behavior I saw using a debugger:

      The client calls Core::MainLoop() , this calls the extern function, the extern function calls again Core::MainLoop() but instead of running the dll implementation it actually runs the the clients implementation. It's like the clients Core::MainLoop() is calling itself over and over again!
       
      Conclusion:
      I located the above behavior using gdb debugger on Linux. I just noticed the client's implementation was getting called in a recursive way instead of acting polymorphically ending up calling the implementation of the dll's MainLoop()
    • By skatehumor
      I'm wondering if anybody has seen a glitch like the one below (the shadow strip that appears in front of the cube). I have been trying to fix it for some time but the cause eludes me. I'm using a PCSS implementation in my fragment shader and Parallax Occlusion Mapping to add some realism to the ground texture as well. I'm still trying to get through the root of the problem, which is to determine what kind of artifact this is but I'm not too sure. It seems like a self-shadowing "acne" issue but in that case why am I not seeing acne across the rest of the ground texture, and why does it only appear when panning the camera at that particular location? Any help would be kindly regarded.
       

    • By Matt Cockram
      Hello  
      I am a full-time professional developer so the current spare time I have been putting towards this has only been a few hours a week for the past few months. I was determined to put out a 3D MMORPG game, and I wanted to do it on my own. However, the sheer amount of work that goes into creating an MMO means that unless I cut corners (which I do not do), I will be working on this game for about 10 years.
      So I am looking for anyone who is willing to contribute to the game in some way. Story, Art, Assets, Mapping, Sound,Design. Chances are if it helps make up an MMO, and you have a skill in that area, then I need your help.
      I have the software development covered but if anyone else wants to assist me with some programming I would more than welcome the help, providing you have a somewhat decent understanding of C++ or would be willing to be very studious in learning. Game Development has been my hobby since I learnt to code, but this is the first time I am making anything on this scale, my previous projects have been smaller and non-MMO games that I have been able to develop myself with the help of some assets provided by others. I am looking for other hobbyists in their respective skills who want to be a part of a bigger project, and want to have fun and learn new things whilst doing it.
      I am realistic in my goals, the MMO market is very competitive and the odds are that we will never make much money or ever finish the game completely due to the sheer size and amount of content an MMO game needs. That is okay with me, as it is a hobby and I enjoy the process. (I always dream of making it big though!) It would be beneficial for all involved if you kept a similar mindset as well  
       The game's project page is a little bare as I have only just created the page today, but I will have some artwork/screenshots & videos going up there over the next few days. If you aren't really interested in getting stuck in with development, I would appreciate if you at least give me a follow so you can keep up with any updates and see my game coming to life.
       
      MUST BE FAMILIAR WITH VERSION CONTROL!!!!!!!!!!!!!
       
      If you are interested, add me on discord: Powermadmatt#4706, PM me on here, or write a comment below. Let me know what your particular skill is and I will contact you further and fill you in on the project so far.
  • Advertisement
√ó

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!