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GeoFruck

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  1. Balance and flexibility is key in all aspects of developing a game.
  2. After some further research, I have found that there does seem to be some kind of a standard for this. I've always looked at these types of games as divided into "squares", in the sense that you have a grid, with a square being the smallest increment that you can move something by. So, what I've found is that these squares seem to be made up of 50px wide by 25px in height. Evidently the aspect ratios, screen resolutions, ppi, etc. have all been removed from the equation due to automatic programming tools, and this is what an artist (not calling myself that quite yet) is left with. If anybody would mind offering any input on this, I would be interested in being enlightened
  3. Hi Tobi, wow, that was a great response I really appreciate the time you spent on this. I think this will get me to where I want to be. Thanks a lot, Geoffrey
  4. Hi all, I am somewhat of a new poster to this forum, but have been reading it for quite a while now. Please cut me some slack, because I can be somewhat of a bull in a china shop I am working on a game project, by myself, with extremely limited programming knowledge. However, I have used GIMP for quite a while, and have recently started playing with blender, so I decided that asset creation would be a good place to start. I've done a tile set, and laid out a landscape, which I will attach below. I have no idea how great it is, but that leads me to my question. When creating tile sets, buildings (covering 3x4 tiles) small people, etc. how large should you make these, pixelwise? For the image here, I made them as 40x40px, then rotated them, and then scaled them to 60x30. Now that I am moving to buildings and such, I just wonder what a good range is for the mobile devices. I would obviously like to find a happy medium between detail and conserving resources. [attachment=11470:LS2.png] <Insert witty tagline here>
  5. Hehe, didn't mean to start anything here. I really just wanted to do what I posted in the topic. For my current purposes, learning how to program does not fit into my timeline. I want to get this game to market as quickly as possible, while maintaining high quality. I have come here to ask how I can do this myself, which I believe has been covered. I have also come here to eventually seek people interested in working with me on this project, which is why I posted the second point. I believe that the answer to that, as it relates to this community, is that a fairly thorough GDD, some pictures of the UI, the main screen, buildings, the game mechanics that I posted above, and all of the other ideas that I want to incorporate should do the trick to not only show that I am serious, but give a programmer the necessary information in order to start throwing things in an engine. I mean, a lot of people in this community could probably do this. But, I am currently not planning on this level of involvement, because I can't until it happens. In order to continue to move forward and make my vision happen, I have to keep working with what I can understand or pick up within a week or so. Again, I do appreciate everybody who has come to add to this discussion, but I thought it appropriate at this point, to reiterate my OP. Now let's all just have a group hug
  6. Thank you for adding to the conversation, superman. That is a good tip to be aware of for sure. I do want to launch this game as a commercial endeavor, but if I have to continue to rely solely on myself for the actual fabrication of the game, I will need any and all free and user-friendly tools to choose from. I guess a pertinent thing to add to this, at this point, is what my intent is with this game. I intend to launch this game as a mobile app, in order to hopefully quell the stream of low-quality games being introduced and fed to the masses. I see the mobile gaming market as a new frontier right now, as many do, but I don't want to take advantage of people who don't know any better, I want to introduce them to what a true and rewarding game experience can be. I believe that with this intent, as long as it is implemented carefully, I can draw many more "casual" players closer to the real gaming world. A huge goal, to be sure, but one I feel passionate about and worth pursuit. Edit: Also, to add to the previous discussion with Conker, I have also been networking among the steampunk community for writers and artists, because this will be one of the main themes for the game. A good storyline is imperative, imho, for a good game, and an artist, well, makes art. In these digital days, a picture or a painting is just as good as graphics design, to some extent.
  7. Hehe, thanks for the further comments, glad to see that the reputation of programmer's humor is well-founded. I will take a look at the Visual Studio Express as well, I mainly skipped that because I first saw MS and thought money.....pass. Now that I know there is a free version, that's worth the download at least. @Conker, I've been doing various parts of the design part for about 2 months. The thing that I initially started with is the store recipes. This led me to level progression, which led me back to store recipe rewards for xp, which led me to.....needless to say, I have become intimately familiar with the spiral development model. At least on the scale of designing such interacting game mechanics. What I ended up with, after all of this, are the base logorithmic formulas for deriving the resource cost, gp rewards, and xp rewards over time. I want my game to be somewhat customizable by the player, so I came up with 3 different sets, one for a balanced store, one for higher gp/lower xp rewards, and one for higher xp/lower gp rewards. I wanted to come up with formuals, because they will theoretically stay useful throughout the entire span of the main level progression. I also devised a level progression, which is based on the standard exponential level progression, probably started with D&D, but with a slight varient. Every 10 levels, instead of doubling the needed xp requirements, I will quadruple it. In order to offset this, I will simplay apply a bonus of 1.85 -1.95 to the base store values, at that same level. This should seem fairly seamless to casual players, but serious gamers who are trying to squeeze every last gp and xp out of their town will see a noticeable difference, and have to restructure their city in order to continue to see their streamlined city design working. I basically wanted to put something in to prevent anyone from breaking the game....at least to a great degree. I also decided to come up with a level-in-level progression, which consists of 25 levels spanned over the same xp requirements of the first 10 levels. I call the set of 25 "age" levels, and the original 10 "city" levels. The city levels will introduce new buildings, such as resource collectors, stores, houses, etc., and the age level will introduce new decorations, both funtional (affecting building stats) and non-functional (just looking pretty), as well as building enhancements. This will serve the purpose of allowing a lot of flexibility and fine tuning with the adding of decorations/enhancements. It will also continue to provide a sense of accomplishement and progression for the player. The resource production rate is somewhat dependent on getting a working model going, in order to see how the progression goes, but I do have intro values for those as well. That is really what got me started on this project. I simply love math, and love to use it to make things easier. It's probably child's play to a lot of people around here, but I've always loved making really complicated spreadsheets for city planning in games, such as Utopia. [url="http://utopia-game.com/"]http://utopia-game.com/[/url]
  8. Hi Serapth and ATC, thank you for chiming in as well I will definitely check out the gamefromscratch engine line up, as well as that site in general. That alone looks like researching fun, good for a few hours at least. And it is good to know that the engines market seems to basically be competatively priced as a marketplace of its own. I guess marketing people do have their place, as well. 3DGS actually does look like something to look at, and I will download it and compare it to blender, at least. That should give me an idea of what I may be able to work with, given my lack of programming knowledge. I did download and look at codeblocks, just to expose my eyes to the new world of programming, and I can at least still see. I should have learned by now not to speak out of ignorance, but what can you do. It appears from just looking at this that programming has changed, and I think I'm starting to understand why it is called "Object oriented" and "visual". The best I could gleen from taking a quick glance, before my eyes started to glaze over, is that it has become somewhat "modularized" (for lack of a better word). I may or may not dive into that pool, it looks rather deep. As for now, as the events of the last couple of days have unfolded, I think I will go back to the drawing board and finish up a GDD. I wanted to actually include specifics to the point of numbers for all of the stores, decorations, resource collectors, min-max level progression, etc. But I think that would be overkill, and somewhat a waste of time, at this point. Balance will only be achieved in the game when I get a chance to actually put it into an engine and mess around with it. At least with all of this in mind, it gives me an even more clarified picture of what I would need in a GDD, for myself, and if a programmer were to become interested.
  9. Hi Pointer, thanks for the feedback. I will check these out tonight. Ya, the programming was back when these languages were new, so I'm sure things have changed somewhat. Although, I'm sure programming can only change so much, it's lines of code. I guess I will have to breakdown and take a look at it for my own good anyway. I do have a reason to learn it now, which does put a different light on it compared to 20 years ago. Hmmm, object oriented, that does sound kind of interesting. Thanks again for the input, and I will check these out
  10. Hi all, I am a new member to gamedev, long time reader, first time poster. I have been working on a city building simulator, which will be a hybrid of many of the good games I've played over the years. I have developed a foundation for the housing structure, store mechanics, resource collection, etc. Then moved over to the graphics side, using GIMP, and come up with a decent tileset. Now I am currently working on the art for the buildings. Just to make you aware, I am not a programmer, yet. The extent of my programming experience consists of Apple basic and Pascal, and after being exposed to these I decided that programming was not for me. I went in to electronics instead. I may end up having to learn programming at some point (with python currently leading as a topic of interest), but for now I am squeaking by working with programs. GIMP seems to be a suitable graphics program, which I have had some experience with over the years and know enough to be dangerous. I have also recently found blender, which seems to be a more than capable 3D modeling suite, although I think it's overkill for an isometric city game. Blender does have a game engine built into it now, for a few revs it seems, which is a nice plus, but I have also looked at contruct classic and construct 2. Again, the constructs seem to be more suitable for my needs, although blender is just really freakin' cool. So, one of my questions is regarding the use of open source and free or low-cost lisence game engines vs. more "professional" suites like unity. Do you really get that much more bang for your buck? There are a multitude of engines available, and it is somewhat daunting as a novice to even know what is worth it. I have looked at game maker, but it seemed a little dated feeling when compared to construct, which is why I'm leaning that way. If you would like to suggest any good engines that I have missed, what I'm looking for is something that would be under $1000 for a commercial license, good support, documentation, tutorials, etc., and I do also like the latest and greatest. Another thing that I am currently looking at is the graphics, writing, sound, etc. Without currently having much money to spend on the project, I don't see many other options except becoming a graphics artist, writer, etc. I mean how feasible is it to think that someone may be interested in joining me in this project, and how much convincing do people need to realize that I'm not just some shmoe thinking it would be cool to make a game? So far, I've just been moving forward with the "show as much as you can" mentality, so I have been also trying to document my progress on a few wikis. Of course, doing it all by myself, I've found that it is a lot of work to keep up with everything. So, every now and again, I just fallback and actually play some games, reach out to communities like I am doing here, and try to relieve some of the pressure that can build up. I would appreciate any feedback and opinions that you are willing to provide, and I look forward to seeing how I may fit into this community. <enter witty tagline here>