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About kseh

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  1. kseh

    Project One Day - Update #3

    I've been focused on getting assorted bits of programmer art furniture added into the house. And in doing so, finding little quirks and work around (mostly related to collision stuff) to try to get things to work and look like I want it to. The way I've gone about my collision detection stuff, I'm currently limited in size of my sprites. So I've been piecing parts of sprites together to try and make larger furniture items and it's a pain. I'll probably be addressing this in the next few months. I'm generally happy with my programmer art but getting perspective and scale consistent takes some work. I decided that the walls that I had were too short and just threw off the way that other furniture looked. So I made them a bit taller which then meant figuring out what to do about seeing behind those walls. I went with making wall segments transparent as the player moved north of them. I think it works ok though I'm not sure about vertical wall segments and joints. I think I can refine that later, if I like. I spent a bunch of time reorganizing how I have data files for initial games and player save games. Mostly separating objects that I was previously saving into one large file into multiple files. Theory being that way I wouldn't have to place every single actor back onto the level again just because I found a problem with one somewhere. Data files now can be divided by categories like Plants, tables, beds, etc. The addition I'm most happiest with though is some navigation logic for getting NPCs from one place to another. One thing that I wanted to have for the first scene was for the cat to follow the player around everywhere until she is fed. And of course, if the player moves fast enough around corners, the cat can get stuck. I ended up adding a Region ID field for each tile and, with the in game editor, I can paint that ID to the tiles that make up the rooms. So the Kitchen is ID 1, Living Room 2, hallway is 3 & 4, and so on. I then built functionality to parse through a file that has a bit of logic such that for the region an actor is in and the region you're planning on going to, add two destination tiles for that actor to the current path. One destination on the edge of the current region and the next tile on the edge of the destination (or neighboring) region. I think it's still possible for the cat to get stuck places if the player is determined, but it is way better. (Video 1 shows the cat following the player into various rooms, always crossing rooms where the appropriate door way should be.) With the main navigation logic in place, I realized that I can define a set of Points of Interest in the level and have characters travel to that destination (instead of just the player's current location) as part of a path following script and tie that to the navigation logic where the path is written as a set of textual points of interest rather than tile co-ordinates. This way I can, for example, define in a data file the tile to stand on to be next to a TV. Then when I add the string "TV" to the list of path destinations, the character just goes to that spot. Thoughts of dynamically generated houses with NPCs able to follow a routine in the house fill my mind. But that's for another project. (Video 2 shows Wife character travel to kitchen counter, table with dvd's, tv, spot south of table, and lastly to couch.) There's still some work needed for ideal NPC movement. I don't have anything for collision avoidance or steering behavior and I think those would go a long way to reducing the potential for walking into a table and getting stuck. But for a game like this where the NPCs movements and destinations are going to be known, I don't think it's a concern at this time. I still would very much like to get this project completed before the end of next January but I'm thinking I might take a break from it for awhile to work on the Frogger challenge. It doesn't feel like some feature or element is particularly pressing or hanging over me right now so it feels like a good time to try one of these challenges.
  2. kseh

    Drunks Standing Around Punching Each Other

    As I understand, you've been looking at Goblinson Crusoe as a Turn Based Simulation. So, to me, characters waiting around to take their turns while some other character goes and performs his action is to be expected. By comparison, you could say it's weird how in Chess all the pieces are just standing there watching as one of their buddies get captured even if one of them has some kind of move they could make to intervene. But it's just not how the game works. On the other hand, it'd be another thing to approach game play like a real time simulation with interruptions in the action where the player (or other characters) can decide what to do. Is switching to more of an RTS kind of thing an option?
  3. If you're interested in other developer's experiences, Slayemin's blog has a pretty good accounting of what he's been through. If you consider the size and complexity of his project and that he started the project as an experienced programmer, hopefully you can get a sense of what you want to know. Good luck in your endeavors.
  4. kseh

    plane game

    Looking forward to reading about your progress on your blog. I hope to see some screenshots when you can.
  5. kseh

    Beginning developing

    I have a job in IT. I consider game development to be my hobby. For years, my job has just been basic office hours so I spend some of my free time programming games. When I'm at my day job, I am programming based on other people's needs, timelines, and processes. When I'm programming as a hobby I don't have to answer to anybody but myself and I can work on what I like, when I like, and with whatever approach that I like. In general on my own projects, I am able to spend about 1.5 hours a day usually 5 days a week which is not a recipe for getting projects completed quickly but like I said, that's not the point for me.
  6. I wanted to make sure I have time before suggesting it (still not sure). But since this challenges thing started, I wanted to suggest a game where the objective is world domination. Provide a map of some kind (procedural or pregenerated) and the player is to take complete control.
  7. kseh

    Am I biting too much?

    Also, if it's the card game elements that you're most passionate about, you could just focus on that at first. Have the project initially skip everything you have for wandering around and just get straight to the card battles.
  8. kseh

    Am I biting too much?

    I'd say it depends on a combination of your programming skills, how much time you have, what you already have available to work with, how determined you are, and maybe a degree of your love for the project. In some ways, an RPG can be pretty simple. Spit out a tilemap and a character sprite or two. The player walks around until he finds an enemy and then you resolve combat of some kind. Add to the character's current gold if he wins. But it's all in the details. How are you going to put together the world? How do you make sure the player does things in the order you want? How do you add a variety of tactics to combat? What if you think of something you want to add later? And then there's the learning curve for any new tools or coding techniques you might figure on using. For me, my current (solo hobby) project is a simple RPG style story on rails. Basically, go talk to one character then the next and the next to advance a story as you move around a small pre-built world. No combat. I'm doing both coding and the sprites myself. As a hobbyist, it's probably fair to say I don't spend as much time on my project as others might. I average on 1.5 hours per coding session with 12 months having 2 sessions a week and 5 months with 5 sessions a week. I'm kinda hoping maybe I'll be done in 4 more months (5 sessions a week) but that might be optimistic. I'd love to work on other projects or switch back over to the the project I used as the base for this one and update it with the features and tools I've built since, but I'm pretty determined to see this one through first. So... I figure it has less to do with the size of the bite you take and more about how determined you are to chew through it all.
  9. kseh

    Worst time of your life as an indie

    I think "worst" isn't really the right word for what you're going for. Work is work and sometimes it goes well and sometimes it doesn't. Probably a significant instance of a project not going well for me was having spent several months working solo on a game that was meant to be played online to find that I was not able to work out a solution for a lobby to connect players. Money ran out so development stopped and since then I just haven't gone back to it.
  10. kseh

    where did you start to make a game?

    Step 1, Learn to program. If you think you've learned things sufficiently take a stab at the below suggestions. If you're finding you don't know how to work out what's needed to complete them then continue to build on your programming knowledge. Get a sprite up on the screen. Learn to move it around with the keyboard or mouse (ideally learn both). Get more than one sprite on the screen. Move each sprite independently from the other somehow. Figure out how to test for collisions and do something when they occur. Figure out how to animate your sprites. Hopefully by the time you've worked out how to do the above you'll have an idea of what you need and how to go about perusing your project further. Be prepared for a very long process. Like, lifelong. Working with assets and IP that you have already created at this point may help inspire you to push on but understand that what you want to do, what you think you should be able to do, and what you can do are all different things.
  11. kseh

    How much longer can Trump/Trumpism last?

    I don't think it's hard to understand how simply reading some kind of headline about Trump has the potential to evoke strong emotions in someone, either for or against him. I've heard that when something touches on a person's core values it can evoke a fight or flight response. And I can understand how someone might get tired or trying to avoid the fights going on between people. When a place you figure you can escape to becomes touched by this conflict, and it's like there's no other places to go to, it sits with you gnawing on your mind... and so you choose "fight" and write something to defend your sanctuary. Makes sense to me. The thing is, all this disruptive stuff that's going on is important. It touches so many people that it makes sense that the conversations are everywhere. The conversations need to happen if there's any chance of making things better. Hopefully some of those conversations include people with opposing viewpoints that are willing to understand the other's so that a better solution can be found. I've seen political discussions here with very different opinions that have been quite mature and I've seen ones that have devolved into flame wars from the start. Sometimes you just have to take the risk that you'll get to the mature conversations.
  12. kseh

    Project One Day - Update #2

    It's a custom home-brew engine that I've been working on for way too long. I think some of the original code (animation related) goes back to 2001. Although I haven't really thought of it as an "engine" until maybe 2 years ago when I started trying to turn the bits of code I had into something easier to reuse for new projects.
  13. kseh

    Project One Day - Update #2

    At this point I'm finding the in game editor that I've put together to be fairly functional. I have save and load functionality that works as would be expected for the player and a save function that I can use to setup a level's initial state. I didn't want to go with using tiles for walls so there were a couple additional challenges to getting the wall corners to match up together properly while making sure that player can slide along them without getting snagged or trapped. I'm setup to be able to add whatever I need to create conversations and have the characters move as the result of player interactions. But the one thing I think that's bugging me is the complete lack of any furniture or interior items. So the plan for the next while is to do some graphics work to try and furnish this house somewhat before going forward with creating any dialogue or story. Perhaps with some items in the house it'll provide inspiration for how to build the story. I also need to do some work on the characters, particularly what would look right for a pregnant character (you wouldn't know that babies are on the way from the current sprites). With the graphics all being programmer art, I'll be happy if I can just maintain a consistent style.
  14. kseh

    One Day

    Hobby project that is an RPG style story on rails following a married couple on the day their twin children are about to be born as told from the husband's perspective. The general "gameplay" is simply moving the main character through the scenes to talk to people to progress through the story. The progression itself isn't expected to involve puzzles or challenges to resolve other than just finding the next person to talk to or location to, causing go the story to progress. The focus of this project is on building components for storytelling and progression as well as some creating components for world and level building for where the story will take place.
  15. I'm wondering if there's a miscommunication about what you're trying to do. Are you trying to put together a school that focuses entirely on game development or just one class in a school that already runs other classes? In any case, use this site's search feature and search for "Gameteacher". He was another user on this site that was trying to put together a class and perhaps some of the old conversations may be useful for you.
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