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i have an infection in my butt, a game design infection
Posts
hey
Who wants a 270-part video tutorial on making an action RPG in Unity?
I've got some sorely underused programming training under my belt, but every time I open up a new Unity project my brain seizes up trying to figure out where to start, even if all I want to make is a basic prototype. Hoping this will help both as a programming refresher and to give me ideas on how to structure a project.
oh, alright
Hey dudes, I am a game developer, the first notable game I created was Shotgun Sunrise, which is a Source mod (a TOTAL CONVERSION, as they were once known) that was a community project on these here forums to which a whole bunch of people contributed odds and ends. Mostly it was me, @Remington, and @Slapdash, and also @thejazzman did some great stuff but most of it didn't get into a released version. It took about a year. Gabe Newell calls it the World's First Co-Op Zombie Western but I don't know if that's true or not. My favourite thing about it is how almost all the youtube videos of it were not made by us and are filled with dudes laughing non-stop.
After that everyone got super busy and couldn't do anything for a while so I made a custom Left 4 Dead 1 campaign which a lot of people think is the best one, even though the SDK got broken to the point where I couldn't finish it. The first two maps are out though and you can go play them. The attached flying Gabe Newell to Australia so he could playtest it thing is how I know that guy.
Then we faffed about trying to make a game that was too big for us in a disorganised way for a while, then put that on hold, and started making a physics puzzle game on UDK for a bit, and then iOS support came out and we diverted for about four months onto a Shotgun Sunrise iOS game called Vroom. Here is James Benson talking about it.
It's temporarily fallen off the app store but it'll be back in a few days and you can go spend a dollar on it.
Now we (some of the same guys from Shotgun Sunrise and Vroom, and also other guys) are back on that physics puzzle game, and I just recently got funding from Film Victoria so I'm able to work on it for money, and pay guys, and it's all very exciting and somewhat intimidating. Here is an old trailer for that game and a newer flythrough of some of the environments, and some concept art.
sorry if this is an overlarge post, I merely come when the Fishman calls
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
hey satan...: thinkgeek amazon My post | my website
Also congratulations on baby dude. <3
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
hey satan...: thinkgeek amazon My post | my website
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
here it is
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
i model mine after titties
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
http://irrationalgames.com/insider/irrational-interviews-11-amy-hennig/
I actually think it's a neat idea
my twitter | my dumb tech tumblr
i miss chris...............
what iphone game are you ripping off this time?
thanks for this, although the amount of nasal in this soundfile makes me grit my teeth a bit
@t4ct you should! design docs are great practice
talk to me when your podcast is on iTunes
my twitter | my dumb tech tumblr
i miss chris...............
ummm
have at it?
this is a really decent listen. i don't agree with most of it but i value any opportunity to hear people talk about their job
I am also working on my own beat em up from scratch.
Nice work, I didn't get to the point of putting in multiple levels and stuff like you have there - I started on the punching bits and that was about as far as we got:
make it
i don't know farts from poops about design
so in like two years when he finally has something that resembles anything i have work
Yeah, I know this feeling. It was all the rage back in the glory days of mods- especially ascended mods getting picked up by the likes of Valve- to put together a team based around The
IllusiveIdea Man's grand vision for "I don't know, something, it'll be cool"Fortunately, I've also written things for people that are working on/actually made a game, so shouldn't complain!
It's very small, and kind of doofy, but I'm pretty pleased with myself.
Next up I wanted to make a 2D jump and bump game with just a guy who runs around with a briefcase and bops things with it. But the art takes up lots of time, and I'm not sure how I should store level information. Does anyone know good resources for basic ideas on good practices for storing info like "where are the enemies, platforms, and misc objects in a level"? I can think of a few ways to do it, and with the processing power afforded even by a phone these days--it wouldn't be a problem. But what are good practices on these types of things--where do I learn that kind of info?
After a bunch of work on this, I've realised that I could actually do what I'm trying to do with minimal work just by using Regions as rooms and rooms as areas.
But hey, at least I'm getting better at typing stuff up in Inform 7.
Season's greetings, Satan!
I'll post the source code as soon as I clean out a few bugs that are currently stopping it from working at all. It's in kind of a proto state at the moment.
Season's greetings, Satan!
I'm almost embarassed to show this. It's very early days stuff.
Season's greetings, Satan!
this is a thread about designing things
design it
or @bogey is gonna kick your ass
Enter room
Visit major sets & reveal the objects in that set
Examine setpieces & discover clues & find thingymajigs
Use clues and thingymajigs to unlock new major sets and rooms
Go to new room
One room I have in mind a gambling hall, with the major sets being the individual tables and the thingymajigs being anything from a hand of cards to individual gamblers who you can talk to.
Right now the code just decides whether or not to list the item depending on where the player is. In the future, each setpiece will have it's own descriptions depending on where in the room the player is. Something like
Etc. Keeping the number of major setpieces in any given room down to a reasonable size is going to be pretty darn crucial to my sanity when writing the actual game.
Also, minor things will have line of sight (the spotting relation, which currently does nada) to indicate whether it stays described to the player or not. A gambler who at Table A might be important to keep in mind when the player is somewhere else, so he'll have LOS and be added to the "name" of Table A when the player is at Table B, but a fork on the same table is less important and won't be.
I tried doing a measurement of distance (table A is near table B. Table A is far away from table C. Table B is close to table C, etc) but it got really complex really fast.
Season's greetings, Satan!
Basically, I just really don't like the "go north", "go south" etc mechanic of IF. I want to structure it more like a point and click adventure in text form.
Also, if you put the code into IF7 again, I made some minor adjustments to the room description that'll hopefully give a better idea of what it'll look like once it's done.
Season's greetings, Satan!
Thanks!
Season's greetings, Satan!