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Vapourware Codexian Game Development Thread

J1M

Arcane
Joined
May 14, 2008
Messages
14,616
Some updated stuff for my gravity game prototype:


You have an idea with a lot of potential. To sell it better you need to do some things to give players an anchor so they can comprehend what is shown. Using colors and lighting, you should make it clear which surface is the "floor" that the player walked into the room on, and which direction the exit is. Additionally, you should consider adding a button that always orients the player to the exit, similar to the z-targeting of enemies in Zelda 64.

In a longer game, you can play with these expectations by having a chamber where the floor coloring changes or is otherwise 'wrong'. For a demo, it needs to be really obvious what is going on, because most investors and consumers have a lower IQ than the people who can make a game demo.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
J1M gives great advice. You should look very critically at Portal and discern how it communicated information. You are doing something even more disorienting and need to adjust accordingly.
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
Some updated stuff for my gravity game prototype:


You have an idea with a lot of potential. To sell it better you need to do some things to give players an anchor so they can comprehend what is shown. Using colors and lighting, you should make it clear which surface is the "floor" that the player walked into the room on, and which direction the exit is. Additionally, you should consider adding a button that always orients the player to the exit, similar to the z-targeting of enemies in Zelda 64.

In a longer game, you can play with these expectations by having a chamber where the floor coloring changes or is otherwise 'wrong'. For a demo, it needs to be really obvious what is going on, because most investors and consumers have a lower IQ than the people who can make a game demo.


Thanks for the suggestions, I have been thinking about ways to make it clear for the user what they should do and to help them keep track, the colors is one way but at the moment it looks kind of shitty. One simple way the lessen the confusion is doing the way Portal does, you have a clean break between each level so you can start with everything in the "correct" orientation. By the orient button do you mean kind of like holding a button down turns the camera towards the target? My initial idea was to always give a line of sight with the goal when entering a room so that the player always knows where to go towards, they just do not know exactly how.

J1M gives great advice. You should look very critically at Portal and discern how it communicated information. You are doing something even more disorienting and need to adjust accordingly.

Yeah, Portal and Half-Life are actually both really good at explaining concepts to player without outright saying it, so I have been peeking at those, one just need to be careful since the line between inspiration and stealing is quite thin.

Regarding the disorientation potential, the funny thing is that this is actually meant to be a demo for Oculus Rift, so I have a feeling some people will not feel all that great :cool:
 
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tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Yeah, Portal and Half-Life are actually both really good at explaining concepts to player without outright saying it, so I have been peeking at those, one just need to be careful since the line between inspiration and stealing is quite thin.
It's said a good artist borrows, a great artist steals.

The implication is that stealing implied taking ownership, the great artist is so good people associate whatever was taken with the great artist's work instead of anyone else.

Also, don't be afraid to steal for a single man indie project. Once you have the foundation in place, you can easily replace any textures that need to be replaced.
 

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
Looks great so far. Also, the spacey, synth brass background music reminded me of Vangelis.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,616
Some updated stuff for my gravity game prototype:


You have an idea with a lot of potential. To sell it better you need to do some things to give players an anchor so they can comprehend what is shown. Using colors and lighting, you should make it clear which surface is the "floor" that the player walked into the room on, and which direction the exit is. Additionally, you should consider adding a button that always orients the player to the exit, similar to the z-targeting of enemies in Zelda 64.

In a longer game, you can play with these expectations by having a chamber where the floor coloring changes or is otherwise 'wrong'. For a demo, it needs to be really obvious what is going on, because most investors and consumers have a lower IQ than the people who can make a game demo.


Thanks for the suggestions, I have been thinking about ways to make it clear for the user what they should do and to help them keep track, the colors is one way but at the moment it looks kind of shitty. One simple way the lessen the confusion is doing the way Portal does, you have a clean break between each level so you can start with everything in the "correct" orientation. By the orient button do you mean kind of like holding a button down turns the camera towards the target? My initial idea was to always give a line of sight with the goal when entering a room so that the player always knows where to go towards, they just do not know exactly how.

J1M gives great advice. You should look very critically at Portal and discern how it communicated information. You are doing something even more disorienting and need to adjust accordingly.

Yeah, Portal and Half-Life are actually both really good at explaining concepts to player without outright saying it, so I have been peeking at those, one just need to be careful since the line between inspiration and stealing is quite thin.

Regarding the disorientation potential, the funny thing is that this is actually meant to be a demo for Oculus Rift, so I have a feeling some people will not feel all that great :cool:

Giving players line of sight to the goal is also a good idea. The 'orient' button is intended to assist a player that got turned around. I would not expect an advanced player to use it very often. Don't require the user to hold it down. That allows them to use the 'help' button incorrectly. :lol:

It's good that you are attempting to use color to share information. You can also use shapes. Portal teaches the player that they can pick up anything that is shaped like a box, but spheres are deadly. Perhaps in your game all green objects can be picked up, and different shapes are used for different switches. Sticking to a single-color for objects the user can pick up would allow you to use other colors to teach players what they can and cannot use the beam gun on. Portal only lets the players use the gun on flat white surfaces, for example.

I would also suggest that for the demo puzzles you pick one highly specific aspect of the game's potential that you would like to display and make that the entire puzzle. A single puzzle at the end that combines many elements could also be effective, but the meaty puzzles that combine a small number of elements are the ones that you will build for a full game.

I don't fully grasp the mechanics that you've shown off, but here are a few ideas for single-concept puzzles:
-A puzzle that just requires the player to walk on the ceiling to the exit.
-A puzzle that is solved by swapping gravity to cause a block to fall to a location the player can use it from.
-A puzzle that requires the player to swap gravity while falling.
-A puzzle that requires the player to gravity use in one direction for an object and a different direction for themselves.
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
It's said a good artist borrows, a great artist steals.

The implication is that stealing implied taking ownership, the great artist is so good people associate whatever was taken with the great artist's work instead of anyone else.

Also, don't be afraid to steal for a single man indie project. Once you have the foundation in place, you can easily replace any textures that need to be replaced.

Will keep that in mind, borrowing does save you lost of time when prototyping so it is a sound advice.


Looks great so far. Also, the spacey, synth brass background music reminded me of Vangelis.

Thanks, I must mention the music is not done by me, but it might stay since it has a Attribute License, else I have started to play with LMMS and got some similar grooves going.

Giving players line of sight to the goal is also a good idea. The 'orient' button is intended to assist a player that got turned around. I would not expect an advanced player to use it very often. Don't require the user to hold it down. That allows them to use the 'help' button incorrectly. :lol:

It's good that you are attempting to use color to share information. You can also use shapes. Portal teaches the player that they can pick up anything that is shaped like a box, but spheres are deadly. Perhaps in your game all green objects can be picked up, and different shapes are used for different switches. Sticking to a single-color for objects the user can pick up would allow you to use other colors to teach players what they can and cannot use the beam gun on. Portal only lets the players use the gun on flat white surfaces, for example.

I would also suggest that for the demo puzzles you pick one highly specific aspect of the game's potential that you would like to display and make that the entire puzzle. A single puzzle at the end that combines many elements could also be effective, but the meaty puzzles that combine a small number of elements are the ones that you will build for a full game.

I don't fully grasp the mechanics that you've shown off, but here are a few ideas for single-concept puzzles:
-A puzzle that just requires the player to walk on the ceiling to the exit.
-A puzzle that is solved by swapping gravity to cause a block to fall to a location the player can use it from.
-A puzzle that requires the player to swap gravity while falling.
-A puzzle that requires the player to gravity use in one direction for an object and a different direction for themselves.

Thanks for the tips, they are very much in line with what I have in mind, one new mechanic per room with a somewhat obvious solution, then add on layers. Regarding the button to reset gravity I might use it, the problem is that it will be possible to break some levels unless they are designed with the button in mind, will see how much trouble it causes.

Shapes, colors, symbols are all great to communicate with, there will probably be a big overhaul once the projects develops. Will keep your notes in the back of my head, thank you!

A small update since yesterday:
 
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zwanzig_zwoelf

Guest
Currently fucking around with new Unity GUI, the reason why tons of "developers" drooled all over my newsfeed when it came out.

So, what I got...
Alright, it's a lot more intuitive to place objects on the screen, set their sizes, boundaries and shit. Pretty fast to do, especially when I have to adapt the game into multiple mobile resolutions (good thing I convinced my pal that 25% of the market with non-popular screen resolutions can wait until we update it after the release, way less hassle for now).
Except wtf, man, I can't find any info about scripting. Why do I have to use some shitty menu to set actions and shit?
And displaying text, ffs. With every different aspect ratio it gets shittier and shittier.
 

Peter

Arcane
Joined
Jun 11, 2009
Messages
1,570
r3jonwah85

Can only echo what's been said - great concept, and J1M gives great advice. One thing I want to add is that you should divorce yourself from the Portal aesthetic ASAP. I get that it's just a prototype and probably a placeholder, but still, the sooner you drop the wacky AI and Portal-looking environments (white tiles, those circular doors, etc.), the better. Both for you (it'll get your creative juices flowing in new directions) and for the people who see it - you don't want anyone writing this off as a rip-off. It really has a lot of potential if presented correctly.
 

zwanzig_zwoelf

Guest
Speaking of new Unity UI - anyone managed to implement hyphenation? Without it anything that goes beyond one line looks silly, especially when we're talking about paragraphs of text.
 

Duckard

Augur
Joined
Aug 14, 2010
Messages
354
@zwanzig_zwoelf

Just in case you didn't know, you have to include the UnityEngine.UI namespace. All its classes and stuff are in the scripting reference.
 

zwanzig_zwoelf

Guest
@zwanzig_zwoelf

Just in case you didn't know, you have to include the UnityEngine.UI namespace. All its classes and stuff are in the scripting reference.
Yeah, I've found some answers while googling around. Also solved most of my issues, but I get a feeling I'll have to hyphenate the text manually and force the same text size in every supported resolution.
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
So over the weekend, my pals and I participated in a game jam and made a very basic Star Control clone. The game is very, very primitive right now - you can explore, find events, interact with aliens and battle - but we plan on continuing to add to it and I think there's a lot of potential. I was the musician and made 25 songs, which is pretty insane for 48 hours, but I had a lot of fun doing it and learned a lot about getting huge amounts of music done in an extremely short period. My inspiration for the music was this game called Stronghold, this building sim with different D&D units that had their own 15 second themes. I gave each alien race their own theme, although a bunch of the aliens weren't able to get implemented in time so I guess you'll have to wait to hear them!

kKoK47a.gif


ThSDLIS.gif


Z9xcoPW.gif


vajZoPf.gif


So check it out, it's pretty cool but, like I said, right now it's very basic and I'm sure there are a lot of bugs. A couple things that aren't very clear, you need to use the mouse during battle. The guy who programmed the battle system thought we were going to make the whole game mouse-controlled. You can also change out which crew member is using each part of the ship. Each species has different abilities, so whenever you recruit a new crew member, go to your crew page by pressing escape and switch out your new crew member with existing crew members to see what they can do. We'll fix all this stuff in the future.

http://frankiesmileshow.itch.io/stellar-wanderer
 
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Unwanted

jcd

Punished JCD
Patron
Joined
Jan 4, 2012
Messages
10,681
Location
UNATCO HQ
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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zwanzig_zwoelf

Guest
Mah little white collar proletarian rats are going to work.
2MJUUnQ.jpg

ARBEIT MACHT FREI! :flamesaw:

This is just a cosmetic way to simulate the crowd, though. Simple 16x16 sprites without animations can do a great job from a large distance (even bigger than on the screenshot).
 

zwanzig_zwoelf

Guest
TWO WEEKS TO DEVELOP A PROTOTYPE OF A SHADOW TOWER-LIKE GAME FOR MOBILES & PC?
ARE YOU FUCKING KIDDING ME?

STICK TO ASS-KISSING AND LICKING THE BALLS OF OUR INVESTORS, I NEED AT LEAST TWO Y...
0vZJfv8.jpg
...oh, right.
 

Zep Zepo

Titties and Beer
Dumbfuck Repressed Homosexual
Joined
Mar 23, 2013
Messages
5,233
My recursive function is driving me nuts.

At least it hasn't gone into an infinite loop....yet.

Zep--
 

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