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Vapourware Codexian Game Development Thread

Zed Duke of Banville

Dungeon Master
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Oct 3, 2015
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11,908
Today in gamedev I made my first start menu. I know it's too wide and the wood borders are uninteresting but any other criticism would be appreciated.
I find the letters to be a bit faint. Perhaps make them darker or use a different font so that the lines are wider.
 

Calcium

Educated
Joined
Dec 6, 2015
Messages
54
Last post until I have some gameplay. Here is my third iteration of the start menu:
hcc1caa.jpg
 

Wayward Son

Fails to keep valuable team members alive
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It's not a waste of time; it's good practice in designing and laying out a GUI screen. It's a good start, and you'll likely go through several iterations of the design before you're finished. Sometimes you need to take a break from the more technical aspects.
I guess I'm alone in that the programming is the break from the more graphical aspects... TBH, the programming and scripting is my favorite part.
 
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jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:
Unwanted

jcd

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

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,107
Location
デゼニランド
swinezig you can just say that it's a low light environment and this is some imaging equipment you have to use
I planned to make the game look like the protag is looking through the battle suit's scanner. I was kinda unsure whether to keep the environment texture-less or whether to use wireframe-like graphics. Luckily, Alchemist kinda gave me a kick in the necessary direction, so I can experiment and stop bothering about textures and other crap.
 

barker_s

Cipher
Patron
Joined
Mar 1, 2007
Messages
807
Location
Poland
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut
Here's some screenshots and a video of a Dwarf Fortress clone thingy prototype I've been working on recently. I'm ditching the meshing code I got so far in favour of another technique that I'm researching currently.

Unity%202015-12-15%2022-36-28-67.png

Unity%202015-12-15%2022-37-20-39.png

Unity%202015-12-15%2022-37-37-69.png

Unity%202015-12-15%2022-38-45-59.png

Unity%202015-12-15%2022-37-59-27.png

 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,107
Location
デゼニランド
Here's some screenshots and a video of a Dwarf Fortress clone thingy prototype I've been working on recently. I'm ditching the meshing code I got so far in favour of another technique that I'm researching currently.

Unity%202015-12-15%2022-36-28-67.png

Unity%202015-12-15%2022-37-20-39.png

Unity%202015-12-15%2022-37-37-69.png

Unity%202015-12-15%2022-38-45-59.png

Unity%202015-12-15%2022-37-59-27.png


Looks interesting.

Like a game where you're building and constantly modifying a large field where a party of adventurers is fighting against a large group of monsters and they're praying to you every minute (thus giving you AP) to modify the situation in their favor by cockblocking enemies and modifying the terrain to be more suitable for a guy with an axe, sword, lance or crossbow. In the end, they sacrifice virgins in your name and you're getting cool upgrades like the ability to spawn friendly NPCs, distract the enemies by spawning a large TV tuned to a hardcore pr0n channel or turn their god into your bitch and thus start a large baboon rape party by converting your enemies into your own servants...

...in the end, you're supposed to convert the entire world to your religion by releasing falsified information about that foreign religions are all ploys designed by jews and reptiloid transsexual furries.

peter-molyneux.jpg
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Making a morale system is pretty hard when you trying to avoid it being just a bookkeeping feature while making it exciting to use and abuse.
 

Baron

Arcane
Joined
Jul 10, 2010
Messages
2,887
Last post until I have some gameplay. Here is my third iteration of the start menu:
hcc1caa.jpg

Looks nice, but don't start with exit. If you prefer Start in the middle, instead of the more logical Start-Options-Exit, then make it Options-Start-Exit.
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,107
Location
デゼニランド
Short break from coding, making a quick mockup of the chargen UI.
After fucking around with Unity's IMGUI I was kinda frustrated when it came to different resolutions, and new UI somewhat resolved that issue. Not perfectly, but better than nothing.

YMrYTUr.png
qAZ83gu.png

Ran out of space on to add armor-related stuff on the second screen, will have to redo the layout later.
(and yes, the typo in the name is intentional, just a Carmine-related joke)
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,107
Location
デゼニランド
So, good news and bad news.

I'll start with the bad ones:
  • That pseudo-wireframe look ended up being too much of a hassle performance-wise, which wouldn't be too much of a problem if it wasn't for two little things. First, rendering stuff this way produced visual glitches on distant objects and second, the reason why I have to drop it lies in a simple fact that it didn't work as intended (sorting issues, as in enemies were drawn through the geometry).
B-but there are good news too! Honest!
  • I've found a quick replacement by using a shader which generates lines from the edges of a mesh, which should be more than enough for now. This is not the best solution, but it works faster and produces less glitches. Unless I find a better way to handle this stuff, I'll stick to it.
  • UI basics are almost done, had to restart from scratch to have better control over what it does instead of relying on the editor. The rest is probably manageable, but we'll see.
I know, I have to write this stuff to motivate myself to work harder, so there's still hope that I'll have a playable alpha soon. Like, real soon.

B-but ZZ, what about screenies and stuff?
Here's a vid of the latest version. The dungeon was quickly bitchslapped together to test the new look.

Most of the changes are under the hood, so it'll be a while before there'll be any changes that can be seen from the outside.
(oh, and the music is a random track from Bad Mojo soundtrack)

EDIT: forgot to mention that low fps is caused by Fraps + antialiasing (forgot to turn it off). It runs at 50-60 fps on my rig, which is basically a ~6 years old laptop (i3 @ 2.53 ghz, 2 GB of RAM, integrated Intel GPU), which is a good sign.
 

Alchemist

Arcane
Joined
Jun 3, 2013
Messages
1,439
  • I've found a quick replacement by using a shader which generates lines from the edges of a mesh, which should be more than enough for now. This is not the best solution, but it works faster and produces less glitches. Unless I find a better way to handle this stuff, I'll stick to it.
It's looking good! I like that your levels are 2 blocks high, gives it a nice feel of a large spaceship interior. Did you write the shader yourself? I would like to hear more about the shader as I might use a similar concept, if I can manage to port it to Godot. Shader coding is still somewhat unexplored territory for me.
 

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