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Vapourware Codexian Game Development Thread

Discussion in 'Codex Workshop' started by 20 Eyes, Feb 10, 2012.

  1. ForeverdarkWoods Learned

    ForeverdarkWoods
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    They do have different colours, although maybe I should differentiate them a bit more since the difference is very small.
     
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  2. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    :lol: The quest gen isn't for an RPG though.

    If you're looking for a stress-free outlet, perhaps a Codex interview would be of interest? Maybe I've already asked. I don't remember. That's how stress-free it is.
     
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  3. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    I usually tint it a little blue'ish or just darker in general. green also works pretty well for floors. anything that makes it look a little more worn/older or colder usually works.
    hasty PS edit:
    32color.png

    for detail, the bricks in the wall closest to the floor, as well as the bricks around the door, could be tinted as well (perhaps with something greenish if you're going for an old ruins kind of look).
     
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  4. ForeverdarkWoods Learned

    ForeverdarkWoods
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    Ok. I made some adjustments. Does this look better, or worse? I'm leaning towards worse ATM but I haven't decided yet.

    Show Spoiler

    [​IMG]
     
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  5. sea inXile Entertainment Developer

    sea
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    Looking better, I like the increased variety, but I would make the colour difference even more drastic. Blue-grey as Zed said would work really well.
     
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  6. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    I like it.
    I don't know what you think of the cracked tiles, but I think it could add variety with at least some having more subtle cracks.
    cracks.png

    There's so much you can add to a dungeon in terms of detail, by deciding what the dungeons is:
    1) above ground or under ground? windows could add light sources if it's daylight. moonlight if you're feeling castlevania'ish. even if not using light sources in the game design, just adding windows to walls is very nice way to add variety.
    2) environmental effects. it could be dusty and sandy like a dessert tomb, or almost swamp-like with moss, vines and puddles of water. there could also be traces of snow and ice, or signs of being set in a volcanic region.
    3) thematic details: blood, bones, mists etc. perhaps banners on the walls if there's a cult living there. statues, idols, etc.
    4) age. if it's really old and crumbling, then the walls should be falling as well. broken-down doors. even stronger environmental effects if there are any. if it's set underground you could have tree-roots and stuff sticking through walls or the ground.
     
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  7. ForeverdarkWoods Learned

    ForeverdarkWoods
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    Currently, I'm making tiles that I could work with to create lots of things. A library, so to speak. The posted images have been tests thus far, to make sure they look good and tile correctly. I have started looking into ading lichen or moss to some tiles and making some "overgrown ruin" themed tiles. I also think I managed to make the cracks a bit more subtle and increase the contrast between the floor and walls a bit so that it is a bit more pleasing to the eye. I also included a sprite I made to show scale.

    Regarding environment, the door is one thing that absolutely wouldn't be in an old ruin (which the rest of the test map looks like) if it wasn't attached recently by goblins or bandits who moved in later, but I mostly wanted to make sure it worked, and it did.

    Show Spoiler

    [​IMG]
     
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  8. Destroid Arcane

    Destroid
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    Now that you mention the door tile - it's surrounding bricks could blend better, there's no reason for it not to match your wall tiles.
     
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  9. ForeverdarkWoods Learned

    ForeverdarkWoods
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    Well, regarding the door the intention was to create some arch-like frame around it, but I can see how that intention might not be so obvious as it doesn't look too good atm. Changed it now though to make the intent more obvious and it looks better now.

    EDIT: for those interested, here is an image of the new door pieces and my moss experiments. Not sure about the moss, something feels wrong about it.

    Show Spoiler

    [​IMG]
     
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  10. Destroid Arcane

    Destroid
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    It's too bright, it looks like toxic sludge. Try a darker tone.
     
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  11. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    moss grows from cracks (mainly - if there are any). this makes it extremely hard to tile properly. the cracks in the tiles get "inverted" with moss, kind of.
    it's usually not pure green, often has some other shade in there as well. blueish for that sunken temple sort of look, I guess. outdoors it often has a yellowish tint.

    Show Spoiler
    [​IMG][​IMG]


    this doesn't look perfect either but perhaps it can give you an idea:
    moss.png
    I gave it a blueish tint and it made a lot of difference. it's also important to give it a grassy texture if needed, otherwise it will look like liquid (or slime).
     
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  12. Destroid Arcane

    Destroid
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    How did your interview go? Any articles or releases up about your project yet?
     
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  13. eric__s ass hater Developer

    eric__s
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    It was fun! I'd never done a phone interview before so I didn't know what to expect, but it was pretty lax and enjoyable. It's weird, we talked for about 40 minutes but I feel like I didn't say very much of substance. I don't know! I enjoyed it.

    The interview isn't up yet, but a couple articles about the announcement are - Kotaku, Joystiq, rockpapershotgun, probably some more. The interview isn't up yet, but we've got a few more interviews lined up and we're hoping to start the Kickstarter early next week.
     
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  14. shihonage You see: shelter. Patron

    shihonage
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    Bubbles In Memoria
    Monsterland reached release candidate 0 yesterday. Playable from beginning to end, estimated length 4 hours for average player. This estimation was derived from my cousin (co-designer of monster behaviors and various mechanics) playing through the game in 3 hours and 15 mins.

    Working on RC1 now. There are some difficulty spikes and narrative confusions going on.
     
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  15. ForeverdarkWoods Learned

    ForeverdarkWoods
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    I don't have anything new to show yet because I spent all of yesterday and today scripting and learning the ropes of coding lua. I sort of got a menu working. Sort of.

    Below is my ultra basic menu and an early working title for the project (screenshot from the program).

    Show Spoiler

    [​IMG]


    At this point, only new game, quit and manual do anything, but it's getting there.
     
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  16. curry Arcane

    curry
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    can you please start using tinypic instead of imgur
     
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  17. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    I've had a lot of trouble adding keyboard-supported movement while also enabling mouse/pathfinding movement (based on tiles/4 directions like Ultima or something).
    But today I successfully added configurable keyboard movement (WASD or left/up/down/right) that doesn't fuck up the mouse movement. So now you can both click and push buttons to move around. Happy times.
     
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  18. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    not directly game development related (I may or may not put this in abandonware), but I'm making pixel arts. I'm also making the most difficult thing to draw ever as well - big breasted women :oops:
    basing it on 4 colors, which I think is pretty cool.
    made in built-in paint program of multimedia fusion 2, which is essentially MS paint except you can put shit into animation frames.
    posting this quite uncomplete version first so you can see progress later on! this can be version... 0......2. yes, 0.2.
    Show Spoiler
    4colorboobplate.png
     
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  19. Excommunicator Arcane

    Excommunicator
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    Is all of this stuff going to come together into some sort of game, Zed (such as that quest generator template)?
     
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  20. shihonage You see: shelter. Patron

    shihonage
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    Bubbles In Memoria
    I don't get the extremely dim palette, Zed.
     
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  21. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    The quest generation was a learning project to create a huge amount of randomized shit... and trying to make something out it. It also involved drawing and was a bit of a UI excercise.
    I probably won't be doing anything with it. It was supposed to be some sort of management game/RPG. You're put in a randomized town and then you assign randomized quests to randomized hired adventurers based on certain factors. When questing, the idea was that there could be randomized events like combat (a quest with High Risk would mean a high chance of combat) and stuff with outcomes based on the character's attributes. When not put on a quest, it would be more like the Sims or something.

    I got randomized quests, randomized town names, randomized characters, and the player can enter the 'adventurers guild' and assign the quests. This is pretty much how far I got.

    Show Spoiler
    bajskorv.png


    I did this randomization project over a couple of days and it served as a mental distraction from what I've been doing with pathfinding and this pixelart. Perhaps I will post more about that during the holidays :D Professional abandonware makers keeps thing hush-hush just before they can it.

    It was supposed to be a sort of "wood carving" at first. Then it looked too human so I kept the colors and just continued.
    I'll focus on pose and scene before colors. I think it's very easy to add colors later on. The hard bit, I think, is textures and proportions.
     
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  22. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    We should have an art thread.
    update, started coloring
    Show Spoiler
    color.png
     
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  23. OlivettiFever Educated

    OlivettiFever
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    Oct 27, 2012
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    Seconded, Zed. On another note, nice to see a fellow MMF2 user around.

    [​IMG][​IMG][​IMG]

    I bit the bullet and started spriting again last night. They need a bit of work, and I'm not too terribly confident at my detailing and shading abilities, so I just blocked out the figures for now. Left leg needs work on the alien, and the upper arm looks a little wobbly on the firing animations. But I'm reasonably happy, all things considered.
     
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  24. Kosmonaut Lost in Space

    Self-Ejected
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    Why are both sprites from the left brushing their shoulders?
     
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  25. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    they're shooting handguns, duuh
     
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