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Vapourware Codexian Game Development Thread

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

  1. Alchemist Arcane

    Alchemist
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    Have a look at the Godot Engine. It even includes an isometric 2D demo project (with realtime lighting!) to get you started:
    [​IMG]

    The main drawback is a lack of complete documentation at this point. It's otherwise a very powerful, yet lean and mean engine, and the dedicated 2D mode is nice. 100% free and open-source too.
     
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  2. TZ3K Arcane Patron

    TZ3K
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  3. Ninjerk Arcane

    Ninjerk
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  4. Wayward Son Fails to keep valuable team members alive

    Wayward Son
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  5. Ninjerk Arcane

    Ninjerk
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    Bump the thread and ask. Surely someone will know how to contact the author.
     
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  6. Alchemist Arcane

    Alchemist
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    Quick question for the Codex Game Dev hivemind (I'm not sure it warrants a separate thread)....

    I'm deciding on what core screen resolution my game will be designed for. Ultimately, it will be adjustable for many sizes - but when designing it helps me to have a baseline in mind.
    The Steam Hardware Survey seems to point to 1920 x 1080 as the most used size, followed by the presumably laptop / tablet dominant 1366 x 768 rez.

    So, what do you think I should aim for as a baseline? I'm leaning toward 1920 x 1080 but I wonder if I should consider the lower dominant resolution (1366 x 768). I have a feeling that is going to phase out eventually, as more laptops get higher resolution screens. By the way, my game will be meant for PCs first and foremost, and not for tablets.
     
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  7. Castanova Prophet

    Castanova
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    Don't think about it in terms of resolution, think about it in terms of aspect ratio. You've got 16:10, 16:9, and 4:3 as the main ones. You need to figure out how to address all three of them appropriately. I think most people design for 16:9 since it's kind of a middle ground.

    GPUs can scale bitmaps easily and effectively as long as it's something like a 150% scaling or maybe 125% (or vice versa for scaling down). It's up to you to decide how to do it, I don't think there's a best practice. Many AAA games design the GUI for the lowest resolution, use relative positioning, and on higher resolutions the GUI is just smaller. If the resolution is big enough you can do a clean 150% upscaling on the bitmaps.

    You could also have very high quality bitmaps and scale them down for lower resolutions but I think that's costlier in terms of performance/memory and maybe even paying artists.
     
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  8. shihonage You see: shelter. Patron

    shihonage
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    location, location
    Bubbles In Memoria
    [​IMG]
     
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  9. Ninjerk Arcane

    Ninjerk
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    Don't be like shihonage. Take frequent breaks and use eye drops.
     
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  10. Wayward Son Fails to keep valuable team members alive

    Wayward Son
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    I plan on it. BTW, I didn't get a straight answer on the other thread, any place to get FOnline engine?
     
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  11. Jaesun Fabulous Moderator

    Jaesun
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    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
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  12. Jonny Ree Bouncyrock Entertainment Developer

    Jonny Ree
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    More assets.
    [​IMG]

    The project also has a name. not sure if I mentioned that earlier. It is now called: TaleSpire

    Work in progress logo. Still needs a lot of work though.

    (This is just a sketch)

    [​IMG]
     
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  13. groke Arcane Patron

    groke
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    SAVE THIS CHARACTER? NO.
    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera BattleTech
    :prosper:
     
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  14. Jaesun Fabulous Moderator

    Jaesun
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    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    Jonny Ree when you have an official announcement for that game/website/steam page please let us know (via the Contact Us button at the top). Your game looks fantastic, and the exact kind of game I really want to play. :salute:
     
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  15. Jonny Ree Bouncyrock Entertainment Developer

    Jonny Ree
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    Thank you very much Jaesun! Much appreciated. I will be sure to do that :D
     
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  16. vean Scholar

    vean
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    [​IMG]

    I've been working on a simple TBS for the past few days
     
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  17. vean Scholar

    vean
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    Some visual progress

    [​IMG]
     
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  18. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Update on my ghost ship project (aka 'small' project). No screenshots/graphics for now, but I'm getting pretty active over here.

    Current plans:
    • I'm planning to have a playable demo as soon as possible, the current deadline is ~3 months due to the upcoming game development meeting in my town, and I want to show the local 'hardcore' crowd that they're a bunch of fucking cunts;
    • I'll start a thread as soon as there is a demo/alpha/prototype/whatever. If I'll proceed at the current pace, I guess it's safe to assume that it'll be done within a month and a half, or even less, but who knows what kind of Grimoirean micro-issues may pop out in the future;
    • The demo is not going to feature any graphics, so the environment is going to look closer to early Wiz games (but with cubes and other primitives to represent enemies and shit).
    Current state of the project:
    • Movement code is done, but I'm yet to implement proper slopes and 'ramming', plus I need to tweak the movement speed to make sure it's appropriate and doesn't take too long;
    • Combat is currently nonexistent (but some of the fundamentals are already set), so is enemy AI and UI stuff, but these are the next steps to do after I'm done with the basics;
    • Character system and inventory/items are almost done, will be finalized for the demo in a matter of days, then I'll move on to enemy AI and combat.

    I'll give more information about the game once I'm ready to reveal stuff, because oh god, I am tired of posting details of my projects then giving up on them.
     
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  19. Ninjerk Arcane

    Ninjerk
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    Trapped on a ghost ship and moving up from the bottom, or...? I haven't really kept up with you.
     
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  20. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    I didn't talk about the project much, but I'll give you a few additional details:
    Show Spoiler
    You're not 'trapped'. According to the plot, you're receiving a distress signal from the ship that disappeared years ago. As a patrolman, you must extract the valuable information about the reasons behind its disappearance (and their discoveries). So you must explore the ship while fighting against marauders who're already wrecking havok in search for valuables and also against security systems (various security bots), and then abandon the ship to deliver that information to your superiors.
    Of course, you can leave at any time by just turning back and going home, but it'll be against the code dictated by your superiors, and therefore you'll fail the game.
     
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  21. Ninjerk Arcane

    Ninjerk
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    Oh, haha. I envisioned waking up or something in the belly of a seafaring old ghost ship (think Chrono Cross) and you have to make your way up.
     
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  22. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    I should've added that it's a 'ghost space ship'. All mechanics and systems are built with the futuristic setting in mind.
    But your vision sounds pretty neat, I don't think there are many games set in the underwater/ghost ship setting. Never gave Chrono Cross a proper try, though.
    I should probably take notes for a potential sequel, heh heh.
     
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  23. Calcium Novice

    Calcium
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    Dec 6, 2015
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    [​IMG]

    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.
     
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  24. Mastermind Cognito Elite Material Patron Bethestard

    Mastermind
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    The main menu is the least important thing. Focus on making the meat of the game, you can always put it on early access or something and use that money to pay someone to make you a professional looking menu/gui later.
     
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  25. Calcium Novice

    Calcium
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    I'll take that to mean it's pretty bad. Back to programming then.
     
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