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I've been playing around with recording decent video of my game and getting it onto youtube, but I figured while I had something uploaded I might as well share a video of this sweet cabinet. https://www.youtube.com/watch?v=hQXwFt-xcbM Lucid Dream fucked around with this message at 06:29 on Oct 27, 2012 |
# ¿ Oct 27, 2012 06:25 |
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# ¿ May 22, 2024 03:25 |
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I feel like I've gotten past a lot of the boring poo poo on my project and I get to spend a significant portion of my time doing fun stuff. Here is a video of an energy shotgun and an AI NPC. https://www.youtube.com/watch?v=MaTzbHjemEQ
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# ¿ Nov 2, 2012 10:48 |
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Shalinor posted:This looks awesome, but your dude pulling out a shake weight to buff out there did make me giggle. Ahahaha yeah, technically it is a "Magnetic Inductor" but we always refer to it as the shake weight.
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# ¿ Nov 3, 2012 01:44 |
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Heres a video of a bow and arrows and a monster thing: https://www.youtube.com/watch?v=AAc3tiAWmEU Lucid Dream fucked around with this message at 08:54 on Nov 3, 2012 |
# ¿ Nov 3, 2012 08:51 |
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Heres a sweet pic for screenshot saturday. We had to change the name of our game from Space Game to A Game in Space because some jerk wanted 160k for spacegame.com >=( Lucid Dream fucked around with this message at 07:50 on Nov 10, 2012 |
# ¿ Nov 10, 2012 07:35 |
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Mug posted:Someone owns the exact name I want for my game with .com, but I got .net and then just got [mygamename]game.com as well. Yeah, unfortunately spacegame.com and .net were taken, and spacegamegame.com wasn't exactly ideal, although we did consider it.
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# ¿ Nov 10, 2012 07:58 |
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Looks like a bird maybe?
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# ¿ Nov 10, 2012 08:24 |
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I'm glad you're making that game. I was making a similar game (although it was top down and intended to be a tablet game) awhile back but I like your take on it way better.
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# ¿ Nov 10, 2012 10:45 |
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More video recording testing, figured I'd share (HD): https://www.youtube.com/watch?v=_WyxiIXWcCI
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# ¿ Nov 11, 2012 05:11 |
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Mug posted:Holy crap this is so good. Thanks =) Hover posted:God drat everyone's projects look so nice with "art assets" and "sound".
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# ¿ Nov 11, 2012 06:37 |
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Mercury_Storm posted:freesounds.org man! Even with some very basic mixing ability you can get good sounds off there. For the animal sounds you could probably find some free or cheap samples around the net. Mercury_Storm posted:Are you basically doing Terraria with better graphics? Mercury_Storm posted:If so you probably don't need tons of money or to do a kickstarter or anything. From what you have now it seems like if you kept working on it you could have it finished without extra budget, unless you wanted to speed up the whole thing by hiring people. The White Dragon posted:Is it gonna be like a single-player world exploration sort of thing, or will it be a Game For Bros? I get a real "Valley Without Wind, Except Not lovely" vibe from it. Lucid Dream fucked around with this message at 07:32 on Nov 11, 2012 |
# ¿ Nov 11, 2012 07:15 |
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Nition posted:Hey, you're the guys who contacted me back in March about using my music in your game! Ah yeah, I think Bilgewater was the one that got in contact with ya, I'm a big fan of your music too =)
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# ¿ Nov 12, 2012 03:11 |
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Nition posted:Yeah it was. You've got really nice fluid animations going on there. Although I didn't fail to notice that many of your poor animals are stuck in a hole. Haha yeah, the animals have very little awareness of their surroundings yet, just finished making it so they are smart enough to not fall into holes they can't get out of. unless they are spooked https://www.youtube.com/watch?v=gzbyWwiUrm8 Somebody fucked around with this message at 16:54 on Nov 13, 2012 |
# ¿ Nov 13, 2012 10:04 |
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screenshot saturday hellya
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# ¿ Nov 17, 2012 11:08 |
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Got a sweet respawner thing working today: https://www.youtube.com/watch?v=z1QroIINSqg
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# ¿ Nov 18, 2012 13:28 |
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I think we're mostly done with the functional bits of crafting, heres a video that shows how we're going to do tools and work table-type stuff: https://www.youtube.com/watch?v=rycNfX8MNB8 Basically the way it works is that you'll need certain tools to craft some things, so you can either carry the tool around with you and craft the stuff whenever, or you can stick it on a work table and use it when you're in range of the table. Because we're not going with a grid based inventory we'll have to use item weights as the limiting factor in terms of how much you can carry, so eventually you'll have a bunch of tools and will have to decide between taking your big sack of tools or more ammo or something, but if you know you'll need certain tools you can bring just those along with you. Lucid Dream fucked around with this message at 12:16 on Nov 23, 2012 |
# ¿ Nov 23, 2012 12:10 |
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Screenshot Saturday all up in this piece. Edit: \/\/ Thanks, we're prepping a video for Steam Greenlight, and then we're going to put all our effort towards getting a multiplayer alpha of the first planet ready for a kickstarter, so it shouldn't be too long =D Lucid Dream fucked around with this message at 09:41 on Nov 24, 2012 |
# ¿ Nov 24, 2012 07:09 |
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TJChap2840 posted:EDIT: What resources have you guys used for procedural generation? I'm interested in making a tile map, but the resources I have seen aren't as clear as I'd like them to be. Well, theres this which is definitely a decent launching point for procedural junk.
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# ¿ Nov 24, 2012 22:13 |
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TJChap2840 posted:Yep, I have looked through that. My problem is, everybody has a different explanation for how to implement...let's say Perlin Noise, and they don't show you how to turn the outcome into a game via tiles. I'd like to get to a point where I truly understand what I am implementing and not have to look at a resource for it every time I want to do it. Unfortunately if your experience is anything like mine, you'll never be able to find a satisfying amount of resources on the specifics. Part of the problem is that the specifics of the implementation depend entirely on what it is you want to do exactly. As far as turning perlin noise into a tile map specifically, the way I do it is to pass tile locations to a 2d perlin function and using the resulting value as a threshold for specific tiles. In my case I'm generating a world, so I pass a tile location to my noise function and if the resulting value is less than a certain value it might be sand, and greater than a certain value it might be dirt etc. You'll probably need to layer the noise too, like in my case I use several different perlin functions to generate the base terrain tiles then I use another one to etch out tunnels and then I use a 1d function as a height map to cut out the surface. By using a threshold like that I can vary it depending on things like how deep the tile is so that tunnels get wider/stone becomes more prevalent/ore densities change/etc as you get deeper. (Actually, I use a 4d function along with some crazy math I completely don't understand to generate the noise so that it loops horizontally in order to make it a seamless world, but thats probably super specific to my case.)
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# ¿ Nov 24, 2012 23:06 |
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yay screenshots Here is a screenshot of me hunting some glowing ants in plated hide armor.
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# ¿ Dec 1, 2012 08:12 |
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Vino posted:Hello goons. Behold my weak attempt at a Minecraft clone! Dunno if this is the right place to ask, but do you guys think I'd be better off putting gameplay videos on youtube at 1080p or 720p? 1080p gives you a better idea of what the game looks like full screen, but everything is super tiny if you watch it at the default size on youtube.
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# ¿ Dec 6, 2012 16:22 |
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Mug posted:Here's a video of me doing a little bit of play-testing. Looks awesome, I know its been said before but I love the menu popups that look like they are in the world, so cool. Heres a video I've been working on this week, we're putting together some media so we can list our game on Steam Greenlight, it seems like the most obvious way to get some exposure prior to putting up a Kickstarter eventually. https://www.youtube.com/watch?v=orUXtFOeeio
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# ¿ Dec 8, 2012 09:24 |
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Vankwish posted:That's looking great. I was going to comment that it was strange to see a space based game without a space background but then it changed to all stars. Actually the player can already run, I probably just edited out most of the running around. Also: totally doing jetpacks and all kinds of other locomotion gimmicks, we've just sorta been adding content from the ground up in terms of the loose tech progression. We wanted the first sorta gameplay trailer to give you an idea of how the game starts out (with basically nothing but the clothes on your back) but we'll definitely include clips of the more high tech stuff when we start putting together the Kickstarter video when we get to that point. Lucid Dream fucked around with this message at 20:25 on Dec 8, 2012 |
# ¿ Dec 8, 2012 19:27 |
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Working on a game that is similar to another game that is also in development is weird and makes me feel weird. Heres a screenshot from the video I uploaded last night and a tweet from the lead guy on Starbound a couple hours ago: I guess it could legitimately be a coincidence, but seriously what the heck? Lucid Dream fucked around with this message at 01:41 on Dec 9, 2012 |
# ¿ Dec 9, 2012 01:38 |
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DarkAvenger211 posted:Ha that's got to be a crazy coincidence. What are you developing your game in? I'd like to get some practice on a 2D platformer type game in something other than Flash. I'm using XNA. Its been a dream to work with, but I don't really know if I'd recommend it at this point as it appears that Microsoft is dropping support for it. Its apparently somewhat easy to port XNA stuff to monogame though, so its probably still going to be relevant for awhile regardless of what Microsoft does. I'm especially fond of the fact that a new project in XNA has the vast majority of the boilerplate code (basic installation, gpu acceleration, etc) done for you and you can pretty much immediately start prototyping gameplay.
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# ¿ Dec 9, 2012 17:45 |
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Orzo posted:What kind of things do you use XNA for? If it's just graphics and a game loop, then it's probably super easy to convert your game to using SharpDX or SlimDX. Then you can keep all of your C# almost exactly how it is. Oh yeah, there are plenty of options like that I just haven't bothered switching yet because XNA is still working fine for me, but I probably wouldn't start a new project in XNA at this point. We'll probably switch to something before we're finished primarily to be able to target more than just windows.
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# ¿ Dec 9, 2012 18:28 |
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Orzo posted:Sounds like a good decision. But it looks like you have a lot there already...is it going to be easy for you to port to another language? Like, is a lot of your game logic in scripts or something? Nah, I mean I'll probably eventually switch away from XNA and over to monogame which is just an open source implementation of the XNA Framework that allows you to build for all the major platforms, I'd still stick with C#.
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# ¿ Dec 9, 2012 18:50 |
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implemented a sweet turret https://www.youtube.com/watch?v=ky1T0PBWVyk
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# ¿ Dec 10, 2012 16:27 |
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eeenmachine posted:Awesome, now make it mountable to that sheep. We don't have any plans add turrets to sheep, but thats not to say that no animals will be weaponized.
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# ¿ Dec 10, 2012 17:24 |
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Furret Basket posted:Aaand that's the kind of thing your trailer needs. Haha yeah. We went about the trailer the wrong way, I figured people would rather see us just playing the game from the beginning to prove that its actually a game and not a collection of neat things, so we spent a lot of time polishing up a bunch of stuff that really didn't even need to be shown yet when we could have been implementing more cool things. The beginning of the game has the least interesting items and junk really, so the new trailer I'm working on focuses on showing clips of neat things so that is definitely more likely to hold people's attention.
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# ¿ Dec 10, 2012 18:01 |
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I've come to the conclusion that making fun stuff is more fun than making boring stuff. I've recently developed the technology to weaponize dogs: https://www.youtube.com/watch?v=QB5mEh-9qlk and also this thing exists now: https://www.youtube.com/watch?v=1-6b7sGrhcg
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# ¿ Dec 12, 2012 07:03 |
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Nition posted:But why must you always kill the innocent animals. Nah they're just easy prey! https://www.youtube.com/watch?v=78sjhCYd324 edit: for real though, we have like 3 mostly fleshed out larger scale badguys so far, they spawn less frequently in addition to the trash and/or passive mobs. We have done like zero balancing yet but ideally we want the larger mobs to be kinda like mini bosses, real hassles to take down but you get sweet stuff when you do. Lucid Dream fucked around with this message at 08:21 on Dec 12, 2012 |
# ¿ Dec 12, 2012 07:55 |
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Crossposting this from the greenlight thread, anyone see any glaring problems with this trailer? https://www.youtube.com/watch?v=1uZqcvl3TiM
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# ¿ Dec 14, 2012 10:00 |
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Screenshot saturday! We worked on clothes and junk this week, check it out:
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# ¿ Dec 22, 2012 08:05 |
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Mug posted:It's been a while since I added anyone new to the OP, are there any new game dev people about who want their twitter / facebook or blogs added to the list at the start of the thread? Sure, @playsignsoflife on twitter, https://www.facebook.com/playsignsoflife on facebook and our website is http://www.playsignsoflife.com
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# ¿ Dec 23, 2012 02:30 |
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Screenshot Saturday, the best kind of Saturday! Most of the stuff we did this week was concept stuff for menus and behind the scenes junk (which you can read about on our dev blog if you want) but here is a reworked version of the mining suit and a cool sci-fi energy blade thing:
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# ¿ Dec 29, 2012 13:33 |
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Phew this week flew by. I posted another dev blog on our site, this time about the UI in our game. Here is a gif of a lightning gun I'm still working on:
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# ¿ Jan 5, 2013 09:58 |
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Posted a new dev blog entry on our site: http://playsignsoflife.com/archives/447 check it out if you're interested in crafting and junk.
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# ¿ Jan 12, 2013 12:19 |
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I've got a list of abandoned projects a mile long, but I feel like that is the process any indie dev has to go through before they hit on something that they really want to finish. It also helps that I'm working on my current project with someone else, something that I've never had on projects in the past and it has really helped me stay motivated.
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# ¿ Jan 19, 2013 05:18 |
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# ¿ May 22, 2024 03:25 |
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PDP-1 posted:but the CPU can kick out new instances of Random faster than the clock can tick so if you create a bunch of Random's in a short amount of time you might find that groups of them have the same seed and produce the same sequence of pseudorandom output. So THATS what was going on, gah. I ran into that issue awhile back and ended up switching to the static random instance solution but never really knew why I was getting screwy results before.
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# ¿ Jan 20, 2013 21:37 |