Game Creation/Design Catch All

Cross-posting from the Gaming Videos thread.

https://youtube.com/playlist?list=PL...

Playlist of LudoNarraCon 2021 talks about designing narratives in video games. Lots of great stuff about great indie games (including Blaseball)!

Mixolyde wrote:

Cross-posting from the Gaming Videos thread.

https://youtube.com/playlist?list=PL...

Playlist of LudoNarraCon 2021 talks about designing narratives in video games. Lots of great stuff about great indie games (including Blaseball)!

That looks interesting, thanks for sharing. There look to be a lot of videos in there as well. I can look later more, but do they talk about games that create stories as well? I'm more interested in games that generate story while you play, rather than creating a story that the player follows, if that makes any sense.

To clarify, I'm thinking of something like a Civ6, for example, where the story of your nation evolves out of playing the game.

More progress made. The font I mention is called Bombing not Bomber and those are just place holder sprites for now.

Oh yea I bought a web camera so I could start narrating my update videos for my friend who is doing the final art for the game. The ship is his work and the enemies are mine

Nice work, that's coming along very well.

Godzilla Blitz wrote:
Mixolyde wrote:

Cross-posting from the Gaming Videos thread.

https://youtube.com/playlist?list=PL...

Playlist of LudoNarraCon 2021 talks about designing narratives in video games. Lots of great stuff about great indie games (including Blaseball)!

That looks interesting, thanks for sharing. There look to be a lot of videos in there as well. I can look later more, but do they talk about games that create stories as well? I'm more interested in games that generate story while you play, rather than creating a story that the player follows, if that makes any sense.

To clarify, I'm thinking of something like a Civ6, for example, where the story of your nation evolves out of playing the game.

The very first talk is on "narrative projection" which is their name for that concept. I haven't watched the rest of the talks, but I would be extremely surprised if it didn't come up more.

I just learned about this game and decided to post about it here

Hobbes2099 wrote:

I just learned about this game and decided to post about it here

As a former foot-propelled seat rider I thoroughly approve of this game.

Is that the new sandbox from the creator of Garry's mod? I think he was experimenting with UE4 but Valve said "here is the engine used for HL:Alex, use this instead"...

Can't say that I am complaining because Worldcraft/Hammer is the best level design, world building or prototyping tool.

So that looks exciting!

This looks really cool and pretty cheap (25$) for its potential. I hope there is exporting because it could be a great white boxing, layout or wholesale level design tool.

[quote="fangblackbone"]This looks really cool and pretty cheap (25$) for its potential. I hope there is exporting because it could be a great white boxing, layout or wholesale level design tool.

I have no idea what I just watched, but me like.

-BEP

bepnewt wrote:
fangblackbone wrote:

This looks really cool and pretty cheap (25$) for its potential. I hope there is exporting because it could be a great white boxing, layout or wholesale level design tool.

I have no idea what I just watched, but me like.

-BEP

Looks like it's a virtual tabletop for D&D-style RPG sessions, but with fancy graphics and a focus on map authoring.

That is what it seems to be. I am just hoping that since you can import custom models to use in their map tool, you can also export to standard formats to use as something like a level prototype for another engine or game genre.

I've seen a bunch of recommendations from friends re: Talespire within the virtual D&D/streaming world, yet to try it myself in anger.

Finished the first world and 10 levels of my game. Coming together really well and have made it quite easy on myself to implement new levels and mechanics. If anyone wants to take a look, send me a DM and I'll send you the download link.

Might rework the movement before I work on the next levels. There are times where I hit space to jump but the character doesn't register. I currently have a very simple movement setup and could do something more sophisticated that is more responsive.

Many times I have found it better to do button and key press events "on release" rather than "on key/button down". That way you don't run into problems with numerous key presses buffering. Plus you give the player to wait if they pressed to early since there is only one "on release" event and you can hold the key down for longer.

In my case where I frequently use click move controls, it allows me to fake inertia but triggering friction or opposing force "on release"

fangblackbone wrote:

Many times I have found it better to do button and key press events "on release" rather than "on key/button down". That way you don't run into problems with numerous key presses buffering. Plus you give the player to wait if they pressed to early since there is only one "on release" event and you can hold the key down for longer.

In my case where I frequently use click move controls, it allows me to fake inertia but triggering friction or opposing force "on release"

Just tried "on release" and it was far too sluggish. Now that I've hit this milestone I can take a short break to test out alternative control options then, if one works, figure out how to get it working with everything else I already have in the game.

It really depends on your game type and what you are doing. You wouldn't do on release in a platformer for your jump action, but you might have on press paired with on release for something like the charge shot in Mega Man X.

Maybe late in the game, but for movement I'm a big fan of avoiding key up/down events and just responding to the current key state inside the game loop. That is, the key event handlers just set or unset a "key_currently_pressed" flag, and then each game tick you check that flag and do something if it's true.

This saves you from a lot of edge cases in the long term, like when key up/down events happen during a period where you're ignoring key events (e.g. because the game is paused).

fenomas wrote:

Maybe late in the game, but for movement I'm a big fan of avoiding key up/down events and just responding to the current key state inside the game loop. That is, the key event handlers just set or unset a "key_currently_pressed" flag, and then each game tick you check that flag and do something if it's true.

This saves you from a lot of edge cases in the long term, like when key up/down events happen during a period where you're ignoring key events (e.g. because the game is paused).

This is what I have been doing but then for the pause thing I also have a line at the top of my events that causes it to exit if paused.

This guy is a genius:

Amazing! Imagine Minecraft 2...

I wish people would stop doing innovative things with voxels until I release a version of my voxel game

Neat but when he gets up close to stuff I have flashbacks of late 90s RealPlayer's crappy video compression

How do player controllers work for densely packed voxel terrain?

How do player controllers work for densely packed voxel terrain?

Did I not post this earlier? Slightly bigger voxels but just as beautiful AND crazy voxel interactivity:

Danjo Olivaw wrote:

How do player controllers work for densely packed voxel terrain?

I would say either base it off of the highest point directly under the player or maybe an average of the points under the player. The first one could cause you to be standing on top of a structure that is only a single voxel wide and long, but the second solution would lead to odd clipping issues at times. Would also depend on what the voxel represents and just how much physics you are trying to simulate. Could be really interesting for stuff like sand and gravel.

I would think a capsule collider while more expensive than a box, would work a lot better for the camera collision.
Maybe it could be a few boxes stacked. A smaller box for the main floor collision with a bigger box(s) on top to handle the sides and roof collision?

I've always wanted to make a multiplayer RPG where you don't see any numbers or stats. Nothing. There would be hundreds of skills, from foraging for herbs to swinging a two handed mace, but you would never see the actual numbers. Everything would be behind the scenes.

The game is still skill based with experience earned in each skill through repetition. But you would have to find other ways to gauge how good you are at the skill.

An example of a non combat skill might be weaponsmithing. Maybe you can only create copper weapons, and terrible quality ones at that, to start with. And you might not even realize the quality of the weapon until you go and use it against an enemy.

Combat skills would also not just throw up hit point damage or anything like that. Because health and hit points would also be hidden. You would only see damage inflicted to that creature's body parts. You would gauge the severity by bruising or bleeding wounds, limb removal, etc.

Graphics would likely be 16 bit and combat would probably be some sort of active turn based.

My question would be, would players be frustrated by the lack of numbers and visible stats, or would it be a welcome change?

Broad issue: if you're at all successful your players will reverse engineer the numbers.

Narrow issue: without numbers, how do you give meaningful feedback with 16-bit graphics? That is by no means unsolvable, but you should have a plan going in. This also means that your graphics will be pretty integral to your design.

A lot of my desire for it stems from some old text MUDs that never used numbers for describing stats, damage, etc. Their feedback was things like: You land a strong hit across the goblin's chest that leaves black and blue bruising across it's bare torso. Or something like that. The key words like "strong hit" would designate the effectiveness of your hit. They might have "light, grazing, overwhelming" etc. I wonder if this can be conveyed graphically in a simple 16 bit style or if you would have to have words pop up when hit like "Strong Hit!" etc.