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The next generation of Infinity is here (discussion) (contribute)
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1433105996658.webm (4.22 MB, 1280x720, 16:9, Progress1.webm)

1a8db7 No.17929

Alright. To avoid cluttering up the progress general, I'll be posting here now.

Maze of Fortune is a game about ruins exploration, treasure collecting, a bit of puzzle solving and a lot of 2D action.

The game features some roguelike elements such as permadeath, and 'randomly' generated levels. Dungeons are constructed out of randomly selected pre-constructed stages.

It's heavily inspired in La Mulana, Spelunky and other games of the genre, but I decided to add a little twist of my own to spice things up.

It comes in the form of two systems. One is the way levels are generated. Instead of being fully procedural, it combines random elements with pre-constructed terrain. This allows me to make more interesting puzzle and trap setups, while still mantaining the unpredictability the replay factor. You can play the same room many times, but each time the layout and object placement will be different, and the monsters as well. Even the tileset can change, or other modifiers can be added to alter the gameplay experience.

The second is the treasure system. Along your runs, you will find treasure, that fills up your collection. They are divided into 4 different rarities (Trinkets, Artifacts, Relics and Legendary), and comprise sets of treasures. Whenever you collect the 4 parts of a set, you unlock a new item to be used in your future runs. They also add gold to your current run, that you can spend to buy items in shops.

This system adds progression and replay value, and rewards players for getting far into the game, as harder levels yield better treasure.

WEBM related, it's a test level showcasing some of the obstacles the game will have. I'm using placeholder art for now, a poorly drawn tileset I made myself, and some other sprites I stole from random places on the internet until I can find a decent artist to draw me some assets. A co-worker of mine was going to be my artist, but he got a freelance project to occupy his free time and dropped out, so I have no artist for now. (If anyone can make good pixel art and wants to participate, just send me a message).

Music is courtesy of a kind anon here from /agdg/, who is helping me with the project.

I want to make this game based on as much community input, so any feedback is appreciated.

1a8db7 No.17930

File: 1433106510152.webm (1.9 MB, 1280x720, 16:9, Progress2.webm)

This webm showcases the randomizer in action. It's the last segment of the first webm, but with a slightly different trap layout.

No monsters are not yet implemented, but they will be fully randomized as well, which should greatly increase variety too.


dc3e68 No.17936

Looks good m8, especially the shadows/filter. The music sounds nice too.


604013 No.17954

>>17930

Don't suppose you've got a midi of that track?


c0f982 No.17959

Everything is so bright it almost seems like the whole lighting system is pointless.


0422d2 No.17978

>>17959

I still have much tweaking to do on the light.

I'll probably tone down the ambient light and torch light intensities a little bit, but I don't want to keep the normal light level too dark.

But still, there are going to be stage modifiers, and a couple of them make the stage darker.

One will take down the ambient light almost to zero, and the other one will do the same AND unlit all the torches as well.


502fda No.17995

>>17954

I'm the anon OP mentioned was doing the music. I made it in Famitracker, a program used to create 8bit music.

The song you hear there is placeholder and I'm working on a final ruins theme that will be more metroid-like.

If you really want a file of the music, I can post a .wav somewhere.


62470f No.17996

>>17995

A midi is better because then I could actually look at the note placement and shit.


502fda No.17997

>>17996

Unfortunately famitracker doesn't export to midi. I can post a link to the .ftm, which you can open in famitracker yourself if you want.


fc7162 No.17999

>>17929

Cool looking game anon.

But why isn't the protagonist a cute girl?


e6a67d No.18000

>>17999

Because the protagonist is still using placeholder art.

But it still won't be a cute girl.


2da520 No.18003

>>17997

Well I'm awful at using Famitracker.

I found this VST though, and it seems to work well (I've never fiddled with VST instrument settings before, but I figured it out quickly enough)

http://www.mattmontag.com/projects-page/nintendo-vst

Anyways, the chip looks like it relies on you setting up a good sounding instrument. Are you able to easily share what sorts of configurations you did with those ITT? I don't really know what I'm doing here and also sorry for hijacking the thread but whatever, free bumps~


502fda No.18021

>>18003

So instruments in famitracker are determined by the person who makes the song.

At around the 26 second mark of the OP's webm the song switches gears. I basically made a similar melody but with a different instrument.

The new instrument starts in full volume but quickly decays, giving a piano-like effect. To highlight this, I also made each note quickly switch from a 25% pulse to a 50% pulse, resulting in the string pluck effect you hear.


2da520 No.18030

File: 1433280916047.png (100.99 KB, 615x710, 123:142, Untitled.png)

>>18021

I know it's not quite the same as famitracker, but this is what I'm looking at here; its a VST that's supposed to emulate the NES soundchip, so it's probably the same fundamentally.

I did manage to make something a bit better sounding with your advice, but is there like a list somewhere with how to configure shit to get a particular sounding instrument?


83e211 No.18131

File: 1433436049901.jpg (81.63 KB, 637x496, 637:496, erect.jpg)

>You can play the same room many times, but each time the layout and object placement will be different, and the monsters as well.


76a57c No.18132

>>18131

I'm not quite sure randomization in levels is good anymore because it never makes interesting levels to play, rather than making the levels manually.


788b54 No.18134

>>18132

For randomization to work, there has to be potential for interplay between the various elements of the level. It works better with 4X or TBT games because large parts of the level are relevant at any particular time. On the other end of the spectrum is stuff like BOI where only one random generated element (the type of room you're currently in) is relevant at a time, and the randomization is basically pointless.


76a57c No.18138

>>18134

I had the idea of doing large handmade levels but randomly connected to each other for a long time. However, I still don't know if this helps for replayability. Wouldn't just a big non randomized well made map be better than anything? If you randomly connect big sets of pieces maybe you have to alter every set to work well when connected, therefore no originality.


5adab1 No.18143

>>18132

>>18134

>>18138

Been thinking about this myself. Random/procedural levels are like an empty satisfaction: sounds good, popular buzzword, makes it sound highly replayable, but the environments are never as engaging as they would be with some planning. As a player you feel like you're forever searching hoping to find something interesting but it never appears because it can't. Need some way to, once in a while, have something rare be awaiting you.


76a57c No.18144

>>18143

I was thinking about this for months but I couldn't come up with a good solution that make randomly generated levels an incredible experience. If someone has good examples of games that make randomly generated levels an actual great experience I am interested.


788b54 No.18145

>>18138

>I had the idea of doing large handmade levels but randomly connected to each other for a long time. However, I still don't know if this helps for replayability.

I don't think it would. Each level would play out the same every time you went through it, no matter what came before or after. The only unpredictable parts would be at the seams between them.

Basically, for random generation to mean something, you'd need to have several random generated segments on screen at any given time. One thing to keep in mind is you can randomize more than just the layout, e.g. they types of monsters you'd encounter, or environmental effects like fog/darkness/flooding. That could force the player to come up with a new tactics even though the layout remains the same.


76a57c No.18152

>>18145

>they types of monsters you'd encounter, or environmental effects like fog/darkness/flooding

I know, but the thing is, you wouldn't know if it's fun or not because you didn't test that out yet. This is what's interesting, that in a hand made world you can test everything, how the actual player will feel when he plays the game, but with random generation you get different situations with untested fun.


5ed861 No.18168

File: 1433481425250.png (37.49 KB, 200x277, 200:277, 200px-Lindsey_Naegle.png)

>>18152

>with random generation you get different situations with untested fun.

You're not thinking like a marketer yet!

>This game is so advanced, that despite countless hours of testing, we just couldn't test all the fun. It's literally full of untested fun!


be54ca No.18180

>>18168

>You have game that has infinite gameplay! You will never get bored thanks to the world being entirely different and lively each time you play, buy it now!


880788 No.18186

I think the best thing is a handmade campaign with a procedural mode as another option.

I agree with the idea that proc-generated is only relevant with multiple elements on the screen, like that Maze of Fortune game - anybody head of that? I think its being develeloped by a fellow 8channer -is supposed to be.


1fd80b No.18190

OP Here.

As I told you, levels will have variations, but it's not entirely random.

Think of it like that, I make a level with a fixed, non-random base layout. Then, I place a bunch of traps (many more than a normal balanced level would usually have), and the same for enemy spawners.

Then, the randomizer comes in place. From all those like, 30 different traps and objects I set for the level, it randomizes a different combination of 10 to 15 objects, for example. Same thing for enemies, except in a more controlled manner so harder enemies don't show up too often too soon in the game.

Then, it randomizes an environment effect or modifier (or none). You could have a dark room, a room with twice as many traps than average, a room where monsters deal double the damage, or have twice the health, or drop twice the treasure, etc. etc.

If I have enough time and resources, even the tileset could be randomized, so the level looks entirely different (even if it plays the same).

As you see, levels are still gonna be hand-made, not procedural. But they are still gonna have so many random elements included into them, you will never play the same game twice, and you'll always need to pay attention to your surroundings, because even when in a room that is familiar it can still surprise you.


e7da05 No.18216

It's cool seeing JasonEm's little guy running around in a game. I always liked that sprite.


e7da05 No.18217

>>18180

This shit made me get cloudberry kingdom.

that game is bretty fun


cb4511 No.18220

File: 1433644421282.webm (7.63 MB, 1280x720, 16:9, New stuff.webm)

Alright, time for some new stuff.

-Began work on the HUD. Drew some icons and stuff for health and gold, result is pretty decent, I think.

-Monster spawning system is in place now, though I still only have a single monster (a very dumb skeleton), and they have a chance of dropping coins and health.

-The hero now has a melee attack. I'm not very satisfied with it as of now, but I'll be going with that for now until I get the character properly redrawn.

-Got ladders working as well, though I don't have a proper animation for the character climbing them, so he just slides awkwardly up and down the ladder for now.


f2549b No.20739

>>17929

How did you make this?


161a75 No.20745

>>18220

Looking pretty neat there


7d6052 No.20833

>>18220

Looks neat but I would recommend turning down the intensity of some of the shadows. They kind of look weird at parts, especially the rotating cube platform thing.


877cba No.21444

>>20739

Meaning "What engine and programming language did you use?" please respond.


877cba No.21543

>>21444

Or library for that matter


a04393 No.21560

>>18220

Looks pretty polished, but there is something about the physics that bugs me. Movement isn't force-based, right? The player doesn't seem to have any inertia at all and can change direction without any delay, but at the same time I can't help but feel jumps feel floaty.

How does the game play if you add more gravity and jump strength? Or how does it play if you add inertia?




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