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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: 1433962683467-0.png (183.63 KB, 1386x752, 693:376, Characters.png)

File: 1433962683467-1.webm (738.01 KB, 960x479, 960:479, Walking.webm)

File: 1433962683501-2.webm (653.81 KB, 960x479, 960:479, New_Shell.webm)

9acf64 No.18336

Hey, I am the developer of this Black Smith Monster game (i have no idea how to cross link threads) http://8ch.net/agdg/res/12525.html

I'll link to this thread from the previous thread so you all know I'm not lying, but I just wanted people to know that the old project isn't dead but rebuilding what I lost is taking longer than I anticipated.

Because I lost nearly everything on that game due to stupidity on my part I decided that rather than spending months and months remaking everything and posting nothing, that I would work on a smaller game while i rebuild. Also I would like to have actually made a game and have people play it one day, so that was further motivation to start a smaller project on the side.

The game doesn't have a name but you play as a Hermit Crab type creature living in a floating crystal world.

Your shell is magical, living, and immortal. The player sacrifices the shell to activate it's magic to uncover hidden items and locations within the world of the game.

When the player has the shell equipped they are nigh invulnerable, but become very vulnerable once the shell is sacrificed.

Once the shell is sacrificed it respawns at the game world's central HUB location, so it will become a more and more dangerous to explore and uncover secrets as you journey further out.

Here is a close up of the player's character(s) aswell as 2 WebMs showing the changing of states.

In the first WebM there is a placeholder effect of a white ray being shot out the ass end of the character. This will be replaced by a vibration animation and particle effect. The manner in which the controls work for this is the player can press/hold a button to vibrate their shell, this sends out a vibration that will reveal certain information nearby, such as fake walls or invisible items to be revealed, etc etc. Holding the button for a longer time causes the shell to be "sacrificed" and it's magic to be activated.

In short; Press to locate nearby secrets, Hold to reveal secrets.

The second WebM is just showcasing how the player gets the Shell back after it being "sacrificed"

I have a short story written out for the game with 5 specific areas and a final boss encounter as well as a 2-3 long form quests. One is mandatory, the others are optional. I am hoping I can get this done in 1-2 months.

2 more WebMs to follow this post.

9acf64 No.18339

File: 1433963399164-0.webm (1.1 MB, 960x479, 960:479, Floor.webm)

File: 1433963399166-1.webm (1.02 MB, 960x479, 960:479, Wall.webm)

2 more WebMs as promised. The first one shows how the Shell can be used to dig up gems which are a form of currency in the game.

The blue areas are placeholder as an indicator for what land is "diggable", softer earth I guess. I haven't decided on what the actual visual indicators will be, I want it to be very subtle.

Currently the tiles for diggable land, after 10 seconds will reset and generate a new value as to whether a gem will be dug up, as well as generating a new value for what king of gem is dug up.

I guess this is more of a trial and error format, but with the blast radius being around 5x5 tiles, and it being a 1/8 chance of a gem spawning, it leans more towards just being random than punishing in the traditional trial and error sense.

The second WebM just plainly shows opening false walls. There wont be visual indicators near the false walls themselves, like the blue of the diggable earth, but rather there will be a clue somewhere far off. Akin to the Treasure Maps from Red Dead Redemption.

Also, for some reason the ID for my post made on my other game's thread is different, maybe since I havent posted on it in so long? I don't know if people actually care that I am that Dev as well, I did it moreso to say I am still working on it but wont be posting anything for a while. If anyone cares for me to prove that I am who I say I am and has a definitive way of saying so, I will gladly comply.


7dd2de No.18345

>>18336

>i have no idea how to cross link thread

Same way you'd link a post (unless it's cross board). Sucks about your game, bro. Hope this one turns out a little better.


0f0b6e No.18372

Yeah that really sucks what happened to Black Smith Monster.

I just went through a similar thing two weeks ago where I lost 1 terrabyte worth of data to hard drive failure. Thankfully I had minimal backup on external disk and Dropbox (I guess that's one advantage of having other collaborators as opposed to 1MA -- you have offsite backups). But all my anime collection was destroyed. So I just put together a minimal workstation to get the job done, this time on SSD.

Now is top-down camera mandatory? I kinda like the no-texture charm, but I also wonder if it won't look need in 3rd person camera as well.


db6200 No.18375

>>18336

WE RUN

WE RUN

RUUUUUUUUUUUUUN

good tune man. id changes per thread


9acf64 No.18384

>>18372

Yea, lesson learned though, eh? lol, already keeping copies of it on MEGA and on my external harddrive in addition to onsite. Also that sucks, how big was your anime collection?

So, the only reason the camera is the way it is because when deciding to make a smaller project I said to myself "What is the best kind of game I can make quickly that is still in-line with my sensibilities?" And that resulted in "Something like Zelda 1 on NES with Low Poly graphics".

So in reality the camera wouldn't need to be top down. I'll probably fiddle with it eventually. And I totally agree that it will probably look cool with a 3rd person camera, Blacksmith ended up looking really interesting with lowpoly and a 3rd person camera.

Change the camera is definitely something worth looking into. I am just using something i copied from a tutorial at the moment, and it serves my purposes.

I haven't decided on textures yet. I do love the new shaders in Unity5. Low Poly stuff looks beauitful untextured.

I am leaning more towards it being untextured as it fits with the semi-abstract nature of what I want to make.

Thank you for feedback


0f77a1 No.18386

>>18336

>Once the shell is sacrificed it respawns at the game world's central HUB location, so it will become a more and more dangerous to explore and uncover secrets as you journey further out.

Oh thats interesting

>In short; Press to locate nearby secrets, Hold to reveal secrets.

Does that mean you can not have to sacrifice your shell if you just check locally?


9acf64 No.18387

>>18386

>Oh thats interesting

Let's hope so, right? lol. Biggest worry is that it wont be fun on a base level to play, but I am hoping this creates tension for the player. A risk vs reward. Simple, but I think depending on how I do hostile Mobs aswell as environmental hazards it could be very effective.

>Does that mean you can not have to sacrifice your shell if you just check locally?

Yea. pretty much, but it is a very small local area. I'm hoping to make it so fake walls make a certain sound when you check locally and that holes that will spawn Gems will show a puff of dust when checking locally.

Mostly due in part to the fact that the former will likely be a greater secret and thusly its indicator should be more subtle.

I am worried this will result players just going around checking everything in the world, inch by inch. Which isn't ideal. But i guess it is better than trial and error of "put bomb here, didn't work, okay go get new bomb, rinse and repeat" And then factoring in travel time and the aforementioned hazards involved in travel, it would get a little too frustrating for the player.


322a68 No.18390

YouTube embed. Click thumbnail to play.

>>18336

Shit, this just reminded me of those Sparx levels in Spyro 3.

I'm sold. I can't wait to see this finished.


9acf64 No.18402

File: 1434072636236-0.png (290.06 KB, 1200x702, 200:117, Test_Low_Poly_Environ.png)

File: 1434072636237-1.png (290.14 KB, 1200x702, 200:117, Test_Low_Poly_Environ_Rand….png)

So i whipped together an environment that would be closer to being finished. These are zoomed out screenshots.

There are 2 screenshots because I have it so my props are randomized. So while there will always be a tree in coords X,Y,Z it wont be the same looking tree on every playthrough. I figured for assets that are built so quick that I mind as well go ahead and do this, as it might add some extra visual flare to additional playthroughs.

I am heavily leaning towards this lowpoly untextured stuff right now. I mean, the whole area is supposed to be crystals, so it even works with the trees, kinda. Probably would work with the trees moreso if i changed the tree trunk colour to match that of the "Head" of the tree.


b21597 No.18498

>>18384

>Mega

Oh shit nigger, what are you doing?

Learn to use source control like SVN or GitHub, it will solve your problems.

Github is pretty easy, and you can even check out/commit with SVN if you don't want to use their terribad client.

For unity, just ignore the Library, Temp and obj folders in the root of the project (with ,gitignore or SVN/Ignore) and enable visible meta files and force text settings in unity. That should make the project footprint smaller.


0f77a1 No.18651

>>18402

Looks nice


9acf64 No.18673

File: 1434735731269-0.png (306.84 KB, 1205x705, 241:141, Dragon_Screenshot.png)

File: 1434735731270-1.png (253.65 KB, 1196x688, 299:172, Gem_Vault.png)

2 Screenshots.

I haven't changed the camera yet, I just took these screenshots from far away because I thought it looked good.

I do plan on changing it to a more 3rd person, over the shoulder camera. Though Probably still fairly zoomed out. I want the player character to feel small, so that might contribute to that.

In anycase. The first screenshot is of a sleeping dragon. It is guarding something precious in the structure below it. I want to make it so it knocks back the player when they get too close and you distract it with your Shell explosion magic thing.

I think it may be hard to tell what it actually is in this screenshot, so i will post more on it when I have animations and the mechanics of it actually working.

The second screenshot is the entrance to a dungeon-like area. I have it planned to mostly just be a central entrance room, a long hallway, and then a final Vault room. The hallway will be a series of Locks that you have to solve to unlock to progress to the Vault Room.

Both of these are relatively close together, they are in the same "section" of the world.


0f833d No.18674

The camera angle is horrible


0f833d No.18675

>>18673

that looks nothing like a dragon


9acf64 No.18676

File: 1434739110520.png (672.29 KB, 1920x1080, 16:9, Dragon.png)

>>18675

While I do realize it does not conventionally fit into what a dragon is, it is a flying serpent that breaths fire, so I though that the term Dragon was most fitting.

And I do admit, in that first screenshot of it, it is hard to tell what it actually looks like.

The model is also a little abstract and simplified because thats how the rest of game is going to look. I wouldn't say it is definitively a dragon, in that it is a reptile or anything like that, but it is a flying serpent that breathes fire.

Anyways, hopefully this image of it in a different pose helps clarify what it looks like.

>>18674

The camera angel is likely going to change. I just had it the way it was for the purposes of getting something quickly made that was functional. The characters were originally just 1 small cube and 1 big cube, so at the time a better camera wasn't important.


9056fa No.18691

>>18676

I don't care what you call it, it kinda freaks me out. Especially in that earlier pose.


b15974 No.18692

>>18676

I'd slay it and then wonder what the fuck I just slayed. Looks good.


9acf64 No.18773

File: 1435009931530-0.png (277.36 KB, 1203x713, 1203:713, Emerald.png)

File: 1435009931531-1.png (293.51 KB, 1203x713, 1203:713, Machinery.png)

File: 1435009931531-2.png (301.53 KB, 1203x713, 1203:713, Mining_Prison.png)

Screenshots of a new area.

This area was a quarry back in the day, the mining facility is being used as a Prison and the chains that littered the quarry and cargo areas are being re-purposed inside the prison.

First screenshot is of a large Gemstone that will have significance in relation to 11 other large gemstones. Not much more to share about that atm.

The second screenshot is of a large piece of machinery left behind. I haven't decided if this is just going to be a piece of the environment or if I will actually have it animate and do something.

The third screenshot is just the entrance to the Mining Facility / Prison.

Once i get more areas finished I will start implementing Enemies, Puzzles, and actual content. I just don't want to get ahead of myself and focus in too much on 1 area. Broad strokes.


be77fc No.18780

>>18676

Dam nigga that looks creepy as shit. It's hard to pull off spooky 3d models. Good job.


2cad5c No.18785

Damn, this art is great.


9acf64 No.18817

File: 1435077908009.png (215.97 KB, 1193x683, 1193:683, Villagers.png)

>>18780

>>18785

>>18692

>>18691

Thanks! I really appreciate it. Makes me feel like I am doing something right when people actually think my art looks good and elicits a strong response.

Anyways, here is a quick screenshot of some Crystal Villagers. I think these will be some of the few beings made of Crystal. Most of the NPCs will be organics who came to this crystal land looking for riches.

Still need to build a village for these guys, but I wanted to make the villagers first so I could get an idea as to what they could build, if anything. No arms makes that difficult, for them, i guess. lol.


0f833d No.18819

>>18676

>ears


a49073 No.18825

>>18336

Art has a lot of personality to it already.


9fdc19 No.18860

>>18817

Fun character designs, those are great. They look like claymation from a distance.


9acf64 No.18900

File: 1435165980228-0.png (324.24 KB, 1199x690, 1199:690, Forest.png)

File: 1435165980228-1.png (335.28 KB, 1199x690, 1199:690, Crystal_Diety.png)

File: 1435165980228-2.png (464.58 KB, 1199x690, 1199:690, Village.png)

>>18819

Ears? You mean the things that look like large flat arms near its' head? There is a history to the character and it has evolved into a "dragon" from something not dragon-like at all. So its' "Wings" took inspiration from a digimon called Terriermon.

>>18825

>>18860

Thanks! I appreciate the support. I means alot to me.

Another batch of screenshots. Part of me feels some areas look a little barren, but i keep forgetting that I will still be putting hostile/neutral NPCs roaming around.

First screenshot is of part of a forest with a Aquamarine Resonator (The large gems on pedestals are called Resonators as they will pulse the colour and energy of that gemstone).

Second screenshot is of a giant crystal being. Related to the villagers, almost like a diety who watches over them. Being made of crystal people might try to cut up the villagers and such, so this big guy is how they've survived so long.

Third Screenshot is of the village itself. I thought Geodes would make the perfect houses for them. The villagers are fairly primitive, like Crystal Cavemen. I might put few more props down in the village like a Well or something, so i guess I wouldnt consider it finished.


9acf64 No.19030

File: 1435350867754-0.png (90.35 KB, 720x568, 90:71, Characters_Concept.png)

File: 1435350867754-1.png (284.75 KB, 1200x672, 25:14, Character_SS.png)

Went forward with semi-new character designs. I wanted something more abstract and alien for the Crab. Something reminiscent of something from metroid, but more cartoony, i guess like the concept art of Metroid 1 on Snes.

Overall I want a semi-cartoony look. Everything was coming out very colourful and geometric, so i took the style of drawing them that way. Admittedly these are pretty rough sketches, the linework is balls, but it is just me working on this, so i don't need to communicate everything in just a picture to someone else.

The Shell is basically the same except much more detail. Since none of the environments or props really have a texture in this I figured it might be best to keep with that design philosophy and just make all the details in the mesh itself. I think it looks pretty nice, especially the "Teeth"

Even though not everything on the shell is faceted, I bumped up the shininess of every material for it just to give it a polished feel. It should be semi-gem like.

Some WebMs with animations to follow.


9acf64 No.19031

File: 1435351530833-0.webm (689.51 KB, 980x479, 980:479, 1.webm)

File: 1435351530834-1.webm (358.09 KB, 980x479, 980:479, 2.webm)

File: 1435351530834-2.webm (609.88 KB, 980x479, 980:479, 3.webm)

Just some WebMs detailing the changes in the character models/designs. The quality isn't great because I just use the WebM converter. Maybe one day I will make a nice looking video for it on Youtube.

Some of the colliders are not the correct size because I dramatically increased the size of the Shell.


9056fa No.19040

Will we feed things to the shell? Will the shell be a character?

It looks very interesting, I like it. The shiny part reminds me of a pearl. If you want to get as physically accurate for pearls as possible, use http://devernay.free.fr/cours/opengl/materials.html Ambient is texture, the rest should be obvious since you use Unity.


9acf64 No.19042

>>19040

>Will we feed things to the shell?

I guess you asked because of the giant mouth? Lol I never thought giving it a giant mouth would result in someone thinking that, but it totally makes sense.

I have no plans to have the Shell eat anything, but I kind of want to now. Lol.

>Will the shell be a character?

Yes. I have a backstory for the Shell, which if I actually manage to properly convey the story for the world and for the Shell it might actually be interesting.

The Shell will be sort of Kingly, like a grandfather with wisdom and authority.

I have yet to figure out how to convey the character of my characters, though.

Maybe I'll go with the hoots and squeaks characters make in Zelda games when talking to them.

Also, thank you for the kind words and that link. I'll have to figure out how to translate the OpenGL information into Unity. It is probably obvious, but I come in more on the art side than the programming side of development.


9acf64 No.19219

File: 1435960348537-0.png (410.26 KB, 1202x695, 1202:695, Final_Boss.png)

File: 1435960348537-1.png (242.79 KB, 1202x695, 1202:695, Top_Down.png)

2 screenshots.

First one is of the Lair/Dungeon/HQ of the game's Final Boss. It is a large crystal structure that is putting physical strain on the structure of this large floating crystal island. Inside dwells a Crystal King who lords over a large treasure hoard.

Second screenshot is of a top down perspective of the whole world of the game. The gray areas are the optional areas. I haven't started working on them yet, the game can be completed without venturing into those areas. They will be unlocked all at once by solving a series of combination lock style puzzles across the world.

The optional areas are planned to be more challenging. But based on time I may drop 1 or 2 of them out. I don't want to spend forever on this like I did on my last project.

Hopefully that second screenshot gives a good indication of the size of the game. Should be noted that most of the large pink areas are mountains and will have labyrinths/tunnels/dungeons beneath them.


8c6107 No.19239

M8 this looks great! Pity about what happened to blacksmith monster, I was looking forward too it

This is looking pretty neat though, you seem to have a knack for making interesting worlds and characters


6fd8e5 No.19356

Not to butt-in or anything, but are you looking for a writer by-chance? I'd be more than happy to help you out with stuff. Credited and published, and I've got a lot of free time.


9acf64 No.19397

File: 1436462067747-0.webm (252.85 KB, 960x540, 16:9, Gems&GUI.webm)

File: 1436462067748-1.png (291.58 KB, 1920x906, 320:151, GUI_Test.png)

>>19239

Thanks! Weird worlds and monstrous characters were all I drew through Highschool and University, so i'd like to think my abilities in that regard are well honed. Though i am continuing to try and abstract my character designs, to stretch the limits of what can be a character for the player to identify with.

>>19356

I am very flattered that you'd want to work with me, but I must decline. I am not currently looking for anyone to work with. Thank you for your offer, I really appreciate it. The fact that anyone, mush less a professional, wants to work with me gives me a great deal of confidence in my work.

I have to say though, I feel as though I am missing out on an opportunity to network, at the very least. Would you care to exchange emails of some sort?

Also here is a WebM showing some GUI stuff that currently looks kinda bad, but it is more of a visual test. I really enjoy games with almost no GUI, total immersion, but I don't think that kind of minimalist GUI fits for this. I think a GUI should be the frame for what the game is going to be. You wouldn't put a Newspaper Clipping in a big frilly baroque frame, unless you were trying to make a statement. In any case this is the first iteration of this GUI. Feedback is most welcome.

There are also 2 types of collectables shown here. The Smaller pink crystals are the base form of currency in the game. You use them to get past toll booths, buy things from merchants, etc etc. The second type is the blue-ish finely cut Jewel. These Jewels describe to other character's your character's Worth in their world.

I also included a screenshot just because.


6fd8e5 No.19399

>>19397

Sure, no problem. Add me on Steam if you like.


6fd8e5 No.19400


9acf64 No.19409

>>19400

Okay I added you. So if you get a random friend request that's probably me.


9acf64 No.19594

File: 1436906285623-0.webm (2.25 MB, 960x540, 16:9, Create_Save.webm)

File: 1436906285682-1.webm (138.58 KB, 960x540, 16:9, Load.webm)

Sorry for lack of an update. Finally got a Save/Load system working and, seemingly, all the bugs are fixed.

There is also a mechanic that is basically the Ocarina from Ocarina of Time. The Shell can blow air through the gaps in Its teeth to whistle. At the moment the only song in-game is one to make a Save State.

The idea with the saves is that there are specific save points throughout the world, but if you have the Shell equipped you can save anywhere anytime.

Essentially I envision someone playing to go like this...

>Shell Equipped, go out into world looking for something hidden

>Find something hidden

>Play save state song

>Use shell uncover hidden collectable

Now the player can be damaged and can die (they could die before but only from falling into a pit/water

>Player makes the treacherous journey back to the main HUB to get a new Shell.

If the player dies in this scenario they'd go back to their Save state made with the shell before picking up the collectable, unless there was a Save Point on the way back to the HUB.

The videos in question show the Creation of a game file, respawning after dieing, saving at another save point, making a Save State with the Save State Song, and finally loading a file from starting up the game.


9f06ef No.19596

>>19400

wait a minute i recognize you

you where the guy that started the /agdg/ networking thread that failed completely


6fd8e5 No.19601

>>19596

Yeah, I tried to get something going, but there's no salvaging that shit when it starts off with accusations of datamining. That's life. I've been looking for SOMETHING to help out with for fucking AGES but nothing ever winds up panning out.


9acf64 No.19912

File: 1437451920802-0.png (194.13 KB, 1920x917, 1920:917, Lazers.png)

File: 1437451920803-1.png (237.48 KB, 1920x917, 1920:917, Totem.png)

File: 1437451920803-2.png (300.02 KB, 1920x917, 1920:917, Beehive.png)

Some screenshots.

First is a room semi-full of deadly lazers. This is a giant Vault/Bank that has fallen into disrepair, though all the locks still work, obviously protected by lazers. Haven't decided if the combination to the lock will be a game of Simon Says or if the combination to the lock will be hidden somewhere.

Second is of a totem and a totem gate. I just thought it looked nice so i included it. This is a very early-game side-quest where you go through the gates in a certain order, the totems are the Hint to the order, and you get a big shiny rock for it.

Third is of a large Crystalline Beehive. I don't know if the Screenshot does it justice. It looks pretty cool. Of course i need giant angry crystal bees to fly around it.

Speaking of Giant Angry Bees, I can't decide if I should work on putting in enemies first, or putting in a Day/Night cycle. I want both and I know I want the enemies to have different behavior at night than at day. For example. During the day the Bees will be flying around the forest and will drop rocks(and the occasional Gem) on passerbys. But during the night they return to the Hive and shoot rocks at oncoming intruders. Some will be friendly at night and be hanging around the forest and/or in the hive. It all depends on what is better for workflow.


67eecc No.19926

Day/Night cycle will probably be easier for your workflow if your enemies will rely on it


9f06ef No.19933

>>19594

what are you using to record your game?


9acf64 No.19935

>>19933

Fraps. it works well enough, though I have had it crash once or twice.


9acf64 No.20007

File: 1437579034880-0.png (247.06 KB, 1920x903, 640:301, Day.png)

File: 1437579034882-1.png (452.94 KB, 1920x903, 640:301, Night.png)

File: 1437579034882-2.png (1.22 MB, 1199x1360, 1199:1360, Skybox.png)

Some quick screenshots of the day/night cycle. I thought maybe i should do a video of this but it seemed stupid to make people watch the lights slowly change over time.

Also i made a skybox for my game which i think is pretty nice. Still needs some polish, such as making the stars brighter. But other than that I am pleased with it.

This is also the first time showing what this land actually looks like zoomed out. Because I am dumb and don't think about being efficient with my resources in-game I just built what it is. A giant floating hunk of crystal. The world the character lives in is actually the result of mining that has happened over the past century(s).

Those lamps are just placeholders for testing lights turning on and off based on the time of day. Eventually they will be a crystal object that stores light during the day and emits light at nighttime.


de63c2 No.20105

>All these cozy, colorful environments

10/10, would explore


9acf64 No.20115

>>20105

FUCK YES! My game is comfy! Thank you! :'D


4eddf1 No.20120

want a sound designer/music?


9acf64 No.20134

>>20120

I'm not at a point where I feel comfortable working with others, sorry. I appreciate the offer though.


de64ba No.20137

Jesus this is cozy and artful. I'm loving the colorful low-poly models, and how you incorporate the birds-eye camera in regards to design is outstanding.

You do need to change that font though, it screams mediocrity. I know it's not a big thing, but it's a massive shitstain in an otherwise gorgeous aesthetic.

This is awesome, keep developing. I'll be looking forward to updates.


9acf64 No.20164

File: 1437924768797-0.png (106.18 KB, 330x286, 15:13, IllusionOfGaiaHUD.png)

File: 1437924768799-1.jpg (68.03 KB, 800x600, 4:3, ActRaiser2HUD.jpg)

>>20137

Thanks! It means alot to me that people really seem to like the art style and quality of the art for my game, considering I came from the art side of things. Like all that time in art school was actually useful lol.

You mean on the GUI? Yea lol. Don't worry the GUI is going to be changing. And the Titlescreen and menus are obvious placeholders at the moment lol. Most of the visuals will receive a slight upgrade before I finish the game, once I get the game 100% functional in terms of playing from 0-100% i will do some polish on certain areas.

I'm glad you think my approach to level design is good. I thought it was amateurish. I find it incredibly difficult to plan things in 3d. I think most of the games I make will play like a 2d game with 3d visuals and less fixed camera.

I'm going to be designing a HUD that is more reminiscent of SNES games, like the pictures I linked. But instead of swirls of gold that have a fantastical feel to them i am going to use triangles to emphasize the aesthetics, and there likely won't even be words on the GUI. The player doesn't need to be told that the green bar is stamina and that the yellow bar is experience, because the visual changes in the bars will communicate that enough.

Right now I am working on designing enemies, npcs and implementing them into the game. So a new GUI might be after that. I worry people will start to think my game is a walking sim if i don't start putting in stuff to interact with.


2a4377 No.20292

>>20007

That geode man, good work.


3fc080 No.20374

I love this world and the aesthetic you're building for it so much. The whole thing looks super unique and interesting to explore and the colors are incredibly pleasing.


9acf64 No.20784

File: 1439173547085.png (481.62 KB, 1454x900, 727:450, NPCs.png)

Here is some concept art for NPCs.

Sorry for the lack of update, been trying to make music for this project and its been a big learning experience.

The NPCs are as follows

1 Gem Smith. It will forge a special Gemstone object for you. Kind of ornery and lonely. Lives on the outskirts of the village Koristahl, which is shown in this post. (Third Image) >>18900

2. These are the most standard enemy of the game. They don't even do damage, they try to sneak up behind you and steal gems from you. They poorly camouflage themselves when the camera is on them.

3. These helicopter creatures fly around the first area of the game during the day dropping rocks, and sometimes the occasional gem. During night time they congregate at the large Beehive structure here. (Third Image) >>19912

4. These are Gem Lumberjacks. During the day they wander around, outside of the Village and chop trees with their metal tails by spinning. Very dangerous, but mostly predictable. At night time they gather around a bonfire and sing songs, not as dangerous(depending on how bad they sing).

5. This is the main Antagonist of the game. It comes into your home when you aren't there and steals your cache of Gems. You then follow clues to find and apprehend it.

6. This is the main antagonist's companion. It guards the antagonist's nest. A big bruiser. Though it gets distracted by shiny things. Which isn't the best guard in a world of gemstones.

7. This is a rather large NPC in an area I haven't shown yet. Kind of like a Sphinx. It was once on display for the Thief Lords who lived in its current location, but the area has since been abandoned, so its all chained up there. It rewards you if you find the mechanism to free it.

Actual models and working mechanics are still in the works. I want to try and get most if not all the NPCs to have different behaviors during Day and Night.

>>20292

Thanks! There's just something so appealing to the look of this stuff. I am really enjoying making this crystal world.

>>20374

Thank you so much. I really appreciate that you like the visuals.


9acf64 No.20830

File: 1439316773007-0.png (378.55 KB, 1077x618, 359:206, Copter.png)

File: 1439316773008-1.webm (632.23 KB, 960x540, 16:9, Copter.webm)

Small update. Just involving one of the NPCs shown here >>20784 number 3, to be specific.

Screenshot of the model, aswell as a WebM of the Day and Night behavior. Things are fairly unpolished at the moment, so i just have an abrupt Day/Night transition to allow for npcs to teleport around as if they moved somewhere normally.

During the day, they fly around, dropping rocks. At night they are around the hive shooting at the player if it's in a certain range.

They also drop gems, but currently the rate at which that happens is too great. Probably needs to be closer to 1 in 50 rather than what i have it at. Thats why there are so many gems everywhere.


9056fa No.20831

Really like your creature designs, they're very otherworldly. Can't help but wonder what kind of races you'd come up with for a space game, you'd probably beat out Star Control for uniqueness in that regard.

As for those copter-things, wouldn't it make more sense to have them drop gems when you do a certain action, and have them all have a specific amount of gems? This way you could farm infinite gems just by standing there forever. Not that I know what gems are used for in this game, but still.


9acf64 No.20838

>>20831

Thank you, i really appreciate it. I drew/designed odd creatures all throughout Art School, much to the chagrin of my Professors. I really enjoy trying to push what can be considered a character.

In regards to a Space game. It would definitely be interesting, I've never thought about it. My comfort zone has always been this kind of weird fantasy setting, i guess a mix of Nintendo's Cartooniness and Oddworld games.

I don't know how well i would do in making a Space Game. I find the idea of building, at least in terms of story, a whole planet very daunting. I'm also more interested in the individual than the masses, which is okay, but a lot of Space Games focus on the whole People of a planet and not an individual from that planet. Also i suck at drawing machines. Rulers and I never worked well together.

But i guess that gives you an idea of what kind of Space Game i would work on. Though admittedly I do already have a lot of plans for other games to work on, too many i suppose at this point.

I like the idea of the Copters dropping gems upon a certain action. Though a specific amount doesn't really work because they wont be killable.

The course of action I will likely take is that I will keep them randomly spitting out gems on occasion, but have a limited supply and you can perform a task to replenish the gems they could be spitting up.

>Sneak into the Hive without dying

>Hit a series of switches in a certain order

>results in their food being laced with Gems

>Success?

Thats just a quick idea. I like the idea that the Copters are kind of stupid, so they shoot anything they can at intruders.

>Hey look something over there

>Throw rocks at it!

Gems are a secondary collectible. There are 2. Gems and Jewels. Jewels are just really rare finely cut gemstones. in any case, These 2 collectibles determine your character's Wealth Level. Which in turn will change how certain NPCs will react.

For example, the basic Thief enemy will chase you to steal gems from you and they will chase you faster based on how high your wealth level is.

Other characters who would at once time block passage will instead move out of your way because you are a wealthy figure.

There will be a Merchant in a later area of the game who you can use Gems to purchase decorations for your character's house. Also things like extra health, stamina, and maybe even a special piece of equipment, I have a few abilities that the character will get through exploration and side quests, but i haven't decided what abilities you get from which objective.

Also there will be Toll Booths that require you to pay a certain amount to get through them.

I am hoping there is enough uses for Gems in the game to make them feel relevant.

Thanks again for the Feedback, it really helps.


9acf64 No.20856

File: 1439406462243-0.png (83.46 KB, 866x528, 433:264, Thief.png)

File: 1439406462260-1.webm (886.32 KB, 960x540, 16:9, Thief.webm)

Thief NPC Enemy update.

These are the most common enemy in the game. And fairly easy to deal with. The "Goombas" of the game.

When you look at the Thief enemy it will try to disguise itself. Which makes it really to avoid them. Again they are a very basic entry level enemy. And only really a threat when you have Gems in your possession. They steal gems, they don't do damage.

Though they are easy to avoid 1 on 1, if you get swarmed it won't be good. Atleast not for your character's wallet.

I haven't implemented it yet, but you will beable to attack them with a Headbutt.

If you get a certain distance away from them they will teleport back to their home location.


2b8e4b No.20873

Why would they stick around and steal shit from you?

Wouldn't they try to swipe your shit and run?

Unless they could swarm you like poor Indians or something.


9acf64 No.20883

>>20873

They aren't smart thieves.


2b8e4b No.20892

>>20883

Smart enough to use camouflage.


9acf64 No.20893

>>20892

Touche. And you are right, they would probably be better if they ran in stole a gem, and then ran away to like...a Hideout Object.

So how about this idea

Two types of thieves.

Thief 1

>Enter an area

>Thief pops out of a hole, runs at player

>steals multiple gems

>Runs back to Hideout, if player catches and attacks the Thief, they can get the Gems back

>X Seconds pass and if the player is still in the area the thieves run out again to do the same thing.

Thief2

>Enter an area

>Multiple Thieves pops out of a hole, run at player

>They each only steal 1 gem if they catch you

>After stealing they Ninja Vanish turns into a log Naruto thing

>X Seconds pass and if the player is still in the area the thief runs out again to do the same thing.

Admittedly the first Thief is more fair to the players than the Second type, but i'd made the second type much slower. so it is more the players fault for allowing them to get close enough. Where as the second one is kind of unavoidable, but when carrying away the player's gems it moves much slower. giving you the opportunity to attack it.

Maybe i could even put in a secret cave that is like...a Thief Village in the game and if you find it, all the Gems that have been stolen from you will be there in a big treasure hoard.

Thank you for the feedback, it really helped, as you can plainly tell lol.


9acf64 No.20942

File: 1439613001416-0.webm (1.51 MB, 960x540, 16:9, Demi-Thief.webm)

File: 1439613001416-1.webm (1.66 MB, 960x540, 16:9, Dire_Thief.webm)

Here's 2 WebMs showcasing the new Thief NPC behaviors.

There are now 2 types of thieves.

Demi Thieves and Dire Thieves.

Demi Thieves are young and in training. So they think flash and excitement is cool, so they use their "Vanish" ability as much as possible. (The particle effect is a placeholder, I know that it looks like they are exploding, and not vanishing in a puff of smoke).

Dire Thieves are older and more jaded. They've been skulking around for a long time and no one really messes with them, so they just take a large amount of Gems and take their time in getting back home.

The Thieves don't like people watching them go into their houses because of secret entrances, so they Vanish when they know you are still in sight, but not worth chasing anymore.

Somewhere in this Crystal island is a Thief Stronghold where all the riches they steal from you are stored. Most inhabitants of this land hoard their riches away in Dens and Lairs. They get one scrap of wealth and they hide it away. So there hasn't been anyone to steal from, or if there is, it has been very rare.

When you have 0 gems, the Thieves will still pop out of their houses to see who is walking by.

Maybe you can talk to a when there's no cash between the player and a thief.

Also, you probably noticed those rotating machines in the background. This are is a run down mining facility, and those are Lazers that cut gems. No one has done maintenance on them in a long time so they freak out and spin around. They will mess you up though.


9acf64 No.21182

File: 1440363973361-0.webm (1.07 MB, 960x540, 16:9, StartandNewSave.webm)

File: 1440363973361-1.webm (632.31 KB, 960x540, 16:9, Bear.webm)

File: 1440363973361-2.webm (422.13 KB, 960x540, 16:9, BearAttack.webm)

Been working on building the environments to actually involve some semblance of level design.

Made an actual design for the Save Points. I kinda really like it. Even though it is kinda dumb that it has a Floppy disc image on it.

I think i need to re-make those square trees to better fit the aesthetic of the area.

In the forest area, there are big enemies who are big Bear/Rhino things. This is an enemy you can actually kill, but not untill after you fight the first "boss" of the game. Another hazard in the area comes in the form of those spikey plants, which are inspired by a type of Carnivorous plants known as Sundew. I think they need a small redesign though, to better fit with the area, but they are just a stationary hazard. Touch them and take damage. Early in the game they do more damage than you will have health.

The bear/rhino, sundew, combined with the flying guys who drop rocks on people, and the Gem lava ponds make this pleasant area in fact very hazardous.


9acf64 No.21188

File: 1440374749885-0.webm (1.24 MB, 960x540, 16:9, Movement.webm)

File: 1440374749885-1.webm (1.37 MB, 960x540, 16:9, Movement1.webm)

File: 1440374749885-2.webm (566.92 KB, 960x540, 16:9, LandMine.webm)

Quick update because I spent all that time when i wasnt posting working on these 2 areas concurrently for the purpose of testing visuals and gameplay.

Here are some more WebMs of the second area of the game, somewhat remade. Atleast in regard to how i remade the forest area of the game. I am enjoying the fact that both areas are completely different in feel but have a similar aesthetic.

So for this area I kinda went ham on the tech. Lazer Turrets, Land Mines, and Plasma Line Gem Cutter Mining Machine.

Funnily enough, while this area comes off as more dangerous due to the subject matter within it. There are probably more areas to rest than in the Forest.

Third WebM just to show where to step on a landmine to die.

I think all the props and hazards in this area look good. But I am starting to think i need to rework the controls. Currently W and S are Forward and Backwards respectively, and A and D rotate left and right respectively. I'm not sure the best way to have controls work for a adventure game like this on a Keyboard. (Gamepad support is low priority compared to actually making the game work well.)


9acf64 No.21201

File: 1440396190638.webm (306.07 KB, 960x540, 16:9, Top_Down_Camera.webm)

So i was looking doing some writing in regards to character movement and camera functionality, and looking at early environment screenshots I posted. And i tested this stationary camera, just to see what it would be like. I gotta be honest, i like this alot more. Visually and mechanically.

>Makes the character seem weaker because they are so small (Which fits with the character's concept)

>Allows me to control what the player sees to better hide secrets

>I could do something interesting in regards to how the GUI is shown depending on the Screen the character is on

>I don't have to worry about camera fucking up like it does in so many videos.

>I don't have to make some weird work around to better hide caverns in case the moveable camera clipped into the wall and the player saw where a cavern was.

>Also the environments look nicer this way

Or atleast I think all of that is positive/true. Maybe i am being stupid. Cause then i could have these screens where nothing happens and everything is nice and cozy to just hang out in. And you wouldnt see any badguys or spinning shit.

Feedback on this would be great. I feel like this is a turning point for what the game, and what my future games will be like.


2a4377 No.21445

>>21201

The fixed camera kinda gives the feel of being trapped in a maze. It works in areas where there's danger, but the camera should move around in safe areas/minimal danger zones to allow exploration and more close up views of NPCs. Maybe you could add a POV camera mode like what most N64 games had so that the player can get an up-close look if the want, or to get re-oriented if that becomes an issue.

Just my 2 cents


9acf64 No.21453

>>21445

Yea, i dont exactly know what I am going to do. That one instance of the camera worked out well. But other cameras, to be positioned in a way that visually looks good, makes controls difficult. Typically, every screen i had to try to re-orient myself so that up on the D-pad was whatever the upwards direction for the camera in that area was.

Then i tried a controller that took the Y rotation of the camera and added that to it, but it was just as confusing.

So the top down thing might be a failed idea. I love the way things look with it, but the controls for a game need to be invisible.

So i am going to try a moderately pulled back camera, almost at the height of what the fixed cameras had.

I just want a camera that doesn't clip through walls. It bothers me to no end when that happens. So maybe i'll have it so the player Camera is less controllable. Not sure. But if this camera works out, i'm going to do what you said >>21445 about a POV camera mode.

Controls and Camera stuff is prooving to be the most difficult and most frustrating part of all this lol.


2a4377 No.21585

>>21453

Have you considered posting your stuff on a more populated board like /v/? I think there's a dev general up right now and maybe you could get more feedback than you would in this thread.




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