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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1436530136966-0.gif (174.59 KB, 640x480, 4:3, God is a Cube - Level 30.gif)

File: 1436530136966-1.gif (1.26 MB, 640x480, 4:3, 2015_04_14-4_Bridges-mod-a….gif)

File: 1436530136966-2.gif (1.37 MB, 640x480, 4:3, 2015_06_16-pyramid_hourgla….gif)

6af550 No.19431

Hi /agdg/,

I'm creating a Programming God Game where you are a god, and you are a cube (hence the name God is a Cube).

(this time I'm using lifelong links in the OP).

I just released a Puzzle Game mode, where you learn how to program cubes using an AI made of simple instructions (move forward, look if there is a wall, etc). It features 50 levels, with 50 hidden solutions.

Look at animated gifs here:

http://godisacube.com/forum/index.php?threads/news-2015-july-09-new-version-tangelo-dirt-playable-puzzle-mode-with-50-levels.84/

If you are more interested by the sandbox / god game experience, the game features such modes as well. Look at other animated gifs here:

http://godisacube.com/forum/index.php?threads/news-2015-may-03-new-version-v00-05-00-09-carmine-dirt-nanomachines-spawners-subcircuits.79/

You can download the latest version of the game here (Windows, Linux, Mac):

http://godisacube.com/latest

(when asked for a login, write whatever username you want)

I'm looking for feedback about the Puzzle Mode (the DNA Mode Campaign). And if you have questions, I will be glad to answer them.

a2560d No.19515

I tried it out and don't have time to come any further, but I really like it. It reminds me of many flash games. It feels fleshed out, but sometimes it also feels a bit slow.

1. Stop button. Nothing is worse noticing a small mistake after you press start and you have to wait for it to fail.

2. Shorter reset time. Even if very short, the time between the cube fucking up and the level resetting is annoying.

3. It can be hard (for me at least) to relate to what exactly a move does to the cube. When going around a vertical corner as an example.

4. I do not know if it was just me, but I had no sound, it feels awkward without.

5. Introduction to mechanics are too slow. I feel like you have to play for a while before you even get to the 'if against wall' statement.

6. In conjunction with 5., there are too many levels that feels like the only reason theyøre there is to make sure that you understand a mechanic and gives you a level about it once more. I don't know if it is just me or not, but that feels a bit annoying.

7. I was kinda hoping to see multiple DNAs. (There might be, but if there is, they come too late in my opinion.) Like for example in light-bot, a flash game you can find on Kongregate.

8. More animations, maybe make the movement animation slightly faster. Maybe highlight all the edges that you connect to, something.

This could turn out to be a pretty good game.


fb9587 No.19537

>>19431

>God is a Cube

How about God is a Pyramid. And put an eye on every side of the pyramid. The Illuminati are becoming a mainstream meme, use that momentum.


fb9587 No.19538

>>19431

Jokes aside, those gifs look trippy. I don't have time to play the game now but I bookmarked it.


c7a01d No.19544

Hey fagtron

thought you might find this useful

http://roar11.com/2015/07/screen-space-glossy-reflections/


6af550 No.19546

File: 1436807064041.png (1.93 KB, 200x150, 4:3, 2015_07_13-8archive-18h59m….png)

Last /v/ thread (2015/07/10 to 2015/07/12):

http://8archive.moe/v/thread/4859335

Some highlights:

>Puzzle game? I thought this was a game where you can write the DNA of each block and create entire living things out of cubes and such.

Yeah, but none of you faggots is willing to create DNA, so I have to make a game so you can learn how to play the game.

>Will you sell the game for mony?

Yeah, when there will be enough content, the game will be sold.

The final game will be a sandbox with 6 big parts:

1- Electronics gameplay: program cubes

2- Timelapse gameplay: building stuff with thousands of cubes

3- Factory gameplay: Eating planets and foraging mines with programmed cubes

4- a Game of Life: Creatures eating other Creatures and plants made of cubes

5- Inception: possess creatures and move inside a world inside a cube inside a cube

6- Spaceships: travel from planet to planet and fight other players with Spaceships

You will have a good overview of the 6 parts in the first 3 minutes of this video:

https://www.youtube.com/watch?v=uKzyRvHRpd0

Each of these parts will have a tutorial, in the form of a solo Campaign. The Puzzle Mode I'm showing these days is the first part of the campaign (so there will be 6 more parts). I'm currently making the introduction video for the scenario of the campaign.


6af550 No.19547

File: 1436809083744-0.gif (169.95 KB, 640x480, 4:3, 2015_07_09-00h00m26s-King_….gif)

File: 1436809083744-1.png (57.6 KB, 800x400, 2:1, 2015_07_08-Level_Design-st….png)

>>19515

I tried it out and don't have time to come any further, but I really like it. It reminds me of many flash games. It feels fleshed out, but sometimes it also feels a bit slow.

>1. Stop button. Nothing is worse noticing a small mistake after you press start and you have to wait for it to fail.

You can click again on the play button and it stops execution (or hit the escape key).

I agree it's not clear, so I added a tool tip on the button in the last patch.

>2. Shorter reset time. Even if very short, the time between the cube fucking up and the level resetting is annoying.

I tried to put enough time for the player to notice the cube is dying, but maybe it should be shorter. I will pay attention to it.

>3. It can be hard (for me at least) to relate to what exactly a move does to the cube. When going around a vertical corner as an example.

I would need more informations about this one. By "vertical corner", are you talking about a level like "9 - Cliff" (pic related)?

>4. I do not know if it was just me, but I had no sound, it feels awkward without.

For now, there is no sound at all in the game. I agree it can look like a bug, if the next version doesn't have sound too I should put a disclaimer.

With the Puzzle Mode, the game looks far more advanced than the messy other modes, so people are expecting something almost finished (sound, shaders, etc). I will pay more attention to that.

>5. Introduction to mechanics are too slow. I feel like you have to play for a while before you even get to the 'if against wall' statement.

That's a common feedback from programmers and / or people who played Lightbot. The problem is that people who doesn't know anything need those levels.

For now I intend to:

- make some low levels shorter (some of them became too big)

- begin the game by a "future flashback" (like in many RPGs, you start by a short advanced sequence which shows you what you will be able to do)

The game is made of 5 big sequences of 10 levels (pic related). Maybe I should do like Lightbot, and label some of these 10 levels sequences as "tutorial", so people who already know about that will know they can skip them.

But the new problems will be:

- some of the gameplay mechanics will not be learn

- game completion will need to go back to first levels

>6. In conjunction with 5., there are too many levels that feels like the only reason theyøre there is to make sure that you understand a mechanic and gives you a level about it once more. I don't know if it is just me or not, but that feels a bit annoying.

I tried to avoid making a classical "tuto - normal use - mastering", and to put a new things each level. Sometimes, they look close, such as learning that your cube doesn't fall on edges (level 7) and that your cube doesn't fall on corners (level 8) (see Pic related for list of all levels).

But I'm willing to delete superfluous levels.

From your point of view, which levels have this problem?

>7. I was kinda hoping to see multiple DNAs. (There might be, but if there is, they come too late in my opinion.) Like for example in light-bot, a flash game you can find on Kongregate.

I cut off lot of possibilities. There could be several Divine Cubes at the same time, sub DNAs (like functions from Lightbot), terrain destruction, color detections, etc.

This was supposed to be just a tutorial for other game modes, but people seem to really like it and expect more from it.

Maybe I should make a full game out of it, and keep the rest of the game for later.

>8. More animations, maybe make the movement animation slightly faster. Maybe highlight all the edges that you connect to, something.

There will be a speedx2 button (or something like that) to speed up everything.

Highlighting connected edges when the cube is connected only by one of its edge seems to be interesting.

>This could turn out to be a pretty good game.

I suppose you thought it was just a puzzle game, right?

Here is the complete design: https://www.youtube.com/watch?v=JnVgRx_HeNA

But it suffers from the same problems than Spore: in a game where you can do everything, the player cannot do everything. So either I transform the game in a succession of mini games (like Spore), either I cut the games into several parts for different kind of players (what I'm doing currently).

Maybe it shouldn't be just different parts, but different games.

What you people do think about that?


6af550 No.19548

File: 1436809654302-0.png (92.45 KB, 644x523, 644:523, 2015_07_11--21h48m28s.png)

File: 1436809654303-1.jpg (17.01 KB, 516x376, 129:94, 11737116_373704739492301_1….jpg)

File: 1436809654303-2.jpg (829.63 KB, 1280x720, 16:9, sdggfdsagsd.jpg)

File: 1436809654303-3.png (366.63 KB, 2088x1140, 174:95, Antescher-map_names.png)

>>19537

>How about God is a Pyramid. And put an eye on every side of the pyramid. The Illuminati are becoming a mainstream meme, use that momentum.

SpaceChem had its own One Eyed Pyramid, so of course I will have mine. But you will be able to go inside the Pyramid and change hieroglyphs on the walls, to change the cubes behaviour.

>>19538

>Jokes aside, those gifs look trippy. I don't have time to play the game now but I bookmarked it.

I will make a lot more of animated gifs, because they look cool. The game will even feature tools to produce your own gifs.

So even if you don't play, you should have nice things to look at.

>>19544

>Hey fagtron

>thought you might find this useful

>http://roar11.com/2015/07/screen-space-glossy-reflections/

Nice, thanks for the link. I was recently making some tests to make better looking cubes (with translucence, reflections, etc).

Pic related is a try (currently unconvincing), and a quick artistic rendition from an artist.

I hope to make something with a 80s vibe (like it was coming from a Kung Fury's poster), and still viable in terms of CPU for hundreds of cubes at the screen at the same time.

One of the base intention of the game is to go back to the 80s and restart video games from there. What if they had cubes instead of pixels? I'm taking inspiration from ZX Spectrum games, such as Ant Attack and its Antescher city (pic related).


f74f4d No.19551

File: 1436819297857.jpg (81.63 KB, 640x502, 320:251, screenshot.jpg)

The current build (v00.05.00.10b) isn't working on Mac OS X.


6af550 No.19552

>>19551

>The current build (v00.05.00.10b) isn't working on Mac OS X.

Someone told me he had to make a "chmod" on the data folder to make the Mac build run.

I am not sure of the exact method, but this should be a command line to type in the terminal:

chmod 755 giac.app/Contents/MacOS/God_is_a_Cube-Age_of_DNA

You should have to:

- open the terminal

- type "chmod 755" (dont hit return yet)

- drag the related file to the terminal window to get the path

- hit character return key

Maybe this bug will be corrected if I update my Unity 3D (I already have the Pro licence, but I didn't update the software to avoid bad surprises).


f4af9f No.19556

>>19547

this project is very interesting

>Maybe it shouldn't be just different parts, but different games.

>What you people do think about that?

i think it depends on how much the different parts would interact with each other

in spore the interaction was pretty minimal so having it all as one game was somewhat pointless


8db442 No.19571

>>19552

>Maybe this bug will be corrected if I update my Unity 3D (I already have the Pro licence, but I didn't update the software to avoid bad surprises).

I don't think so. Most UNIX systems simply don't set up the execution flag by default to programs downloaded through the net, so the program would have the 644 permissions (read-write for the owner and read-only for the owner group and world), which is why you have to set it to 755 (read-write-execute for the owner and read-execute for the owner group and the world).

It's OS X working as intended, and in order to bypass it you will probably need one of those Apple Developer License thingies so you can make a signed package capable of installing itself.


3e11fb No.19622

>>19552

Good to see you here too. Here's some suggestion to fix it:

- Try using some different zip/compression programs.

- Give the .app directly to someone with OS X and have them zip it.

I think Xenoraptor's dev made a script or something so that when he uploaded the OS X build it fixed permissions and then zipped it, as he had the same issue. Maybe try getting in touch with him.

Have you considered having the cubes float high in the sky with clouds/landscape below? That might be more relatable to the god vibe.

>>19571

OS X doesn't change the executable permissions based on where you get the .app bundle, it just prompts the user if they didn't get it from the App Store.


8fbce0 No.19657

File: 1437003969367-0.png (433.36 KB, 1066x525, 1066:525, rush-screen_01.png)

File: 1437003969368-1.png (388.57 KB, 862x680, 431:340, 2015_07_12-Wario World (10….png)

>>19556

>it depends on how much the different parts would interact with each other

>in spore the interaction was pretty minimal so having it all as one game was somewhat pointless

All the game parts rely on the same technology, and the Creative Mode (as well as the Survival Mode) will let you use everything. So you will be able to go inside your spaceship, open the command board, and make a more efficient AI.

But this will be really available only when everything will have been developed.

Here, it's more "people who make DNA don't want to play with spaceships and vice versa". So rather different real games for different people. I still don't at which point there will be something to buy (for now, everything is free).

>>19571

>It's OS X working as intended, and in order to bypass it you will probably need one of those Apple Developer License thingies so you can make a signed package capable of installing itself.

Thanks for the informations. I saw some Apple Developer related options, I will look for more informations about that.

>>19571

>Here's some suggestion to fix it

>- Try using some different zip/compression programs.

>- Give the .app directly to someone with OS X and have them zip it.

I will try it.

>Have you considered having the cubes float high in the sky with clouds/landscape below? That might be more relatable to the god vibe.

Rush did it, as well as Wario World (see pics related). I find this interesting.

I intend to have full planets with cubes moving on their surface in the sky, but not for the puzzle mode (because there is not enough room). I still have to see what I could put.

If someone knows other examples than these 2 games, I'm interested.

The opening video will have very strong visuals and lot of floating things. It will be a 2 minutes sequence shoot, where the camera zoom on worlds inside worlds. Inside a small cube there is a crying god, then his face is gone, and from the divine cube inside the brain grows up a tree, one of the fruit is an auto building city, etc.

After 8 years watching videos on /f/, I want to provide a never seen before experience. But with cubes.

I intend to dedicate a full month working on this video.


b458b4 No.20125

File: 1437860432430.png (49.36 KB, 1280x720, 16:9, 2015_07_25-God_is_a_Cube-o….png)

I made a draft for the opening video:

http://www.youtube.com/watch?v=rxg5MaXOVvA

Some art is still temporary, final version will have smoother camera moves.

To give you an idea of the scale, the brown hand at the start is 2 millions km long (1.2 million miles long). I had to do several exploits to make it possible.

>inb4 you shouldn't use maymays

You need the references to understand the video.

>inb4 I don't understand

You are not supposed to understand the video.

This is secret shit.


84fe21 No.20206

>>20125

The camera movements are irritating. Think of a smoother path for the camera to take. For instance when the camera comes to a halt for literally less than a second and then starts moving again, and in a different direction than before. Or when it floats downward for one second and then floats back up where it came from. Don't stop the camera at any point and don't visit the same place twice.

These quirky direction and speed changes make the viewer very aware of the camera when he is supposed to be focussing on the motive, on what you're filming, not how you're filming it. Less is more.

And with scale it would help if the camera had a moreless constant speed so things would move slowly at the start and as the objects become smaller the camera would move past/toward them faster and faster. Definitely slow it down at the start and add more detail to the brown hand so it looks bigger. More detail always looks bigger, just think of bodybuilders.

I hope advice like this was what you were going for when you posted LOL


b458b4 No.20249

YouTube embed. Click thumbnail to play.

>>20206

>I hope advice like this was what you were going for when you posted

Yeah, due to technical constraints, I have to make my own camera manager. So I prefer to have feedback before spending too much time on it.

>These quirky direction and speed changes make the viewer very aware of the camera when he is supposed to be focussing on the motive, on what you're filming, not how you're filming it. Less is more.

I ease the camera moves, though this is still the same path for now.

I will have to do it in several steps, because there is a lot of perceptive speed. Each time the camera zoom, people loose perception of the scale (that's intended), so a few cm move become tens of meters.

Video related is the third draft.

General changes:

- the camera slows down at start and end of each move, instead of accelerating

- camera turns slower to each new position to look at

- bigger symbols

- text and symbols disappear after a few seconds

- 0:00 : moving cube in the palm

- 0:05 : the hand appears (invisible at start)

- 0:15 : opening mouth

- 0:37 : real art for tree fruits (instead of placeholder)

- 0:47 : all creatures appear (instead of just one placeholder)

- 1:14 : divine cube, better appearance transition


e14c44 No.21241

File: 1440459274369.png (1.93 KB, 200x150, 4:3, 1436807064041.png)

Last /v/ thread (2015/08/23):

https://8archive.moe/v/thread/5653818

Some highlights:

>you make threads when I tell you to, you fucking cunt

banned

>This video looks like autism given physical form

>This is pure 3D autism.

>This looks like some raw, unfiltered autism.

>Peter Molyneux, is that you?

>Rule 34 when?

I actually got banned from halfchan /agdg/ after posting cube porn to prove a point.

>linux file is .7z

>not the traditional .tar.gz format

>I'll still download it. But I won't like it.

>Mark: Hey OP, would you be willing to make a video of a demo or a trailer for a livestream show on September 17th? Asking all the dev's on /v/ to see if they're interested.

>[something happened]

FUCK

Thread just got deleted on CuckChan. I was starting to ramp up and get downloads. >:(

>What language are you using OP? Python?

C#. The game is made on Unity, so it was either Javascript, C# or Boo / UnityScript (some kind of Javascript). C# is more powerful so I go with this one.


c982bd No.21282

>>20249

Nice aesthetic.

Reminds me of blank banshee music videos.


a5ef3e No.21368

File: 1440861347336-0.gif (190.39 KB, 640x480, 4:3, 2015_07_09-filming-15h32m4….gif)

File: 1440861347337-1.gif (164.88 KB, 640x480, 4:3, 2015_08_29-filming-17h14m1….gif)

I got interesting data, from both one on one feedback and the ingame survey.

I redesigned several levels, and change the order in which some of them are proposed to avoid a "too hard then too easy" phenomenon.

Pics related are before and after the redesign.

>>21282

>Reminds me of blank banshee music videos.

I didn't know Blank Banshee.

They have interesting stuff.

http://www.youtube.com/watch?v=7sGT3tmZJ5s


a5ef3e No.21492

File: 1441124676468.png (93.75 KB, 944x391, 944:391, 2015_09_01-God is a Cube -….png)

I'm making a new website for the game, that I will launch with the next version.

Here is the dev url:

http://godisacube.com/index-puzzle.html

I'm currently looking for feedback.

Anything to say?


faa062 No.24354

YouTube embed. Click thumbnail to play.

I have a new version!

Watch the embed video to see the bugger changes.

- a 3D interface with a Galaxy full of Constellations to choose your levels

- a better, simpler tutorial, with special panels and animations

- 100% compatible Windows, Linux and Mac

- french translation available

Got anything to say about that, /agdg/?


4d5a60 No.24453

File: 1450203350936-0.png (3.02 KB, 353x100, 353:100, CUBE TIDDIES.png)

File: 1450203350936-1.gif (88.47 KB, 720x520, 18:13, cube tiddies.gif)

>>19431

CUBE TIDDIES




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