[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/agdg/ - Amateur Game Development General

AGDG - The Board

Catalog

8chan Bitcoin address: 1NpQaXqmCBji6gfX8UgaQEmEstvVY7U32C
The next generation of Infinity is here (discussion) (contribute)
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


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

YouTube embed. Click thumbnail to play.

3f7f85 No.20066

Ladies and Gentlemen, I present to you... Galactic Space Station 13! A remake of the classic SS13 I've been working on for the past few months, featuring a surprising twist: this one will actually be finished!

I've coded Atmosphere, which means rooms trade gas between each other, things are sucked if enough gas is traded, proper machinery exists to maintain atmosphere aboard the station (filters, scrubbers, vents and pumps).

I've coded Electricity, some dull engines that make power, wires that form networks for distribution, APCs to store it locally and power furniture, lamps and doors that consume power. (and even bugged SMES).

I've coded Construction, you can create rooms with a certain size like 3x3 or 1x5 and the like, place them in the world and then build the walls and floors of it. Combine rooms to make advanced shapes, like L rooms.

I've coded Networking. Yes, you heard me right. Player profiles per server, hosts starting to host automatically, you can reconnect and regain control of your character, multiple people on the same station, even chat and inventory, all work okay!

Everything is badly drawn with "programmer graphics" because I'm a coder, not an artist. However, all of those features are what I consider to be the foundations of SS13, the core concepts without which you don't have SS13 at all. Most remakes done so far have deviated from them, trying to make cool art or focusing on other things first. Eventually they gave up when they hit the hard part. Me instead, like the madman I am, took to make the hardest and harshest parts first since it would be pointless to do anything before this. And I did it! And it works!

It seriously needs some more work, namely with optimization. Lights are a bitch due to dynamic lights being spawned. There are also still some bugs because I'm just too excited to debug them all, I've been post-poning this post for a long time now.

I just want everyone to see what I've done so far and maybe give you all a little bit of hope that, yes we can have a remake of SS13.

I've decided to work in adding content by department so I'll start with Engineering, then Medical, then Security, then Command and then Science. Hopefully the rest of the work won't be as frustrating as all the stuff I've done so far (pff, as if).

I'm not releasing the source code because I intend on selling it for 10$ or so later on. I want to start a career with this and the money will help paying someone to make better graphics for me. But what's probably gonna be the best for me is the reputation. I believe the first person to sucessfully remake SS13 is gonna be a famous man if only for how crazy he must be, and I want to be that man.

I'm exhausted, tired, bored and I hate the work I've done, but at the same time, I'm proud of what I could accomplish and the hope it brings me and maybe other people too. I want more complex and deep games and to start a career making them. Hopefully, this will be the first of many. I hope you like my work and that you believe in me, Anons!

I'll answer any questions you might have in this thread. I'll also have another in /ss13/

You can find information to contact me in the Youtube video, I also go by the alias "Kyron Kiranov"

Here's a link to a Mega with the files you need to run the game and test for yourself:

https://mega.co.nz/#!vxAFXRbY!CcIpEkE83ZsNuVDOnMaZ_cTECmtv3gzeuRfVaDg3pfo

Just a few things to keep in mind! The game, for some reason, runs really badly if you run a server AND a client on the same PC. Keep that in mind or test with another PC, please.

Also READ THE FUCKING MANUAL cause I made one and I'm making them come back in style.

f601e4 No.20068

the menu music is hilarious, I also couldn't hear shit over it


17a733 No.20069

>>20066

What makes your simulation any different to the many other clones and rebuilds of ss13 and other projects that have all failed so far?

What makes this build special compared to the last?

What makes it worth $10, when the original, working game is already free and has an established playerbase and still has features coded for it regularly by players for players?

You're going to be making sectors of the station, but has player interaction even crossed your mind once yet? Or are you just set on keeping the nice floating camera so more people can help stroke your ego?

Atmospherics was never the hardest thing to make in any of the ss13 clones that tried and fell, and many of them did have a working atmosphere simulation before they even thought about, so ease up on the self-congratulations there. It sounds like you've not been doing your research, or understand the community, nor have you looked at why any of the others like your program has failed.

I have no confidence in you, your code, or your future plans.


3f7f85 No.20071

>>20068

Yeah, first time recording something. I turned the volume down, but I guess the program I used didn't cared for it and picked everything at full volume.

I added notifications to the video to explain what you probably can't hear. It's not much, just that the server list is stored locally and profiles are stored on the server, per server.

>>20069

It's different because I didn't pussy foot around the actual hard parts of remaking SS13, I made them and only now am I gonna focus on adding content. All the other remakes had cool art or nice ideas but never did the groundwork first, like I did.

This is my first build. If you are comparing it to other project's that's hardly fair but I'll simply repeat the previous post. Many had Atmos or Networking or Construction or Art. None so far has had all of those working together, I do.

It's not worth 10$. At all. For now. At this point, it's just a showcase of my progress. As I had more content it will gradually justify that price. It adds a third dimension and first person for starters, helps with immersion and stations become more interesting. There's also the fact that since I'm not tied with any other coder I can try to do content that current SS13 communities refuse to work on.

As I've said in the video, I want to try a perpetual server where the Station "travels" the Galaxy completing objectives for NT, while the traitors try to impede it. It's supposed to be a fundamental revamp of SS13 to accomodate for longer rounds (ideally they won't need to stop) something that the community wants but can't get because everything is "done" after 15 minutes in SS13.

I fully expect many of the current players to see this game as an evolution and an improvement, SS13 growing up, so to speak.

Player interaction is of course planned and is one of my main focus. I want to foster cooperation and character developement in the servers, with people depending more on each other, more content to occupy your time and activities that don't relate to your job but are still fun to do.

I want RP as a major focus of the game and that will tie in with the game.

The floating camera is just to show the player character, the players are all in first person. I just didn't had someone else around to join on the server that I could show trough my character's eyes, although I've already tested that.

Centration was one of the more impressive, graphics-wise that was made. No atmos there. There was also another remake on 3D where you could even fall on the planet below. Also no atmosphere.

The only remakes I've seen that had Atmos where in 2D. And most of them did not have electricity yet.

I know I'm not appealing to the entire SS13 community, but it doesn't matter, I know very well what kind of players I want and I know they want something like this because I've heard them say it themselves. I've seen countless remakes, I've seen where they have failed and I believe I learned from their mistakes.


54e56b No.20074

>>20069

lifeweb was p. successful tho, it's currently earning $1100 per month on patreon now


17a733 No.20075

>>20074

>lifeweb

>sucessful

Poorly translated, harbours a hostile xenophobic community run by a lead dev almost as high and mighty as this guy - and just as delusional. Development has slowed to a complete halt with no open ambitions to change the game from this point out.

Lifeweb is an SS13 clone only by an edited for of the base ss13 game, not even a complete code rewrite, so it's nothing like this development whatsoever.

Randy doesn't charge for his game either - he charges for the privilege to play, and the fact that he only makes $1100 is a testament to how well that does for developers, where open source patreon games are raking in far more than that amount

>implying that patreon bucks are even real at this point, given the rampant scamming and false details that many high profile patreons collect, whilst the patreon company continues on and hardly turns their head past their free cuts.


54e56b No.20078

File: 1437709219607.png (79.76 KB, 930x945, 62:63, oldstationthirteen.png)

>>20075

Eh, I wouldn't consider them arrogant. You probably consider them ambitious, but it's always inspirational to see projects like these manifest. I'm not easily dismissive of them because it takes a lot of willpower and effort to finish a work in a creative medium.

Randy closely interacts with the community to improve the game and get input. Even if it didn't get a good start, it'll become progressively better as time passes. It's the same way SS13 grew into the way it is now.


19282a No.20097

>>20071

I think you're underestimating injury, surgery, and medicine a little. They all tie together and cross over to robotics at least.

A modular concept unifying all "procedures" might be cool. Construction, demolition, surgery, maybe making borgs: current SS13 seems to use several different variations of what could be the same module driven by diverse scripts.


3f7f85 No.20098

>>20097

Those are mostly var manipulations. Honestly, the models and animations are the harshest part of that.

I want to make just one single system for humanoids, their metabolism, full of components that any other part of the game can interact with.

Organs, for example. Humans will have livers, that heal toxin damage and remove toxins in their body.

Surgery can install extra livers with duplicates the benefits, Chemistry produces toxins that are cleared by the liver, or a poison that damages livers instead. Robotics can make a Cyber Liver that works better than a normal one. It's all about making a framework first and then things to tinker with it.


298656 No.20117

Give up now, before you waste your time. You're not the first one to try this on AGDG. We see SS13 remakes once or twice a year, and they always vanish after a few months.


47f642 No.20122

>>20117

He should still give it a shot imo. No time is ever wasted, even if you fail it. If anything, it'll cause him to fail less since he obtained new knowledge from it. He should keep on going until he feels like finishing.


3f7f85 No.20132

>>20117

Hey, I'm learning something by working on this. Even if it flops, I win experience.

And anyway, that kind of reaction is expected. I'd have the same to any other remake I'd see, there's really no reason to have hope at this point.

But I'm too crazy to just give up and I want to give you all hope that it can be done, at the very least.

Because let's be honest Anon, you want it too and you want to believe I can make this, but you're too cynical at this point from all past remakes to beleive in me. That's why you still bother posting whenever one of these show up. You want to beleive, but you can't.

Don't stop believing, Anon. I can do it, I promise.


7f7d43 No.20175

>>20132

The SS13 fanbase has been burned too many times to believe you m80, once you get some more results I'll be more inclined to listen, get some art in there, get player interaction in there and get testing.

I actually hope you succeed cause BYOND is a fucking cluster fuck.


67a73a No.20266

File: 1438109454616.webm (1.98 MB, 1600x900, 16:9, circuit imprinter.webm)

Just a tiny update. This is the circuit imprinter I'm drawing. It's not much and the animation is probably the best part despite how basic it is.

My plan was to make this and an autolathe to add to engineering and then use those to make the machines that create the singularity.

But I'm getting bummed out of working on models for so long with nothing really impressive to show for it, so I'm skipping straight to the Singularity and will be back here afterwards.


9133db No.20295

>>20266

Once you get around to doing UV maps, post them here and I'll bake out all the other maps for you. Possibly do some textures, as well.


6922df No.20321

File: 1438200255218.webm (6.59 MB, 1600x900, 16:9, 2015-07-29-2050-35.webm)

This took me 2 days to make.

Not because the code is hard, it's actually patheticaly simple, but rather because making a 3D singularity that looks at least a little bit threatning is actually quite hard!

The rest, breaking walls, desintegrating items, sucking stuff, that part is actually fairly easy, funnily enough.

Once that's done, I'll be uploading a video to youtube with that stuff.


b47a13 No.20333

>>20132

>Hey, I'm learning something by working on this. Even if it flops, I win experience.

This is the first question my dad asks in an interview when hiring new programmers.

Well the question he asks is "Were you happy with your code in your last project" which the correct answer is "No, i learned how to improve it but wasn't allowed."


36d6f4 No.20357

>>20321

That's not remotely what a black hole inb4 naked singularity looks like.

They do look really intimidating, but that's due to gravitational lensing, the light doesn't come from inside it.

https://www.youtube.com/watch?v=HuCJ8s_xMnI


36d6f4 No.20358

>>20357

Also when things fall in they should appear to fall slower and slower as they approach the event horizon, fading out until they disappear, long before getting to the centre.


9133db No.20393

>>20321

Any emitted light should be around the edges of the sphere, like a corona. The point of a black hole is to be black.


60932a No.20394

>>20357

>>20358

>>20393

A singularity isn't exactly a black hole. It's not even a thing, it's more like a law of physices. It's a place in space where space distorts itself , possibly over itself, maybe to another dimension. Whenever the singularity moves, it's actually that distortion that moves along with it.

Black Holes had mass and all it's phenomenons are due to how, well, massive they are. badum tiss

Singularities are an actual hole, they have no mass whatsoever and end up being more like a door that twists around itself.

At least that's what I'm going for.

While I could make it so the particles generated are around it in a corona, I think the gigantic ball of plasma looks better and more intimidating.


36d6f4 No.20403

>>20394

>A singularity isn't exactly a black hole

I inb4'd that. Naked singularities are a whole can of worms I 'aint touching.

>>20394

> It's a place in space where space distorts itself

No it isn't. The mass distorts the space, as it always does. It's merely extreme here due to the amount of mass. Specifically it's so distorted that there exists no worldline from inside the event horizon to outside the event horizon.

>possibly over itself, maybe to another dimension.

>muh manifolds

Come back when there's empirical evidence for a string theory

>Whenever the singularity moves, it's actually that distortion that moves along with it.

The mass moves. The distortion can be modelled as an object, but you're just reifying it here.

>>20394

>Black Holes had mass

have

>it's phenomenons are due to how, well, massive they are

Whatever happened to you saying "space distorts itself"

>Singularities are...

I didn't finish reading that sentence, because the only sensible ending could be either "not understood" or something trivial.

>At least that's what I'm going for.

Wait I thought we were talking about black holes, a phenomenon that can be observed. If you've been talking about something in your imagination that you've decided to call a black hole then obviously you're going to be right about it no matter what you say.

>I think the gigantic ball of plasma looks better and more intimidating.

The otherworldliness of a realistic depiction is far more intimidating than those particle effects; but this is just a matter of taste.

It looks pretty cool either way.


60932a No.20405

>>20403

Sorry, I'm not going for an actual black hole or a scientifically accurate representation of one anyway.

Even if I wanted, it would probably be far more complicated then I can do. Possibly not, changing FOV, some rotations and changes to speed and it could happen.

But there's really no point, considering that if you are close enough to see it in detail, you are already dead.

I might have to re-read the SS13 lore (if you can call it that) but I though I read somewhere that Singularities where either things that existed in Bluespace or actual portals to Bluespace.

This, again, is science fiction and not supported by any form of scientific theory.

For christ sake, there's clowns aboard a space station, how could this be realistic?


36d6f4 No.20410

File: 1438338900560.jpg (105.35 KB, 600x280, 15:7, warning-from-the-fun-polic….jpg)

>>20405

I'm sorry anon, I'm going to need details about those clowns.


60932a No.20415

>>20410

I'm thinking about simulating Moral. It's sorta a mixture between Happiness and Calm or something. It should give a small bonus if you can keep it up and small penalties should it fall down. Things like moving a bit faster\slower, working a bit faster\slower and stuff like that.

If possibily, a grey filter for your vision when you get severely depressed, that'd be cool.

There would be many ways to change your Moral. Seeing dead crew members lowers it, seeing filth too, being hurt and spending time with injuries as well.

Eating chocolate or drinking should get the Moral up for instance.

More exotic things could be made like a Depressing Ray Gun that makes people very sad very fast or drugs making you very happy temporarily and then making you very sad.

Now as for the clown, I though about making something very funny. He passively increases the moral of everyone nearby by a little bit and by a large amount everytime he suffers damage regardless of source. Clown shenaningans, like slipping in bananas also increase Moral if the clown is nearby when they happen.

But here's a twist: All of this is reversed if the clown is depressed himself. If he is sad, he drains your moral, taking damage makes you very sad and his shenaningans depresse you.

Now you might think this is ripe for griefing with clowns self-injuring to depress everyone else. And you'd be correct. I however think it's hilarious that people would start shooing a very sad clown just because it makes them so sad (and getting depressed if they use violence to kick him out).

It's a different twist on the clown, making him somewhat usefull but also fun to play with.

The Mime is probably gonna follow some similar model, but I'm not sure what it would be. I don't want it to be a carbon copy of the clown system, but we'll see.


fc1c95 No.20419

File: 1438360308711.jpg (12.39 KB, 480x360, 4:3, what did you just say abou….jpg)

>>20405

>there's clowns aboard a space station, how could this be realistic?

Heard you talkin' shit like I wouldn't find out

... honk!


36d6f4 No.20420

File: 1438365541688.jpg (89.91 KB, 620x602, 310:301, clowngrad74.jpg)

>>20405

Are clowns not good enough to become astronauts in your opinion?

Typical pinkie, most clowns are smarter than your racist ass.

why is racism even allowed outside of /pol/?


60932a No.20422

YouTube embed. Click thumbnail to play.

>>20419

>>20420

Sshh, no clown tears now, only singularities. Come on, you know you wanna touch it...

By which I mean I've done the Singularity! Something no other remake ever did!

It only produces chaos and mayhem currently, but really. What more could a spessman ask for?


9354e9 No.20436

This looks promising, and I hope that it either succeeds as a game or fails but becomes a precedent for similar projects


4c3844 No.20458

Can someone fill me in on who did the original SS13? And why so many remakes failed?


60932a No.20462

>>20458

The original SS13 was actually an atmospherics simulator done by someone called Exadv on byond. He wanted to see just what he could do with that platform.

At the same time, Goons were playing a game called Murder Mansion, where a bunch of people inside a mansion roleplay while one of them must kill them all. Goons found the work of Exadv and decided to try it for themselves.

After many altercations with some stories about stolen code, Goonstation came to be and evolved much throughout the years, eventually being made public with many more servers cropping up.

To this date, many attemps have been made to remake SS13 in many different engines and ways.

They all failed for a variety of reasons, but the come theme between them is the creator running out of steam.

My personal opinion here is that most Devs undertake this project like they are hosting some Garry's Mod server, expecting it to be quite easy. They soon find out that you either make a very restrictive game or you're in for a very large amount of work due to how much every system overlaps and interconnects.

Construction itself dictates how the station is. This in turn affects how atmosphere is traded between tiles\rooms and all of this needs to be shared over the Net, so you already have 3 systems heavily interconnected just to have a room full of oxygen with a few players.

I believe many devs decided to try doing other stuff first like models, some basic form of electricity and combat and ran out of steam once they had to go back and actually do the heavy work.

That or they had massive drama in their team.


b236fe No.20464

>>20420

>why is racism even allowed outside of /pol/?

Are you serious you dirty kike nigger abo cunt?


60932a No.20470

>>20420

Racism is allowed outside of Pol because some people are so uncreative that they literally can't do or say anything funny if it doesn't contain a racist joke.

Racist jokes can be funny I laugh at them too. But this "Moonman this, Hitler that" is more like someone farting and expecting other people to laugh it up.

>>20464

case in point...


a662e5 No.20475

YouTube embed. Click thumbnail to play.

>>20420

>why is racism even allowed outside of /pol/?

If you want forced political correctness and a team of moderators to protect you from opinions you disagree with, an anonymous imageboard - and especially a website that describes itself as a free speech alternative to 4chan - is the last place you should be.

Try Reddit.


602746 No.20478

Nice to see a working SS13 alternative, but one of the things that keep ss13 afloat is continuous development and server diversity, which you cant warantee without opersores. Find a way to open up the code (open source can be paid, just build a key auth system), or Im sorry to tell you not much people will be interested.


60932a No.20479

>>20475

Political correctness and "opinions you disagree with" is one thing (cancer) but this is another.

It's a bunch of people saying racist shit just because they think it's hilarious.

It's not the opinion I care about, I don't mind that. I dislike the attitude, the "look at me, I said nigger XD I'm the radest!"

Being policaticallly incorrect for the sake of being politically incorrect is just as bad as being politically correct for the sake of being politically correct.

You think Moonman is the funniest shit ever? Cool, so was Pepe. It's now Reddits fucktoy. Not gonna happen to Moonman because of what it represents, but people use Moonman here the same way Reddit uses Pepe.

If I dislike racist talk is not because I opose it but rather because they are in the same tier as most reddit conversations. Spout sentence that everyone agrees with, be showered with upvotes.


60932a No.20481

>>20478

Well, the idea is to go around asking communities what features they want and keep adding them.

Also, after a year or so, I'd release the source code to it because at that point I'd probably have started another project anyway.

Kinda what Notch said he'd do but never did...


4c3844 No.20483

I doubt you're selling this game to Microsoft anyway, it's way too unique, and I don't think normies will buy it in emough quantities. Still, it appears you are working on it at a decent pace. Keep it up.


a662e5 No.20484

>>20479

>Pepe and moonman are unfunny

Thanks for the non sequitur I completely agree with.

why is racism even allowed outside of /pol/?

was the post I was replying to.

>


36d6f4 No.20492

>>20464

>>20470

>>20475

>taking a post about clown racism seriously

Oy vey, oy gevalt, honk honk nigga.

Thanks for the Enoch video though, I hadn't seen that one.


36d6f4 No.20493

>>20422

>>20462

That looks real good anon.

I'm not familiar with the original, but I do want to play this when it's ready.


36d6f4 No.20494

>>20492

>Erasing the lived experiences of clowns everywhere

What a fucking shitlord.

ib4 samefag, you neurotypical scum, respect my headmates


a662e5 No.20517

YouTube embed. Click thumbnail to play.

>>20492

Can never get enough Enoch.


d072e3 No.20973

>>20066

>I'm not releasing the source code because I intend on selling it for 10$ or so later on. I want to start a career with this and the money will help paying someone to make better graphics for me.

Why are you being such a fucking faggot OP? You do realize that you can release the source code for your game an still sell it, right? Quake is still one of the most moddable games to this day for this reason. It works especially well for vidya because people still have to buy the game for the assets to work (to be able to play the game) so they can;t just compile the game and p[lay it. For a game like this, why would you ever want to take away user freedom like that? I hope your project crashes and burns.


b236fe No.20987

>>20066

>this one will actually be finished!

Uh huh

>Most remakes done so far have deviated from them, trying to make cool art or focusing on other things first. Eventually they gave up when they hit the hard part. Me instead, like the madman I am, took to make the hardest and harshest parts first since it would be pointless to do anything before this. And I did it! And it works!

>There are also still some bugs because I'm just too excited to debug them all, I've been post-poning this post for a long time now.

Not looking good.

>I'm not releasing the source code because I intend on selling it for 10$ or so later on.

>SS13

>No sourcecode access

>I want to start a career with this and the money will help paying someone to make better graphics for me. But what's probably gonna be the best for me is the reputation. I believe the first person to sucessfully remake SS13 is gonna be a famous man if only for how crazy he must be, and I want to be that man.

>I'm exhausted, tired, bored and I hate the work I've done, but at the same time, I'm proud of what I could accomplish and the hope it brings me and maybe other people too. I want more complex and deep games and to start a career making them. Hopefully, this will be the first of many. I hope you like my work and that you believe in me, Anons!

>I made one and I'm making them come back in style.

Are you trying to raise as many "not gonna make it" flags as you possibly can in one post or what?




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]