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/cyber/ - Cyberpunk & Science Fiction

A board dedicated to all things cyberpunk (and all other futuristic science fiction) NSFW welcome

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Young man, in mathematics you don't understand things. You just get used to them. - John Von Neumann
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File: 1455513739029.gif (3.6 MB, 409x286, 409:286, locking.gif)

 No.39651

I'm making a cyberpunk game, and it needed a hacking minigame, so I got inspired by Rez and made this thing. I'm trying to make the whole game VR compatible.

The minigame is a mix between boardgame and shooter, you could say that Starfighter Sanvein is an inspiration too, where you go along the map against time powering yourself up and fighting enemies.

I went for realistic hacking as you can see.

 No.39652

Looks really nice. Post more! It's an eye candy.

I see how shooter part works. How will boardgame part work? What game engine is this? Is it hard? Will you add more hacking tools? When can I play?


 No.39657

>>39652

Thanks for the interest.

The boardgame part is a grid with walls, ICE ( the shooter part ), and surprises, where you uncover nearby tiles to decide where to step next. The goal is to find the keys to the mainframe and escape in time avoiding the countermeasures. It's supposed to be very frenetic and hard so you can get nice rewards in the main game for it.

There will be a bunch of upgrades and exploits that you find in the board to ensure some gameplay depth ( I am very concerned about depth ).

I'm doing this thing little by little because I don't have a budget, but it's years of planning and refinement, I hope to finish it by next year.


 No.39659

>>39657

Looking forward to your game. So there will be automatic exploits (like ping and highlight safe tiles); actually there is quite a lot of things that can be added. Depends on your time only. If you want some insights on minigames, play Jazzpunk. Although not strictly cyberpunk, it features alot of depth, meta jokes, minigames, etc.

Wanted to do basic side-scroll shooter with pixel/glitchy aesthetic but game making seems like a hard and time-consuming process.

Post here when it is ready. I would even suggesting a spinoff where you only hack straight through.


 No.39660

>>39659

Thanks.

I plan to make a hacking only mode as an unlockable. Some sort of tower mode where you hack harder and harder stages.

The problem with a game only about hacking is that it's impossible to make it tense for a long period of time. Whereas being inside another game makes it more tense, for example if a gun is in the head of your character, if you fail to hack successfuly, you are toast. Or if you need to disable cameras in the parking lot to have a safe place to rest and heal.

Building tension is better that way, since you are not just solving a puzzle, you are doing it to survive ( and make some neo yen).

You'll pick or buy consumable exploits to do various things like the ping you said.

Making games is very hard and time consuming yes, but a basic side scroller shooter is doable for a beginner. I suggest Construct 2 for complete beginners.

I didn't enjoy jazzpunk, wanted to but couldn't get into it, gave up on it after an hour and a half.


 No.39664

File: 1455581350340.jpg (64.84 KB, 421x500, 421:500, pic1413740_md.jpg)

I always wondered if a game that abstracts and gamifies the logic of hacking is possible. In the way that TIS-100 uses the logic of assembly programming

It's always instead inspired by the visual imagery and narrative themes surrounding hacking, not its inner logic. Unfortunately, the same can be said of cyberpunk vidya. I hope yours doesn't make the same mistake

>Starfighter Sanvein

Great taste


 No.39666

>>39664

Well, I'm a programmer, I've seen what real hacking is about, and it requires domain knowledge to be interesting, or is plainly monotonous. You have some archetypical tools like password crackers, scanning, DDoS, etc. My take is that in the future computer systems are so complex that intelligent agents "live" in the cyberspace, maintaining and developing systems (like autonomous corps), and fighting them is a real possiblity, the same way you "fight" google when you are looking for something you are not supposed to, or trying to take down a botnet, or stopping a virus from spreading.

I'm always in the look out for action puzzle ideas to make "hacking" work as a minigame that is enjoyable.

I could write on and on about the topic of making hacking and or programming into a game, and I hope to make enough yen to explore the topic in several games.

As for the visual "language" of hacking, it is still something I'd like to play, even if completely fake, and there's a severe lack of it out there. I try to capture the spirit of finding weak spots, cleaning your tracks and thinking fast against a complex enemy ( the entities in the board, the time limit, your resources, your combat skills).

That said, my goal with the game is to create a modest framework for different game modes to explore different kinds of adventures in a cyberpunk city.


 No.39672

That's trippy as hell and looks rad. Shooting looks fun as well.


 No.39731

>>39660

Thanks for the tip, I'll try Constructor 2.


 No.39732

>>39672

Thanks, and wait until you try it in VR.

>>39731

It's called Construct 2. A little advice I can give you is to focus on level design, not in making the most sick ass platforming combat third person rpg crafting game. Just make fun levels. You can get some free art to use from www.opengameart.org , search for kenney stuff, nice assets for developing.

It's a fun hobby, hope to see you progress.


 No.39735

Check out The Magic Circle if you haven't. There's a free demo on Steam, or just rip it. It's got a very interesting hacking mechanic, the game is about subverting the game all meta-like.


 No.39738

File: 1455667031333.jpg (35 KB, 625x417, 625:417, johnny-mnemonic-big1[1].jpg)

Cool OP, it immediately made me think of Johnny Mnemonic

I'm also making a hacking game and wish you good luck.


 No.39739

File: 1455669655596.jpg (197.94 KB, 1279x847, 1279:847, haxing.jpg)

>>39735

Looks like a fun game, I'll check it out once I can afford a computer heh.

>>39738

Yeah, clear inspiration. My dream is to do hand navigation with the Touch controllers or the Vive.

<<<Here's an old concept.

How's your game like? Post some in dev screenshot.


 No.39742

>>39735

On the topic of hacking minigames, there's a game I just played called "Pony Island" that has a pretty simple one. You've got little squares with arrows on 'em, that direct a key to different paths through the screen. Get the key to the keyhole, and you progress. The first boss takes turns with you, trying to place instructions that get in your way. It's awesome.


 No.39745

>>39739

>hand navigation

Whoever makes a decent Minority Report simulator, or whatever to call it in Johnny Mnemonic, deserves all the meme bucks they get.But it doesn't seem like the technology is there yet, VR interaction still looks pretty clunky in general


 No.39746

>>39745

I think that the tech is good enough for it, problem is that it isn't released. I just need to get a hold of the hardware and a week of hacking. I'm quite hopeless about it due to the cost. I'm willing to reinvest all I make with this game to enable and polish the vr mode as it should be.

Just the thought of moving through the network by pointing your hands gives me shivers.


 No.39750

>>39732

Dude I didn't even see the part where you mentioned you wanted VR as well. I'm really rooting for you to do this and achieve your goal.


 No.39806

>>39739

>How's your game like? Post some in dev screenshot.

Its this one

>>33591

Can you post about the boardgame aspect? What you said about disabling a security camera reminds me of a recent game called Clandestine (it failed terribly though) where one person hacks and the other moves around in-world as the hacker unlocks doors or whatever for them


 No.39940

>>39651

>I went for realistic hacking as you can see.

kek'd

Your game will be Open Source on github, right?


 No.40515

>>39664

>>39666

How about a series of Warioware-style microgames? Then instead of having to represent hacking as a single activity, it can be broken up into a bunch of simple five second games. Like a playable montage where each part is based on a different program or intrusion technique.




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