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Wow, really great post. Thank you for sharing.
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Most roguelikes hide the random generation process. If it takes long enough to build, there's usually a loading screen where it either says loading or "building" or "generating" or "reticulating splines" or something like that. Maybe to obfuscate the map. Maybe because visualizing the generation could look bad. Maybe both, or something else.
I was debugging my map generator and visualizing it step-by-step. It occurred to me that this might be something that entertains the player to watch.
It takes about two seconds when I slow it down like that, but the processing isn't very intense and it could easily all fit inside a single frame. My reason for bringing this up and my question to people who like offering random design input is should I leave the map display up for regular play? After generation, the in-game map would only show visited or "discovered" rooms in the stage, but I thought it'd be neat for players to get a flash of what the whole stage is like and how it was created to begin with.
Thoughts?
[/IMG]http://i.imgur.com/ohYhYz1.png[/IMG]
More fires! Had a very productive 2 hour stream of me trying to optimise fire spread, only to make it significantly worse, but way cooler.
Screenshot is the after effects of a bunch of compounding stuff go wrong within the game and the code.
Super cool but i feel like it shows you 'the answer' assuming the initial path that flashes is the 'true path' so it almost forces me to want to try and remember that path for the sake of reaching the goal and it almost eliminates a sense of exploration from the mix.. now the focus becomes whether or not i can remember that initial path because its shown to me because if its being shown to me for a brief second, it must be being shown to me for a reason.. ie, for me to try and remember it.
thats my gamer voice.
my game dev voice is that it looks super fucking cool.
Most roguelikes hide the random generation process. If it takes long enough to build, there's usually a loading screen where it either says loading or "building" or "generating" or "reticulating splines" or something like that. Maybe to obfuscate the map. Maybe because visualizing the generation could look bad. Maybe both, or something else.
I was debugging my map generator and visualizing it step-by-step. It occurred to me that this might be something that entertains the player to watch.
It takes about two seconds when I slow it down like that, but the processing isn't very intense and it could easily all fit inside a single frame. My reason for bringing this up and my question to people who like offering random design input is should I leave the map display up for regular play? After generation, the in-game map would only show visited or "discovered" rooms in the stage, but I thought it'd be neat for players to get a flash of what the whole stage is like and how it was created to begin with.
Thoughts?
As a player I would like the idea from a loading standpoint as far as having something interesting to look at while I wait.
But if there is exploration involved, and the entire map isn't revealed during playtime, I think it would be detrimental. (Reiterating what mantrakid was mentioning)
What about a visualization on the loading screen that uses your map generation algorithms in a different way? I can't think of a good visual at the moment, but it could be a good way to show off your generator without revealing the map to the player.
If there's a worry with showing the player the map beforehand you could show how it was generated afterwards instead. It might be a fun reward for completion.
I got totally caught up in destruction and made this experiment "game" over the weekend called "Where Is My Hammer":
Knock Knock
It is car! It can drive: https://twitter.com/TocoGamescom/status/536615530976018432
The best way is through it.
You can download it here: http://tocogames.itch.io/where-is-my-hammer-destroy-everything
Please give it a vote here: http://jams.gamejolt.io/indiesvspewdiepie/games/where-is-my-hammer/39931
That's true, but I'm not convinced it is something I should worry about.
Anyway, thanks for all the input and suggestions everyone. You guys are the best!
I feel like I don't know enough about your game to give valuable design feedback about this being a good or bad thing to show, but from a players perspective it is certainly an interesting thing to see.
Hope that helps in some way ><
That's actually really well compared to us and the others I've heard. We are at a bit less with nearing two weeks now. The dropoff should hit soon (I think it was day 3/4 for us, but that was Sunday anyway), but I'd say you're in a good place given how amazingly slow Greenlight seems to be at the moment.My greenlight's at 20% the votes it needs to get into the top 100, after the second day of being up. Looks to be doing okay, but I'm not really sure how I'm doing compared to everyone else who's done it. I expect that there's a huge vote dropoff after the next few days.
As far as waiting goes, part of what I was saying is that no waiting has to happen at all. The generation is segregated and efficient enough that the only downtime is a frame or two here and there, (one frame to build the basic stage layout as shown in the GIF, and one or two frames when first entering each of the rooms shown). So this isn't covering a loading screen, although I'm sure I'd get many players thinking as much.
I guess ultimately I could set it as a game option and have the players decide for themselves, but it feels neater if I pick one thing and say "this is the best way to play". Or maybe whether it appears is part of the difficulty selection, should I include that.
Maybe this doesn't change anything, but the reason why I said exploring secondary paths is required in part is that two or three of the rooms in the primary path are gated, the keys for which are found off the beaten path.
Unity 4.6 is out.
Added the new UI system, StopCoroutine(Coroutine) function and Stencil buffers are now available in Free, among others.
saw this on twitter.I wish this could be me again. I disallow myself to indulge.. for the greater good.
lol.... I have sooooo many started / abandoned projects over the years. I WILL FINISH STARDIVER.... now I just need to repeat that 100 times an hour daily.
I used to do this a lot. here's my stencyl graveyard. much of this is just shit I did as I was learning the program. But there's an idea in there I'd like to look at again later. It involves lots of little creatures on screen and you use the mouse/your finger to blow them around. I never quite knew exactly what the object of the game would be, just that it could look very very cool.
That stencyl graveyard is really cool. I got to play Ghost Song!
My hype level for your game just increased 10 fold.
I'm going trough a phase where I'm not sure if I should keep working on my current project or not.
My interest is starting to disappear and what the game doesn't feel like it's turning out very fun.
I'm telling myself that this is mostly a learning experience and even if it doesn't turn out any good that it's good to finish it but my mind just wants to do other ideas.
It's hard.
Honestly, get a second pair of eyes on it instead of second guessing yourself.
Notch knows how to do it. Man, I wish I could make my brain work like his.some random observations.
- making a new prototype often feels like everything's moving fast-- because it is, because you're excited about the new idea and building everything from scratch and it's totally new. you are very productive when making a prototype, and this leads to the impression that making a full game wouldn't be that hard because making a cool prototype wasn't that hard.
- actual game development, once you're well passed the prototype, is a slog marked by periods of wheel spinning and various degrees of idling and tinkering and doodling and then spurts of high productivity -- triggered by various things, but often just having to do with motivation/inspiration/outside requirements (you have a deadline enforced).
- if you stayed productive at all times, if you were some kind of android or one of those rare indviduals who focuses like a laser at all times - or someone who benefits from a mild case of autism (not making a joke -- I have known two people in my life who were functioning normal people with mild cases of autism who were PRODUCTIVE AS SHIT -- POWERHOUSES) -- then making a full game really wouldn't take that long.
- I wish I could be focused and energetic an productive at all times. so far I haven't figured out how.
Casey Muratori, the guy doing the Handmade Hero stream, also seems to do it and works crazy fast sometimes.Notch knows how to do it. Man, I wish I could make my brain work like his.
some random observations.
- making a new prototype often feels like everything's moving fast-- because it is, because you're excited about the new idea and building everything from scratch and it's totally new. you are very productive when making a prototype, and this leads to the impression that making a full game wouldn't be that hard because making a cool prototype wasn't that hard.
- actual game development, once you're well passed the prototype, is a slog marked by periods of wheel spinning and various degrees of idling and tinkering and doodling and then spurts of high productivity -- triggered by various things, but often just having to do with motivation/inspiration/outside requirements (you have a deadline enforced).
- if you stayed productive at all times, if you were some kind of android or one of those rare indviduals who focuses like a laser at all times - or someone who benefits from a mild case of autism (not making a joke -- I have known two people in my life who were functioning normal people with mild cases of autism who were PRODUCTIVE AS SHIT -- POWERHOUSES) -- then making a full game really wouldn't take that long.
- I wish I could be focused and energetic an productive at all times. so far I haven't figured out how.
some random observations.
- making a new prototype often feels like everything's moving fast-- because it is, because you're excited about the new idea and building everything from scratch and it's totally new. you are very productive when making a prototype, and this leads to the impression that making a full game wouldn't be that hard because making a cool prototype wasn't that hard.
- actual game development, once you're well passed the prototype, is a slog marked by periods of wheel spinning and various degrees of idling and tinkering and doodling and then spurts of high productivity -- triggered by various things, but often just having to do with motivation/inspiration/outside requirements (you have a deadline enforced).
- if you stayed productive at all times, if you were some kind of android or one of those rare indviduals who focuses like a laser at all times - or someone who benefits from a mild case of autism (not making a joke -- I have known two people in my life who were functioning normal people with mild cases of autism who were PRODUCTIVE AS SHIT -- POWERHOUSES) -- then making a full game really wouldn't take that long.
- I wish I could be focused and energetic an productive at all times. so far I haven't figured out how.
programming new features is the best thing about making games
think my fire propagation is done for now. Now to add fire extinguishers, and then... at some point code all the networking interactions into it all.
I still have to look into how that can be done.Nice, we actually talked about it in our game class today. Any chance of Mac version?
Voted yet?
Here: http://jams.gamejolt.io/indiesvspewdiepie/games/where-is-my-hammer/39931
I still have to look into how that can be done.
I think (as you may reference) it does depend on the person though. One's brain being fresh in the morning is practically an alien concept to me. On the other hand, there are those who LOVE early mornings and their body/brain works great with them.Save when your brain is fresh in the morning for problem solving / laying down new code. After lunch for bug fixing and late afternoon for tidying up, commenting code
I still have to look into how that can be done.
IIRC it can. It's in the package menu.Can UE4 not just build straight for OSX? I'm not entirely familiar with the engine, but I thought it had support for that.
Really need gif btw, voted.
Thx, yea it is all made in Blueprint. Destruction stuff gave a lot of headache though. I had to build everything perfect grid based because overlapping stuff could just make stuff blow up when you touch it. There are also lots of glitches in it.i love this.. I can just hear someone pissed off "FUCK THIS FUCK THAT FUCK THIS TOO FUCK THAT OVER THERE AGGGHHHHHH RAGGEEE!" Love it, such a good concept.
is this blueprint?
Did not show up for me, do you have to run the Unreal editor on mac for it?Can UE4 not just build straight for OSX? I'm not entirely familiar with the engine, but I thought it had support for that.
Really neat gif btw, voted.
edit: Yep
Thx, yea it is all made in Blueprint. Destruction stuff gave a lot of headache though. I had to build everything perfect grid based because overlapping stuff could just make stuff blow up when you touch it. There are also lots of glitches in it.
Did not show up for me, do you have to run the Unreal editor on mac for it?
Thanks for the offer! I have a old macbook here but I'm not sure if it can run UE4 so I might get back to you on it.Looks like you do have to be on a Mac to build for OSX. link
If you don't have access to one PM me. I'd be happy to build it for you and send it back.
I was looking up the next ludam dare date and info and noticed their list of live streaming of development. Do any of you guys stream your dev? I'm thinking of trying it out. Maybe it will keep me on task a bit more. If any of you do stream dev, where do you list it as avail for view? I would assume ludam's list is for active ludams (though there are a lot of misc streams on there now when a dare isn't going on).
Streaming for a while here if anyone cared to watch me create bugs
http://www.twitch.tv/friken0
Thanks for the reminder. December 5th is coming up fast.I was looking up the next ludam dare date and info and noticed their list of live streaming of development. Do any of you guys stream your dev? I'm thinking of trying it out. Maybe it will keep me on task a bit more. If any of you do stream dev, where do you list it as avail for view? I would assume ludam's list is for active ludams (though there are a lot of misc streams on there now when a dare isn't going on).
Streaming for a while here if anyone cared to watch me create bugs
http://www.twitch.tv/friken0
Thanks for the offer! I have a old macbook here but I'm not sure if it can run UE4 so I might get back to you on it.
Btw, with the UDK it is possible to make a mac build on a PC which is a bit odd considering UE4 is the next step.
Deadnauts, so named because theyre unlikely to return, must explore, investigate and fight their way through the derelict ships of dead civilizations. Every mission is unique and no two locations are the same. And each ship contains mysterious enemies and hostile security systems.
Manage your Deadnauts skills, talents, relationships and flaws and you might get them out alive.
- Squad-based tactics: Control five complex characters as they explore, investigate and fight their way through each mission.
- Character generation: Create back stories for your team, mold their relationships and equip them well.
- Every game is unique: Dynamically-generated missions and campaigns ensure no two mysteries are the same.
- Flexible and complex: Adapt to your situation with an arsenal of weapons and shields, or use stealth, hacking and sensors to move unnoticed.
- Out of control: Deadnauts have their own fears, motivations and dispositions. Stay in charge, keep in contact, dont let them out of your sight.