[–]▶ No.16978>>17006 >>17163 >>19515 >>31999 >>32776 [Watch Thread][Show All Posts]
How would you guys like to make a game?
Long story short, if people from here figured out what to put into a game and helped make graphics for it, I'd like to put it together as an actual game.
I'm thinking of some kind of 2D top-down game like some Zelda games because I feel it would be easier to collaborate on, no complicated game mechanics, just something fairly basic. Maybe an unusual fight/interaction screen like Undertale that's not just a generic turn based rpg thing. Or maybe there isn't fighting at all.
To be more specific, we'd design the characters and dialogue, quests, levels and environments, story and world, and everything there is to a game. That is to say, the bulk of the game content. The quality standard would be basically 0, if you want to draw a sprite that nobody else is drawing, it doesn't matter how good it is. If you think you can improve a sprite someone else made, go for it. And just to be clear, making the characters is only like 5% of the whole, it's not enough to just design or draw characters. We need to figure out the layout of the maps and what kind of challenges they have for the player and then design those challenges, and draw a lot of bushes and barrels and items and the like, and write actual dialogue between characters.
I'm mostly gauging interest than anything. There probably isn't enough people here to get anything like this very far, so I might be humoring the thought more than making a serious suggestion. But I would actually like to do it if there's enough interest.
▶ No.16996>>17006 >>17019 >>17163 >>17172
Could be pretty neat since the arcade one is on hold. Sorry about that
I take it you're the one who's been working on his engine for a while. You're in a better position to handle this, but for this larger scope it would be good to over some steps to direct everyone.
First thing first is to think of and experiment with a simple core concept for gameplay. Everything else will just evolve from that.
Let's say we focus on: pouncing
After giving the test cube the sexiest movement and pounce actions ever, we think what would make sense for a game about pouncing.
Well you pounce on things to catch them, so maybe you do a lot of chasing and catching. Maybe you're a hunter of some kind. You'd obviously be an animal known for pouncing. Perhaps they'd be some momentum based puzzles, and items/dungeon gimmicks to augment your moves. So on and so fort.
Then as lot of cool and fun things are being tested we get autistic about story detail, start making art, and so on.
▶ No.17000>>17002 >>17019 >>17192
Well, we have a 3D artist lurking around.
▶ No.17002>>17019 >>17192
>>17000
I'm pretty sure 3D is out of the question, especially if there's only a single 3D artist around. 2D is easier and allows just about anyone to contribute.
▶ No.17006>>17019
>>16978 (OP)
First step is core concept. "top down game" isnt really enough. While I don't know how much you can really do for a whole game centered around pouncing like >>16996 suggests, it could be an ability to gain. My mind went straight to Hyperlight for an example of a great top down Zelda ish game, instead of Undermeme.
▶ No.17014>>17016 >>17019
My first thought for top down games were survival and sim, but that would just be don't starve and Stardew Valley.
Going with the basics of having a pounce, how about a top down 2d monster hunter? Just shift more of the mechanics to tracking down the big bad rather than a big dumb fight.
Creating a few assets like footprints and other signs a monster has been in the area would be relatively easy, then just create a logical algorithm that places them around a map with flags back to the monsters location. You could even tie in a tracking state to give more specific dialogue the better your skill is upon interact.
If not that, I've been dying for a good 2d beat em up for about a decade now. Though that requires a lot of art... maybe a metroidvania?
▶ No.17016
>>17014
>metroidvania
Love the genre but you have to be an excellent level designer if you want it to be any good.
▶ No.17019>>17029 >>17192
>>16996
>larger scope
I was specifically suggesting a 2D Zelda-like because it would be "easy". Mechanically that type of game is fairly simple, you don't need physics or vector magic or complicated AI or anything like that. Plus it's easier to put lots of characters and dialogue into it, which I suspect most people would be interested of.
I'm not opposed to doing something completely different though, but I know my limits so it can't be anything too ambitious or mechanically innovative. Plus if it focuses too much on mechanics (see: rogueli[t/k]es), there would be less to design.
>After giving the test cube the sexiest movement and pounce actions ever, we think what would make sense for a game about pouncing.
You're doing the Nintendo approach to game design, I like it.
That makes me think of some kind of stealth game; try to get close to someone and then pounce at them to catch it. Or run after someone and try to catch it in a high speed chase. It could also work as an attack and a dodge in combat. Upgraded pounces could be used to bypass gaps and stuff. I can imagine there being something more unique too, like your previous pounce leaving behind a platform that can be jumped on, but if you pounce again then the older one disappears. Yeah, it could definitely work as the central game mechanic. Plus it would make sense in a furry/animal game too.
>>17006
I'm concerned about HLD because that might inspire too ambitious and focus too much the fighting mechanics. We could think again about expanding and adding more complicated things when we have something basic to start with.
I used Undertale as an example because I feel it would be the most fun for people to work on, since it focuses a lot on characters and the world. Maybe I'm wrong though.
>>17000
>>17002
3D is definitely out of question, the amount of people who are able to work in 3D is extremely limited compared to 2D, and the amount of work required to do 3D assets is generally larger. I suspect I wouldn't even be able to make a 3D game. We could use 3D models as a guide though if someone makes them.
>>17014
We could make a Harvest Moon-like or a survival game too, that's no problem. I've thought about working on a Fallout-like where you explore and scavenge in a wasteland of some kind.
I'm not familiar with Monster Hunter personally, so I'm not sure what that would be like. I know a lot of it is in the combat, but I don't know how complex it is exactly. Focusing on some kind of hunting/tracking could be interesting, though I wonder if we'd be better off doing more traditional quests instead instead. They could be related to tracking something too.
Not a fan of beat-em-ups myself, but if there's an interesting enough idea I could get into it. Metroidvanias are okay if we think of something different than "shoot at things".
▶ No.17020>>17166
https://discord.gg/kUTjj
Not OP, but also a game dev, I've made a discord if anyone is serious about working on something together.
▶ No.17029>>17117
>>17019
A kinda more traditional fallout type RPG would be super cool. Also have to imagine that while coding up the system would be a little more intense than a Zelda clone, the gameplay you can get out of that kind of system is way easier afterwards.
▶ No.17106>>17117 >>17165 >>17168
quick advice: creating a new game engine from the ground up is easily the worst decision for any gamedev, let alone a niche group of ragtag autists. so you tards plan on doing your vidya, consider sticking to Clickteam (bcuz Construct 2's Terms&Conditions mention that making lewd games is the fast lane to getting their lawyers chasing your ass)/Godot/Gamemaker
▶ No.17117>>17125
>>17029
>would be a little more intense than a Zelda clone
What do you mean by "intense"? It doesn't have to be like zelda, it doesn't even have to be top-down. Hell, it doesn't even have to be an adventure or action game. I'd just love to work on some kind of project with /fur/ so long as it doesn't grow out of control and become unmanageable. There's nothing specific nailed down yet, so all the mechanics are up for discussion.
>>17106
I was planning to use my "engine", not make a new one. I figured nobody can/wants to do code anyway, especially in a way that's compatible with my methods, so I didn't make a point out of it.
▶ No.17125>>17129
>>17117
When I said intense I simply meant that a simple directional game with 'hit x, swing sword' combat would be easier to code than an RPG where equipment and items are a thing.
Just felt it was worth bringing up as we will likely only have the one anon doing any actual coding.
▶ No.17129
>>17125
I can handle the something like that fine. There's nothing actually complicated about equipment or inventory. It would be harder to balance the equipment than to actually implement them in the game if you did something Fallout-like.
▶ No.17163>>17168 >>17172
>>16978 (OP)
>>16996
I can program and I have some spriting experience, but I'm also pathalogically lazy, so you'd have to bug me a bit to get me to actually work on it.
▶ No.17165
>>17106
>quick advice: creating a new game engine from the ground up is easily the worst decision for any gamedev, let alone a niche group of ragtag autists. so you tards plan on doing your vidya, consider sticking to Clickteam (bcuz Construct 2's Terms&Conditions mention that making lewd games is the fast lane to getting their lawyers chasing your ass)/Godot/Gamemaker
Terrible taste in engines, fam.
Why not LOVE? Why not Unity (with plugins for 2D shit)?
https://love2d.org/
https://unity3d.com/learn/tutorials/topics/2d-game-creation/2d-game-development-walkthrough
▶ No.17166>>17173
>>17020
>this invite has expired
Make a permanent one you double yiffer
▶ No.17168>>17323
>>17163
I'll be sure to bully you
I should mention I can sprite too.
>>17106
>creating a new game engine from the ground up is easily the worst decision for any gamedev
I hate this meme.
If you're legitimately interested in everything that goes into gamedev it's a good way to learn and makes you a much better programmer overall. Also depending on how you do things the level of control is often worth it.
Also for 2D it isn't actually that hard depending on the type of game. But it's definitely time consuming while you're still learning.
From the perspective of working with a group and not having most of your engine already put together, yes it's not a good idea. But if you've already got progress and know what you're doing, it's totally fine.
TL;DR
If you have a priority on study, make your own engine.
If you have a priority on getting the project done and don't have your own tools set up yet, use an existing engine.
having made tools you like also makes programming more fun
▶ No.17172>>17183 >>17186 >>17200
I was exploring the idea of a pounce being a central game mechanic as suggested in >>16996 because I thought that was interesting.
>>17163
I'm surprised by the amount of people who can code. I think it would be difficult to collaborate on the code front unless everyone uses the same engine and language and there's a good basis to work off of, and I probably don't fit any one of those qualifications myself. I can work with my own stuff but I don't know how I'd approach sharing the workload with it.
▶ No.17173
>>17166
https://discord.gg/Ws5PE
Sorry you're right. I just though everyone would join all at once. Some reposted before kemo deletes my post, cause I'm not posting from my pc rn.
▶ No.17183>>17189 >>17190
>>17172
These are some neat ideas also the drawings are super cute
Might be worth making the basic movement and pounce and seeing how it feels. I'm not sure about charging it though. Best to start with a fixed pounce distance first before seeing how to make a charged one flow well.
▶ No.17184>>17189 >>17190
What are the boop mechanics so far?
▶ No.17186>>17190
>>17172
these look like definite metroidvania gameplay ideas unless im mistaken. Some more
>Water Pounce - unlockable. able to pounce onto and off water once. Could tier-up into the ability to pounce off mid air but not the typical double jump since you must commit to a direction.
I wont lie, the simplistic concept art, small animal metroidvania abilities and magic makes me think of Ori. Fuggin great game if you havent played it.
The shadow pounce seems like an elemental-creature thing and I'm almost inclined to want to go in that direction. Like gaining the ability to pounce through fire and eventually wield it as a fire-pounce.
▶ No.17189>>17190
>>17184
pretty sure it's pounce fam.
>>17183
I'd probably stay away from charging for the basic core pounce and go for button tap vs button hold. Simple and quick.
This brings up a question, is pouncing replacing jump? can we only jump if we pounce?
▶ No.17190>>17194 >>17197
Some more notes I though of about more fine detail mechanics.
>>17183
>Might be worth making the basic movement and pounce and seeing how it feels
I actually started setting up my code for that already
I'm just appeasing my curiosity since I've nothing else to do.
>I'm not sure about charging it though. Best to start with a fixed pounce distance first before seeing how to make a charged one flow well.
I'm not sure about it myself either, but I felt that since it's a forward jump it would often be either too short or too long. Although if it's held, then you probably can't use it during movement.
A pounce could be a charged version of a normal jump too. i.e tap to jump, or hold for half a second to start charging the pounce, or something.
>>17184
>boop mechanics
What
I'm personally playing around with this pouncing idea, but nothing's decided for sure yet.
>>17186
>able to pounce onto and off water once
Not a bad idea. I was trying to think of abilities that have multiple differences and can be used in many different ways. For example instead of 'water pounce', you could have a "feather pounce" that can bounce once off of anything that would otherwise give in, like water or glass panels, and maybe even allow you to float in air currents.
>makes me think of Ori. Fuggin great game if you havent played it
Don't have any consoles so I can't try it myself, but I've heard it's good.
>>17189
>is pouncing replacing jump?
I'm thinking of a top-down game so the utility of jumping would be very limited to begin with. That's why I thought of using a pounce as a jump, and having an upgrade that allows you to jump over/on top of things.
In the case of a sidescroller, you'd probably want jump high enough so you can jump over small walls, but then it's more of a "jump" than a "pounce".
▶ No.17192
>>17000
>>17002
>>17019
Dropping my two cents since I've been brought up.
>I'm pretty sure 3D is out of the question, especially if there's only a single 3D artist around
>I suspect I wouldn't even be able to make a 3D game.
Considering there is someone in this very fandom who isn't worth that much as a game dev, much less as a 3D artist, yet is making 5 figures per month making a 3D walking simulator in Unity by himself, I find your reactions not really in line with the reality of this fandom.
Although even if you wanted to walk the 3D path from the beginning, I doubt any 3D artist in this fandom worth of being called such would commit himself to a project nor would lift a finger, not until you rack up and siphon to him at least that much funding, myself included. It's also the reason why nothing exists of me outside of this site (fandom-wise that is) and I doubt anything ever will.
Even then,
>2D is easier and allows just about anyone to contribute.
raises a valid point, especially if the engine is written from the ground up by a single guy. 3D is definitely harder to implement.
With that said, carry on and forgive the derail.
▶ No.17194
>>17190
>Console
It started as xbox but it's on steam which is where I play it. You play as a forest sprite but inherit all sorts of abilities to save the forest.
I know jumping is always a thing in sidescrolling, thats why I was musing over what it would be like to play with a "strategic" jump.
Consolidating upgrades into eachother is not a bad idea for feather pounce.
>>17190
▶ No.17197
>>17190
Funny, I also wanted to make something fox related. Where you can switch between the main character and her fox and he can find buried stuff or crawl through tiny places.
But an action game, not Never Alone Foxtales.
▶ No.17200>>17201 >>17202
>>17172
Isn't this just mario's jump mechanic, but with an indicator?
▶ No.17201>>17203
>>17200
If Mario only did crouch jumps maybe
▶ No.17202
>>17200
My opinion, yes it is. but only as one of the ideas imo for ideas we should spitball both pouncing and tackling together and how they can play off eachother.
▶ No.17203>>17204 >>17207
>>17201
Yeah, but if the character doesn't have a differentiation between 'standing' and 'crouch' jumps then there isn't really a difference.
I'm not saying you couldn't do neat things with the idea of 'pounce' but it really seems like it would either just end up as 'jump' with a few gameplay mechanics arbitrarily slapped onto it to make it feel different or sonics lock on spindash in 2D form.
Besides, are we even sure what genera of game we're making yet? Pounce would be more or less nothing in say, a platformer where thats the whole point of the genera, but what about if pounce were a mechanic in say, a grid based tactical combat where it allows the player to break some of the traditional rules.
Actually putting it into a strategy rpg or arpg could open up a bunch of cool possibilities now that I think about it. Maybe some kind of melee based overwatch, or alpha-strike ability.
▶ No.17204>>17206 >>17207
>>17203
> but if the character doesn't have a differentiation between 'standing' and 'crouch' jumps then there isn't really a difference.
I don't think that's quite right. I mean, what's the distinction between a couch jump and a regular jump in Mario? The angle and distance. And for us it'll also essentially be a dash/dodge and a regular attack.
▶ No.17206>>17207 >>17208
>>17204
But the jumps in Mario, the level itself, is designed around the jump arc. Platform games have to do that. The actual travel arc is kinda insignificant.
▶ No.17207>>17208
>>17203
>>17204
>>17206
Platformers were never brought up as an idea, we were more headed in Zelda like gameplay since it's simple to do but easier to come up with something different for core stuff. I dont know what wed do for a platformer tbh but anyones welcome to put some ideas out there
I would ditch the pounce reticule. I'm a fan of simple UI and while it's got much more use in HLD, i dont think it serves much purpose in a zelda like game.
▶ No.17208
>>17206
What? I'm confused as to the point you're trying to make now and like >>17207 said we haven't brought up making it a platformer.
Never mind it.
▶ No.17211>>17214
https://discord.gg/Ws5PE
Oi get into the discord fams. If you're really into making a video game anyway.
▶ No.17214>>17222
>>17211
Is OP in it?
I'm not sure if the discord is needed unless he could use the assistance programming things.
▶ No.17222
>>17214
Yes OP is also in it, and I honestly don't see why not. Better for staying in constant communication for doing actual development and throwing ideas around, plus if this actually gets traction I'm sure it'd be a pretty nice place to share progress and stuff.
▶ No.17230>>17285
I'm an ideaguy and I will shitpost in the Discord for free. Pretty confident something good will come out of this.
▶ No.17285>>17286
>>17230
So get in the discord nigga. We need more people playtesting pounce game, it's early playable prototype already. Is this further than /v/ ever got?
▶ No.17286>>17287
>>17285
Discord links are expired/invalid
▶ No.17316
Daily update. spitball ideas trying to find a way to fit them together or break them apart. I see the game headed in pounce vs tackle mechanics so thats the list I made.
NOTE
the magic is just an idea. nothing final.
▶ No.17317>>17319
Some basic needed ideas for our coderfag to prototype since someone else besides OP wanted to do work.
▶ No.17319
>>17317
Current SUPER ROUGH prototype
https://drive.google.com/file/d/0B8SU_2hTCVB-d1Z5VWZOb0c3NG8/view
coderfag is using this link to update and overwrite the code each time.
Controls
wasd - movement in 8 directions
space - pounce
hold space - big pounce
mousewheel - scrolls zoom
The bar in the middle is able to be pounced over. You have stamina. ect. This is version 5 of tweaking, give feedback on how it's feeling so far if you like or dislike and have any opinions about mechanics.
Play with different zooms and see what feels good for a nice cozy space to run around and pounce in,
▶ No.17323>>17411
>>17168
>I'll be sure to bully you
o-okay
>>creating a new game engine from the ground up is easily the worst decision for any gamedev
>I hate this meme.
>If you're legitimately interested in everything that goes into gamedev it's a good way to learn and makes you a much better programmer overall. Also depending on how you do things the level of control is often worth it.
>Also for 2D it isn't actually that hard depending on the type of game. But it's definitely time consuming while you're still learning.
Depends on what you mean by "engine." Trying to create a GENERALIZED engine is a terrible idea. If you grab some cross-platform media libraries like SFML or SDL and Just Like Make Game without relying on somebody else's engine, that's fine though, as long as you're doing 2D.
▶ No.17411>>17438
Where are you, OP?
>>17323
>Trying to create a GENERALIZED engine is a terrible idea
Of course. Although there's more to that too.
A generalized engine is a very bad idea if you envision it as something like Game Maker.
But generalized in the sense of having sets of code that are modular enough to drop into other projects without issue is what you should be aiming for. Like stuff that the specifics of a certain game don't seep into.
The platform layer, input, rendering, sound, etc. Perhaps a style of tile handling, entities, etc.
Getting that stuff together makes it easier to arrange what you need to start a project and get right to the game specific code.
▶ No.17431>>17438
▶ No.17438>>17511
>>17411
>>17431
Sorry I've been, for the lack of a better term; sleeping. Left too tired after work to function.
I'm paying attention to the thread though.
▶ No.17511>>17512 >>17516
>>17438
Why sage?
We're waiting for your input OP. The thread has died down but there was a good chunk of activity in the discord since you went MIA. Now the breaks are on because we have 3 different coders (you included) and wanted to see who can pull off the best movement.
▶ No.17512>>17520
>>17511
Also. discord anons are doing a terrible job at sharing the ideas with the board and it becomes too isolated, so I have to crosspost logs what we talked about in discord because no one else will. Like this.
different gameplay ideas.
nothing is set in stone so far one idea was to have a combat mechanic mainly about reflecting attacks back at the enemy. This is really different from the Zelda-like gameplay and I think it would end up in bullet hell like scenarios. Maybe we can put this into use for the zeldalike game as an item instead of centering the whole combat around it. Or maybe it's a better mechanic for the other /fur/ game the mouse shmup.
Thoughts on this?
▶ No.17516>>17517 >>17526
>>17511
If I'd be totally honest, I'd say that I don't like this whole discord thing at all. Pulling the discussion away from the board into some third party chat that I'm supposed to be sitting at all day just in case someone posts isn't for me. Here I can read things whenever I'm ready and let my and other people's thoughts mature in my mind before I open my mouth, and nothing is going to disappear over night.
If there's 2 more people wanting to do programming then I'm not even sure what you'd need my input for. In my mind whoever does the programming is the de facto "leader", since they usually know their own capabilities and limitations and are actually in charge of putting the game together.
As for my input of the new concepts too far, I think you guys need to decide what the game you want actually is. You're listing what appear to be some action rpg mechanics; lots of combat stuff and not really anything else. Stamina bar? Elemental attacks just for the sake of it? Counter-attacks? These are for a game that focuses specifically on combat. There's this dreadful dejavu growing inside of me when I look at the growing list of mechanics and then think it has to also be a zelda-like adventure/puzzle rpg somehow. It's fun to come up with ideas like that, but they have to be somewhere in the game, and someone will have to put them into it. There's nothing wrong with these ideas per se, but you need to let go of the whole zelda concept if you want to go into that direction unless you're extremely confident in your gamedev skills.
If someone else does the programming and they're confident they can do it, sure. But if I'm still doing programming, then I'll have to put a full stop here and ask us to re-evaluate what the game is and condense it back down to it's core. I'm not ready to do an "everything" game or a game that centers around it's mechanics, for me to code it it needs to be simple, to the point, not grow beyond "small" before most of it is already done.
Since I already failed to keep this post condensed, I might as well mention now that I'm made very uncomfortable by this "it's been less than a week since I made this thread and people already expect a demo" pace we're going. This whole thread went into a direction I wasn't really ready for, my expectation was that people (if any) would be mostly interested in the lore/story and characters and world and stuff, the mechanics would remain extremely basic and I'd have ample time to prepare a game base for it at a comfortably lazy pace while other people are doing world building and character design and such. I don't think I'm mentally capable to start pushing out something so quickly, so with the way things are currently headed I'll have to leave the coding to someone else and provide mostly art/design and other stuff, which to be fair I'd actually be perfectly happy with so long as it's established that someone else does most of the coding.
▶ No.17517>>17520 >>17521
>>17516
>I'd say that I don't like this whole discord thing at all. Pulling the discussion away from the board into some third party chat that I'm supposed to be sitting at all day just in case someone posts isn't for me
I agree, though I think it serves a purpose for sharing some things quickly. The majority of discussion however should be here.
>If there's 2 more people wanting to do programming then I'm not even sure what you'd need my input for.
Not necessarily wanting to do the programming. If I was in the position to I'd be finishing up the arcade game already. I'm just up for helping prototype some ideas to know if something is worth pursuing, since I'm often better at showing than explaining. And I only offered was because you disappeared for a while
I'm the one saying to take the Nintendo approach and just try a really basic core concept, letting it guide everything else.
>But if I'm still doing programming, then I'll have to put a full stop here and ask us to re-evaluate what the game is and condense it back down to it's core.
Ignore all the fluff and just go back to the core pounce idea you were already checking out. The game is not headed to some overdone direction just because some people suggest a lot of things.
>"it's been less than a week since I made this thread and people already expect a demo" pace we're going.
I think you're getting the wrong impression about all the prototyping talk. There's no expectation to get some kind of demo out immediately or anything. Just to sketch the idea to be sure that's what we want to do and start polishing that at a chill pace while we think about what can be done with it.
With an effort like this you're always going to have to grab the reigns and put what's reasonable to "paper". Just relax and take charge.
▶ No.17520>>17524 >>17526
>>17517
>I think it serves a purpose for sharing some things quickly.
Yeah it's good in that sense. I'm just personally not good with realtime chats, I tend to start puking out my conscious and don't have a way to think things through properly. Plus it's not just me, having a chat (especially on a different site) makes it much more difficult for any interested party to keep up with all the discussion that's going on and offer their thoughts or join in.
>Ignore all the fluff and just go back to the core pounce idea you were already checking out. The game is not headed to some overdone direction just because some people suggest a lot of things.
There's some interesting ideas there actually, for example a ramming tackle that doubles as a faster mean of travel. I think that could be the "strength" ability that you use to break and force things with, tackle doesn't need to exist along with that since pounce and probably some other abilities function similarly anyway.
If we're going for a zelda-style game, then IMO any attack that's born as a combat idea can go, unless we think of very interesting and unique secondary mechanics for it. "Attacks" can function as attacks, but that shouldn't be their primarily function.
I'm not opposed to magic or some kind of resource that some abilities use, but at the moment I can't think of a good reason to have it. Like what's the actual reason for it, does it make the game any more interesting to keep collecting mana for those abilities? It sounds somewhat interesting for the flying attack, but that's mostly it. It's good if we have some extra powerful attacks, but alas; previous paragraph.
If we're interested of elements, they could be a part of the game too, but not necessarily as attacks since I don't think we want to force the core of the game to follow some elemental rules in design. I was thinking of some kind of temporary "blessings" that give you an aura. For example pouncing at enemies with a fire aura will put them on fire, lightning aura will paralyze water enemies, etc.
>I think you're getting the wrong impression about all the prototyping talk. There's no expectation to get some kind of demo out immediately or anything. Just to sketch the idea to be sure that's what we want to do and start polishing that at a chill pace while we think about what can be done with it.
I'll try to get some movement basics for testing soon unless someone decides they definitely want to be the programmer, but I don't want to give any estimates since I don't work well under promises. Doing a simple forward jump is fairly simple, but controlling the pounce distance and movement pattern more precisely is a bit more tricky. I originally came up with the tracking circle because it would make platforming much more interesting, since you could precisely aim for platforms and other targets.
Also just as a footnote, if we do decide to go for a more combat oriented game, then IMO we should discard all the puzzle and platforming stuff entirely. Jumping over gaps and switching levers at most, and then think of what kind of pounces/tackles would be interesting for combat specifically. For instance the shock/lightning tackle would be quite good if it got stronger depending on how long you charge it, but dissolve if you charge too long.
As sort-of-suggested in >>17512 having some kind of block/counter mechanic at the middle of it might be neat too, especially if it was only effective in a ~180 degree angle and left you vulnerable from behind.
▶ No.17521>>17525
>de facto leader
A programmer is not necessarily the leader, that takes management, organizing and rallying people, so that goes beyond programming. Since you were the OP everyone assumed you'd want some control over the direction. The coder who made the prototype is totally indifferent about a lot of things, except construct 2's capability and insisting we use it so I doubt we can call him a leader when he programs stuff other anons tell him to do. A programmer's is good to know on how much they think is possible, so far the anon says that he's capable of doing everything HLD did so of course that will make others go wild with ideas. >>17517 suggested put the breaks on things early and make sure we get the basics fun before working out any of the details and we were waiting for that, but he suggested waiting for you and for him to do a "sketch" idea of the movement as well. It only part of a day for the prototype to get to where it is, so it's not asking very much to say "here's what 1 anon did, anything you can think of / code that would make this better?"
Discord is not the best, because it splits people away from the board in a bubble and the thread looses a lot of potential posts, BUT it moves things along in a much faster pace. It would have been counter intuitive to post the very first prototypes and give feedback to the coder on minor tweaks over and over on what to change. Eventually if we're going to make a real game then it will need to be moved off the board in some way or another, because image boards format is abysmal for this sort of thing.
>Re-evaluate what the game is
ARPG mechanics are one thing that the community spitballed, because that's the one that's got people the most interested so far. It's still early and there is no core direction yet. But the concepts you drew up have attacks, special attacks and other zelda like mechanics with magic and switches so I wonder why you think that's any different.
▶ No.17524
>>17520
>"Attacks" can function as attacks, but that shouldn't be their primarily function.
Attacks not functioning as attacks? What would it be for?
From what I know of, people are approaching it from a dual use as both combat and movement at the same time. GuacaMelee did this sort of thing except it was a chaotic beatem up metroidvania sidescroller.
▶ No.17525>>17550
Jay here, the Construct 2 "programmer." Without directly replying to anyone point-by-point, let me just give my pov and response to all of this. I insisted on using Construct 2 because through my own experience it's capable of very rapid development, and it's also the engine I'm most familiar with by far. If I'm "the programmer" then yes I insist on using it. If anyone else wants to do the brunt of the programming then really it doesn't matter to me what engine is used; I'll probably end up doing writing or art in that case.
Now the reason I pushed for a discord is, mainly, for the benefit that >>17521 stated of rapid feedback and faster development. I didn't think it would be a problem either, though I can see now how it can if there's no one to report back here from the discord. Discord keeps logs of everything, server-side, so you don't even need to be online or even part of the server all the time to see everything posted in it. It's not for everything, and the thread is good too, but for things where I'd like a conversation with lots of idea bouncing and brainstorming, Discord is my preferred platform by far.
Anyway, I'm actually all for taking lead programmer, maybe even leader. I just never wanted to say anything because, basically, I was afraid someone would say I'm commandeering the project from OP or something, and I didn't (well still don't) think anyone would want me to lead anyway. There's also the issue of my capacity to lead and general interest in the project being almost completely reliant on other people.
So that's it, basically. I can take charge in this project. I have the time, skill, and potential interest. And I will stick with it with certain regularity. But that's only if I have at least one other person that can match my interest and conviction, and basically get on me. Because if I start to feel no one's interested anymore, or they're losing interest, my motivation drops pretty fast.
▶ No.17526>>17530
>>17520
I don't understand what you mean when you say any attack as an attack should go if we're heading towards zelda gameplay because zelda specifically has buttons only to attack / interact. I dont think we ever were intending to clone zelda 100% but only using it as a reference point for people to get an idea. Zelda has spin attack, charge spin as well as a basic slash mapped to the same button, so these are clearly examples of only attacks being attacks.
>>17516
>Stamina bar?
This is one of the things that you missed in the discord chat. If we do not have the stamina bar then the player will spam pounce and it becomes a (If i can do X(pounce) why would i ever do Y(walk)) situation, you'll run across these things often in game dev when something on paper doesnt work that well in actual gameplay. The typing this up I can think of another way to avoid this to make it a contextual restriction like how Okami splits combat control vs general movement. Enforcing a cooldown so the use is limited is an option we we had a longer cooldown after pounce at first, but since pouncing is more fun than just walking we opted for a stamina system instead.
Do you have a better solution for it besides the stamina limiter?
▶ No.17530>>17536 >>17558
>>17526
>I don't understand what you mean when you say any attack as an attack should go if we're heading towards zelda gameplay because zelda specifically has buttons only to attack / interact.
I'm don't think he's talking about regular attacks like dealing with a link's sword, but those abilities and special moves that you might equate with the items in Zelda. Those have purposes for movement or puzzles that sometimes also offer a combat usage.
>This is one of the things that you missed in the discord chat. If we do not have the stamina bar then the player will spam pounce and it becomes a (If i can do X(pounce) why would i ever do Y(walk)) situation
Because if you aren't skilled it'll probably fuck you up if you used the move nonstop. Think of jumping in Mario or dashing in Megaman X.
You've got to make more decisions about the direction of gameplay and try those things before making a sure decision about limiting the usage of a move. Especially the core move for the game.
▶ No.17536
>>17530
>purposes for movement or puzzles that sometimes also offer a combat usage.
Okay this makes sense to me, but I think we've already been doing that.
▶ No.17549>>17554 >>17560
>A programmer is not necessarily the leader, that takes management, organizing and rallying people, so that goes beyond programming.
It's very important that other people don't start designing a game that the programmer isn't absolutely certain that they can and are ready to do. Essentially everything has to go through them or else it will not happen. Especially in a relatively small project like this, assigning someone else into a "leader" role is just not a very good idea in my opinion, especially especially if that leader is an anonymous imageboard user.
I don't want to "control" anything, I just want to work on a project together with other people. If I'm controlling something then it's me trying to steer the project back to a realistic level if the size or mechanics start getting too ambitious or disjointed. It's easy to look at other indie games and think "yeah that should be possible" or even "I could make that better", but you need to ask yourself if you've ever made anything even close to that level before, and I certainly haven't. There aren't many 2d indie games I couldn't do technically, but that doesn't mean I have the drive to go trough to the end with it.
>rapid feedback and faster development
This is what I think gives birth to the feature bloat and loss of direction, because it's very easy to come up with funky ideas from the top of your head and then put them onto a list of stuff you'd like to have in the game. Rapid feedback and ideas aren't bad, but rapid development is more concerning. As long as it's all brought to a table later and nobody gets upset if their ideas end up all getting pushed off said table when they're looked at in in the big picture, then that's fine. I don't personally understand what's wrong with imageboards, but to each their own I guess.
>I don't understand what you mean when you say any attack as an attack should go if we're heading towards zelda gameplay because zelda specifically has buttons only to attack / interact. I dont think we ever were intending to clone zelda 100% but only using it as a reference point for people to get an idea.
I'm trying to be realistic in our scope. If you think this is going to be half as big as any zelda game aside maybe the first few, or we should have a lot of attacks and cool combat stuff and also make it an adventure/puzzle game, then you're overshooting with your ideas. Remember that we've literally never tried this before. Maybe if it was our second group project or the programmer was very experienced then I'd be more comfortable with it. Zelda has never had many swords and bows and bomb types just for variety's sake, everything that's there has a purpose in unlocking things that weren't available before and finding secrets and solving puzzles, maybe you have a sword upgrade that boosts your damage or something but that's mostly it.
We should focus on something specific and then stay on that track and not go on an ideaguy spree for more and more stuff. For me that specific was zelda-like dungeon solving. There could be threats on the way that need to be rid of or even boss battles, but the combat was not the focus. It was more about exploring different places and ways that the abilities can be used.
▶ No.17550
>If we do not have the stamina bar then the player will spam pounce and it becomes a (If i can do X(pounce) why would i ever do Y(walk)) situation
Nah, I really don't think so. You already have a ramming tackle idea which specifically functions as a "run", so why are you then limiting movement with a stamina bar? If pouncing is slightly faster and more fun than walking, then let it be. It's not like you can turn 90 degrees in mid-air an make walking obsolete.
Link can swing his sword with hardly any delay, and as far as I recall there isn't a single Zelda game that has a stamina bar for attacking. Mario in 64 can utilize jump kicks and long jumps and stuff to skirt around normal movement limitations to maneuver faster, but he doesn't need a stamina bar to balance it, and that's considered one of the best platformers of all time.
Also don't forget that the player isn't the only thing in the game. If pouncing is what the game revolves around, then everything else in the game should be designed according to that. Put a couple spikes in the middle of the room or make an enemy that toggles a shield every 2 seconds and you've already broken pounce-spamming.
>>17525
If you want to do the programming and otherwise lead the way then I'm all for it. I'm already starting to get the feeling that my work ethic isn't compatible with other people's desires and the direction of the project.
▶ No.17551>>17558
TL;DR from my rambles before; we should decide the very core of the game and not go too far from that. If it's combat, then forget about puzzles and platforming. If it's zelda-like, then keep the combat very basic.
If this game ends up successful, then we can think of more complicated projects.
Anyway here's some theme/design ideas from other sources. If we're going the ARPG route, then it wouldn't hurt to humor other ideas than just pouncing and hitting things with your head. Also the abilities and design could be very different if the theme is cute rather than edgy.
▶ No.17554
>>17549
>I don't not personally understand what's wrong with imageboards
The fact that it isn't instant. Some things, like a core game mechanic, or a dungeon, or a fully fleshed out boss idea, or a storyline or character, just aren't made in a single post or two, especially if we want to really make this a group project and involve as many people as possible. Those kinds of things, in my opinion, are best developed through conversation. If you want as many people's input as fast as possible, then you use IM like discord. Otherwise you end up having one very basic primitive idea, post here, then wait for each person to make their response whenever, then later hope that everyone or close to that is accounted for. If the work is split up and each person pretty much has full reign on one part of the project then sure I guess communication can be limited to the board, but if we actually want to go at a decent, steady pace, and regularly involve everyone's input on development of the game, we should use an IM like discord for at least part of it.
▶ No.17555>>17560
Anyway if everyone's ready to really kick this into gear, let's get into discord and start discussing/planning out the game :p
▶ No.17558>>17572
>>17551
>If combat then forget about platforming and puzzles
It looks like youre trying to put things into black and white too early. Metroidvanias do a great job merging combat and puzzles, as do zeldas. HLD was absent on puzzles except the whole combat system and figuring out how to navigate the strange language was a puzzle in itself but HLD is more of a roguelike and less of a zelda.
I always find it helpful going into game dev to do some study on design for the genre on what makes something good, but for fuggin casuals this can mean just pulling up a video of an older game and take note of stuff you like.
For instance did you know there was a zeldalike on the genesis and psx that had a big emphasis on fast platforming? That's interesting to me because of the anon comparing Mario or MMX >>17530 has a big part of the gameplay as platforming, but they're side scrollers.
>unlocking things that weren't available before and finding secrets and solving puzzles, maybe you have a sword upgrade that boosts your damage or something but that's mostly it.
This is far from the truth, the Zelda formula and simultaneously the Metroid formula is so much fun because the unlocks double as attacks and progression to new ideas. Blocked paths you could not do before, game concepts layer on as the player learns what tools they have at their disposal. Some examples for you
>slingshot / bow is for long range combat and activating projectile-only switches.
>bombs blow up cracked walls and are heavy attacks
>ooc boomerang can activate tricky switches, stun enemies, and pull items
>hookshot mainly only opens up new movement possibilities and shortcuts, but can also be used for combat
>magic in Zeldas are also used for puzzles like when you need to activate a whole series of torches with dins fire, even though it's mainly a combat mechanic.
Not all ideas in Zelda's are that useful but that's mainly due to how much it's used. The pegasus boots in OOC was mainly only ever sparingly used in the shadow temple and the dungeon was specifically tailored to needing it but how much do you ever use it outside that dungeon?
▶ No.17560>>17572
>>17555
>>17549
Discord is not the answer to everything by any means, we're still in the brainstorming phase so the board is fine with just dumping ideas but the
problem is the imageboard way has absolutely no way to organize anything, discord sucks at this too which is why people go to make a forum once they're committed to the project.
Anyways if we're going with a pounce centric mechanic I would expect that to have a platforming play a part even if it's slower and more puzzle based. We already ran into "Why would I ever do X if I could do Y" with pounce vs charge pounce travel so this is an effort to further break it apart.
On the topic of zeldalikes, having an attack that moves you at the same time is highly different so we're already straying far away from the controlled sort of gameplay zeldas offer. do you guys think we should have something that's just a basic attack to use while walking?
▶ No.17568>>17574
Here's a question. Should we think about making it with mouse/analog stick aiming in mind rather than 8-directional? Like give more control over the pounce, since it's a very directional and movement-based attack. Also for a standing attack, could make something like a bite/headbutt/tail-whip or something. I still like the idea of making the combat system very movement and chain-focused. Also the three-act sort of gameplay.
If we're just dumping ideas, then here's what I've got: The game would be zelda-like yeah, but maybe with a bit more exploration and openness, at least for the first part. You control something like Twilight Princess's wolf link and midna. You'd have the main animal character, move around, pounce and shit. Maybe have a sprint key, either only out of combat or limit turning ability during it (or both). One idea of how combat could work is where pouncing goes through enemies rather than knocking anyone down. So you could be moving around to try and line up shots to hit multiple at once.
▶ No.17570
Maybe have something like Z-targetting too? So you can hold a key and it'll lock onto an enemy making you always face it, so you can sidestep around it and stuff.
▶ No.17572>>17588
>>17558
I'm trying to "black and white" it because the more mechanics you want to add, the more the chance of the project becoming reality is going to drop. It's not that it can't work in a videogame, it's that likely nobody here has made a videogame before so we should absolutely start with something as simple as possible. Group projects that go somewhere are few and far between as it is.
I highly highly recommend that we start with a game that revolves around one central thing, and if that succeeds, then we can think of something more multifaceted for another project.
>>17560
Can't we just make a board in 8chan instead of a "forum"? It's basically the same thing except closer to home. A wiki may be useful.
▶ No.17574
>>17568
>should we think about making it with mouse/analog stick aiming in mind rather than 8-directional? Like give more control over the pounce, since it's a very directional and movement-based attack.
I dont know of many games that have full analog zelda but I had a pretty lousy experience on pits in HyperLight. The combat was fine for analog, but the "platforming" it made you do was a chore, too loose causing MANY deaths especially when you had to do it while doing frame perfect dashes. It was way too sensitive and would fling me off the side. So if youre going to allow subtle controls like analog then having something to "snap" to platforms or directions would be really helpful.
Ittle Dew 2 is a zeldalike with full analog but i dont think it has any platorming. It puts the emphasis heavily on the puzzling instead.
>Pouncing through enemies to line up a shot
Sounds neat, almost like a match3 or tetris game and would help make some use out of more walking. But at the same time it could be an unlock and sounds like the thunder pounce "magic" and the original concept of tackle from earlier. But maybe as a base concept this piercing can be what sets tackle apart from pounce and bounce.
One idea that sprung up in discord before was encouraging chain pounces with connecting hits vs missing, which would eliminate the cooldown or have a much less impact on the stamina.
▶ No.17588>>17594 >>17599
>>17572
I have to agree with you there anon, fatal feature creep has its roots in the very beginning of games.
Though, I get the feeling this project is already doomed. Just how far this whole 'pounce' thing is getting pushed before any thought is being given to what kind of game it would be is pretty much an early nail in the coffin. also pretending that it is in any functional way different from 'jump'
All I'm going to say is that I'd much rather see an arpg or even turn based rpg rather than a platformer, mostly because I think stat balancing is easier to do than level design. If the board really wants to do this pounce thing though I wish them the best of luck.
▶ No.17594>>17596 >>17599 >>17607 >>17737
>>17588
>Just how far this whole 'pounce' thing is getting pushed before any thought is being given to what kind of game it would be is pretty much an early nail in the coffin. also pretending that it is in any functional way different from 'jump'
There's quite a bit of thought ITT, just nothing conclusive about whether it's fighting or platforming or puzzle solving or what.
A pounce as I imagined it functions as a combination of a long jump and an attack, so it's not the same as a jump.
On another note, I was experimenting with the concept a bit. Feels kinda fun but it's a little annoying to aim for enemies with it due to the limitations or 8 directions. Might feel better in a smaller scale (as opposed to my infinite test area), but I wonder if it's too cumbersome for a combat-focused game.
▶ No.17596>>17598
>>17594
How about lock-on?
▶ No.17598
>>17596
Something like z-targeting could work, I'll try it later.
Also here's the sprite I made in case anyone else wants to use it for testing or make a proper sprite out of it.
▶ No.17599>>17607
>>17588
>blackpilling
>I'd much rather see an arpg
Have you been reading the thread at all?because zeldalikes are ARPGs.
>I would much rather see an rpg
So you think rpgs are easier to program? they are a hell of coding managing lists and variables. RPGs are the genre people say to stay away from if youre trying to make your first game.
>>17594
ay you're further along than the whitevoid. yeah this is one of the reasons I questioned if we needed a basic normal attack because pouncing feels fun, but it needs to be controllable. If you're up to it you can try an "auto aim asssist" instead of Ztargeting.
▶ No.17607
>>17599
An rpg is easier to program. The difficulty comes from lists and variables but that's logic and table creation, not the actual coding. It's also work that can more easily be split. However that is work you have to do no matter what system you make.
If you make a highly mobile game with something like a charge attack you have to design enemy movement and attack patterns as well as aggro tables and balance them. Not to mention basic level design also has to be based around what the player can do. The big problem here is that when something doesn't work right you may have to do a LOT of fixing to the point of having to completely re-do a map if a problem comes up.
A lot of these things also have to be coded in an RPG, but if its major functionality comes from stats it means that balance changes can be done by moving decimals.
Games involve a lot of work. Sure you could skip on the nuiance of a bunch of things for the sake of 'simplistic retro' and could probably even get kotaku to praise it if you give them a bj, but it wont be a good game.
I'm not saying that the game needs to be a stat driven rpg, and it isn't like I wont help if I can see a place where I can, but I just want to be sure people understand the actual effort and nuiance involved in making a game.
Since we have a coder that seems to actually be pretty talented and fast there's a legitimate opportunity to succeed either way, but we should tred lightly.
>>17594
It seems a little floaty at the end of the pounce and a bit of skid on the object movement. A small and momentary loss of speed upon changing direction would probably fix that a little, maybe a small forced stop after the pounce lands as well as some basic acceleration to movement.
Otherwise the fact that your character is airborne will always conflict with enemies that move. It can be designed into by giving enemy behavior 'hit me' states where they remain still long enough for the player to affect them. Or limiting the states in which an object moves perpendicular to the character (charging at for an attack or running away for example)
It might also benifit from a small post pounce window where the player can pounce again with no need to charge.
Otherwise your basic movement engine seems pretty solid.
▶ No.17630>>17634 >>17639 >>17724 >>17730 >>17747
Took me forever cause I'm a fkin 'tard but here it is: https://drive.google.com/file/d/0B8SU_2hTCVB-d1Z5VWZOb0c3NG8/view?usp=sharing
-Temporarily disabled WASD control in favor of mouse control. Click or hold mouse button to point where you want to go.
-Space is still pounce
-Temp disabled charge pounce as well as stamina so go nuts
-Made a few variables editable at runtime, sort of "debug" mode; that's what the textboxes on the upper left corner are
-Scroll wheel is still zoom
-Added sprinting with shift key, along with inertia/skid
-Pounce length is variable with mouse distance, up to a limit. It's shown with a little blue reticle.
And umm I think that's it!
▶ No.17634
>>17630
If anyone needs a copy for a different OS please say so. Tbh I was lazy and figured everyone here probably has a windows 64-bit pc :p
▶ No.17639>>17643
>>17630
>Physics-engine based movement for a zelda
Why would you do this
▶ No.17643>>17742
>>17639
Why not? :^)
It's only "physics" based for the sprinting. And that's why I made the inertia an editable variable, so you can test what feels best.
Anyway please DO NOT set Inertia to 0 it will freeze the game uwu;;; Sprinting is basically just regular movement with inertia and dust particle effects, so if you wanna try a faster speed without inertia, just up the "TrotSpeed"
▶ No.17724>>17727
>>17630
Could you upload it literally anywhere other than google?
▶ No.17727>>17730 >>17747
>>17724
I'm not the author, but I reuploaded it to a pomf clone.
https://i.memenet.org/cxfgyd.rar
▶ No.17730>>17745
>>17727
Cool thanks
>>17630
That seems interesting. One thing it's lacking IMO is the ability to pounce from a run, you can do it anyway by letting go of the run key for a split second but it's awkward to do it that way.
I think it could be a lot of fun to chase things with that movement, but again I have to wonder if this is the right way to go for a combat focused game (which I assume we're going for since that's what everyone wants). It's very annoying to move your cursor to another side of your character if you want to make a sudden turn, WASD movement however allows you to turn 180 degrees pretty much instantaneously without any difficulty.
Since you can pounce towards the cursor anyway, I don't think mouse-based movement is necessary.
▶ No.17737>>17739
>>17594
>nothing conclusive about whether it's fighting or platforming or puzzle solving or what
Why not throw up a straw poll?
It might seem kinda hasty, but the sooner an end result is in mind the sooner ideas can be directed towards a goal.
▶ No.17739>>17742
>>17737
Maybe we should have done this from the beginning to get a rough overview of what kind of thing people are interested of.
Vote here what you'd like the game to focus on
http://poal.me/odhgip
This will not necessarily decide anything, just give an idea of what people want.
▶ No.17742>>17743
>>17739
I didnt vote but this is just funny to me.
imo we dont have enough gamejam like ideas to vote on anything yet and this poll leaves some ideas out we talked about like jrpg/grid rpg, platformer, metroidvania, stealthgame. If you want to have a vote that's not biased towards what we already have then some other prototypes would need to be made for anons to compare how they like it.
We can have a bigger game like zelda as a goal but for now we should just get to the point where we have a very small game with win and loose conditions and work out the rules of the game.
I don't think you should be able to do a full pounce from a run, but normal pounce should be fine. speaking of pounce, where did charge pounce go? Maybe a pierce tackle is triggered from pouncing out of a dash, but normal pounce is just from walking.
>>17643
I'm fine with the physics skid after the dash ends, but I don't like the skid turns. My suggestion to the dash/run. Lock the last direction input until dash is released. More of a stampede and keeps things simple so the player has to commit.
▶ No.17743>>17748
>>17742
Lel
There's a button to add your own option to the poll, too.
>for now we should just get to the point where we have a very small game with win and loose conditions and work out the rules of the game.
Well that's the point isn't it? We can't create a "win condition" or rules if we don't know what the gameplay is even supposed to be. It's hard to steer the ideas and design anywhere if we don't have a direction, even the movement can be coded differently depending on what your focus is because there's nothing that's one-size-fits-all. A zelda-like puzzle game needs some switches and puzzle mechanics and stuff. A combat game needs enemy mechanics and maybe a boss and probably more fast paced and fluid movement.
▶ No.17745
>>17730
I'll add WASD motion back in then. The way I handled 180s was just flicking my mouse over though, so I didn't really have any problem. Plus you can hold the mouse over one spot and pounce back and forth over it.
As for the sprinting, originally I only had out of combat situations in mind. I put it in place so the player isn't pounce spamming to get from place to place. In a combat situation you probably won't be sprinting much to begin with since it covers so much more ground so quickly and turning is limited.
▶ No.17747
>>17630
>>17727
You know this mouse control is kind of interesting.
I got reminded of TWEWY even though it's not really like that.
▶ No.17748>>17877
>>17743
I dont think any of the poll options help and it's too divided. Boil it down into defining what a win scenarios is. some examples of classics.
>Combat - Destroy all = Win
Ex: shmup games. Earliest games like this required you to destroy every one of them on the screen like Space Invaders but then later opened up into more flexible situations based on scores or defeating only the level boss as the requirement to win and advance.
>Puzzles or level design
level design is always going to be important in any game. but puzzle based games usually limit your available options.
>Platforming or Exploration - Win = Reach goal
Ex: Set linear paths, or more open ended collect-ables like Banjo or Mario64
Remember the mips ai talk in discord. In that situation catching mips is the win scenario, a moving goal that you have to use platforming to accomplish.
in zeldas it's sprinkled with different smaller win scenarios throughout the game like locking you in a destroy-all gauntlet room, same for puzzles being put as small stops the player has to win/solve before they're able to progress.
▶ No.17873
Where is that guy who said he would shitpost ideas in discord for free?
We could mechanically differentiate pounce from tackle with pounce serving as a dodge as well, jumping up and over an attack while tackle is a higher risk full offense.
▶ No.17877>>18031
>>17748
What about a non-linear Zelda-like ARPG where you have to escape from a castle under siege? The Die Hard NES version had you fighting against 40 enemy AI with different strategies to beat them, it also had multiple endings.
It got bashed by the AVGN, but it was an underrated game with a lot of depth to it.
▶ No.18031
>>17877
Maybe? They might be less complicated to design, since you can access anything that means your puzzle or layering game concepts is a lot more limited. I dont know about the castle thing.
That Die Hard game was too ambitious on the gameplay ideas it was trying to do within the NES hardware like dark room and did extremely badly on executing it due to enemies firing at you instantly once you scrolled the screen
▶ No.18039>>18219
Well I know we have no direction for what we want the game to look like. But there's no harm spitballing this sort of thing too. So this is just more random ideas thrown out there for environments. It aint pixel art and its the wrong angle for a topdown zelda but just trying to do something with a basic color pallette and environments to run around in.
▶ No.18115>>18175 >>18190
A possible title is Grimaude the Pouncer. I will come up with and post a story hook later.
▶ No.18175
>>18115
Fairly certain "pouncer" isn't an occupation. Name is forgettable too.
▶ No.18177
What we call something is not important to the gameplay. But what is important enough that it can shape what we make is spitballing story stuff.
ideas so far dumped from the discordfags because people are still being overly lazy about sharing their ideas.
1. The creature whatever it is, is a wizard's pet. The wizard is captured and to be a sacrifice of some demon. Essentially this is a "go save the master adventure" super-pet type.
2. For a completely different take. We've only concepted it a basic fox and nothing special about it design wise. So this idea would be somewhere in the beginning of the story the fox would be influenced by magic, maybe some magic ruins. and gain sapience. the rest of the abilities snowball from there. This is a "from zero to hero type. "
Both of the above have something in common having "magic" in the universe either directly around the character or in the background. there's another concept that anon wants to try out and that's "2 races" since he thinks he wants to do different gameplay buffs for characters like Twilight Princess. Instead of writing something up for ideas about that, he decided to go play games like a faggot. So it's anyones guess on what he has in mind.
▶ No.18190
>>18115
The protagonist is a pet fox that lives in a secluded home within a forest in the countryside of a fantasy setting. The fox lives with an old wizard and his young apprentice (a trainee witch) ever since he/she was found as an orphan. Growing up, it learned a lot from the old man about humans and the basics of magic. Also, it regularly ventures in the forest to get exercise and hunt game. Life was cozy for the three of them. Then one night, an explosion destroyed part of their home and dark knights arrive to capture the mages. The protagonist tries to stop them but gets knocked out. After waking up, it sets out to track those villains down.
This could be developed further in a design document.
▶ No.18219>>18221
>>18039
an attempt was made to turn this into top down pixels.
▶ No.18221>>18223
>>18219
I prefer classic 3/4th overhead view.
▶ No.18223
>>18221
what do you mean by 3/4th view? Do you have an example?
▶ No.18239
Question for coder fags
Are we going to be using with a tiling system for mapping out levels? Will we need tiling sprites for the levels or can the game support parallax mapping over placeholder assets?
▶ No.18266>>18281
I'd contribute something here, but I kinda keep my furry side on the downlow... don't wanna attract too much attention yknow?
but if you guys are ever stuck on story etc. I often use this generator site as a springboard: http://www.seventhsanctum.com/
it even has a furry generator!
▶ No.18281
>>18266
you should contribute anyways.
▶ No.18283>>19060
New version of prototype, an anon will have to mirror it.
https://drive.google.com/file/d/0B8SU_2hTCVB-d1Z5VWZOb0c3NG8/view
spawn enemies with x
pounce [space] goes through enemies and stuns them
pounce tackle and mash it with e
enemies are constantly moving towards the player.
still buggy mouse control which i dont like, can we have wasd back. it was much tighter.
What's the point of multiple coders working on the game if they cant even merge or share their code? There's progress on both prototypes from 2 coders but in different directions.
▶ No.18286
I would love to make a game, op. That's why I'm going to make my own space 4x game.
▶ No.18909>>18911
Any updates on this? Or did it die already?
▶ No.18911>>18914 >>18956 >>19020
>>18909
---------OP here, I kinda went hands off because I felt like whenever I try to pull a string one way someone yanks it back, plus people were discussing it in Discord and someone else was doing programming anyway. I figured that I can neither help much nor am important, so I'd let other people figure it out and help more when it comes to making art assets.
I also can't download the latest prototype because google is a shit
▶ No.18914>>19011
>>18911
Listen OP. The project wont get anywhere if no one is passionate about it.
The discord coder wont even take the time to research and study a genre so how will he make a good game? If we're making a LLTP like game then we should play ATTP and take notes. the programmer in discord is a lazy fuck, he plays overfag more than dedicates anytime to making the game. There was one who made the start of a design document to collect all of the ideas so far but no one has contributed to it even though it's open to edit to anyone who has the link.
▶ No.18956>>19011
>>18911
I told you about taking initiative, man. In these projects people bring ideas and butt heads, but it's up to you to take control and implement the ones that make sense in the way you think is right. Feedback will tell you if it's shit or not. Plenty of people also aren't sure if they'd get behind something until they see it.
It's like with the mascot thread we had.
▶ No.18979>>19011
No one has an idea that they're already dedicated to/ready to dedicate themselves to developing. Even if we try to go the whole "Nintendo approach" that basically means we need at least one person dedicated to what basically amounts to fucking around, throwing everything at the wall to see what sticks.
Maybe all we really need is some writefag with a dream, some worldbuilding /tg/ dude. But meh, it's late at night, so I probably can't see the whole picture with 100% clarity.
▶ No.19011>>19020 >>19060
>>18914
I'll have to admit I kind of started losing passion when the ideas started being focused on attack abilities and combat. I can't adequately describe why but I feel like there's no reason to make this a group project if that's what we focus on.
>>18956
I mentioned elsewhere in the thread that I think it's the programmer's job to lead the project, since they'll have to be the one to actually put it together. I wouldn't feel comfortable letting other people freely design a game that I'm supposed to program because most people don't know how much effort certain things take, and I'm not confident I have the skills to make something very big or fancy either. It needs to be at a certain level of simplicity, and I imagine the same applies to other gamedevs, only the developer can tell what they're comfortable with.
On hindsight I probably should have taken a more strict role and decided exactly what kind of game it should be from the beginning and what role I play in it. I could have more accurately told what's the right and wrong directions to bring the ideas to and what kind of mechanics are ok and which are not. Things seemed to be leaning to some kind of combat ARPG but we're still sort of stuck in this "nothing is decided" phase.
>>18979
I think starting from 0 with no clear leader might have been a mistake, everyone has a little different idea of what they want and nobody is there to say "we'll go this way". Even if you say "we'll do X", everyone pictures X differently in their head.
If this project doesn't take off again, I might try restarting it later with a more definitive plan.
▶ No.19020>>19029
>>18911
http://www.fileconvoy.com/dfl.php?id=gc34935c68f76b202999937120b5576576015bf8da
>>19011
>no reason to make it a group project
I don't know why you think one gameplay direction is any less work than the other.
>programmers job to lead
Tbh this thread has only proven programmers are not leaders. If you want to be leaders you have to be able to manage the project and rally everyone. So far no one's been able to fill that role completely.
It's been a week and the discord is dead silent from the last time anyone said anything, people gave him feedback and hes not doing anything. He is never going to be a leader like that, and no one is going to want to work with a leader like that. Thats is the reality.
If you want to be game devs then you need someone to have a grasp on game design, and to do that you have to study games, just like an drawartist studies different fundamental aspects. You wont make a good game without good game design and Bell seems to be the only one of the programmers who knows that. Art and story is all pretty meaningless if you want something to be fun to play. The only thing art is good for at this point would be to possibly inspire gameplay ideas but it doesnt matter unless they're tested outside of on-paper.
▶ No.19029>>19034 >>19035 >>19060 >>19065
>>19020
>I don't know why you think one gameplay direction is any less work than the other.
I wasn't implying that, it just seems like there's less point in a design team for certain things. If this was for example something like Enter the Gungeon and people were coming up with crazy weapon ideas, I'd be much more open to that. Or discussing how certain abilities affect the game and levels and what you can do with it. But it hardly matters at all what the exact mechanics of lightning attack vs fire attack are.
>this thread has only proven programmers are not leaders
Nobody really took the leader role properly to begin with because of the confusion about what we're doing and who's doing what. As far as me personally, I've already voiced my thoughts on that.
I think you guys are taking the "nintendo method" a bit too literally. It's a good way to design, but it's not bulletproof and it doesn't mean you shouldn't think about the world and visuals and other things simultaneously. For instance sometimes the visual flare or theme or mood is what actually makes the game appealing. Designing a horror game with the "gameplay first" method using gray boxes would be absolutely hopeless.
>It's been a week and the discord is dead silent from the last time anyone said anything, people gave him feedback and hes not doing anything
If nobody picks up the torch, I'll restart this project sometime later. If that happens, I'll be the programmer and will be going with the puzzle platformer idea, and be more straightforward about what kind of game we're doing and whose ideas we should move towards.
>http://www.fileconvoy.com/dfl.php?id=gc34935c68f76b202999937120b5576576015bf8da
Thanks!
The enemies seem to hardly react to being hit, and tackle is the same as pounce..? They also get stuck on you if you tackle them. It feels like what's happening in this demo should be some kind of specialized attack. Normal attacks should either knock you back or knock the enemies around more, you seem to end up on top or very close to them when the attack is done.
▶ No.19034>>19036
>>19029
This is the doc that was set up. consolidating the board and discord discussions.
https://docs.google.com/document/d/1Y4PTvkD_FGlMRiHFux8vd4bt5hn_9YK5JnXweS1laNM/edit?usp=sharing
But apparently someone (paradoxf) updated the bottom of the file without actually telling anyone, and didnt update the "last update date" breaking the whole system. This is the biggest problem of the whole team and a reoccurring issue.
>Discord split communication away from the board
>No one bothers to post feedback back into the board
>No one using the board. "read the thread" or "did you even read the thread" comes up a lot.
>Having isolated conversations within discord "scroll up" or "I talked with X" (not with the team)
>Making mechanics decisions or changes without actually running it by anyone.
>Throwing some idea out there but never telling anyone about it.
REEEEEEEEEEEEEEEEEEEEEEE
In order to work as a team you need to fugging communicate. If no one communicates then theres no hope for the project to ever get off the ground, no matter how many times you reboot it.
▶ No.19035
>>19029
i don't give a fuck about your retro indie platformer homage to the most flawless game developer ever based miyamoto, i'm just here to say
>Designing a horror game with the "gameplay first" method using gray boxes would be absolutely hopeless.
you need to play infra arcana and you won't say anything like that again.
▶ No.19036>>19053
>>19034
I think this is exactly because nobody is making decisions. Someone needs to be the one to say "this is where and how we discuss things" and "here is where we collect the ideas" and "these concepts will be in the game", so it's not just random people doing random things in random places and nothing is ever decided.
▶ No.19053>>19065
>>19036
OP was one of the worst offenders on not communicating. come on now.
>Absent for days while we were trying to prototype ground the project to a halt waiting for feedback
>Refusal to use discord compartmentalized the team
>After already having been on discord, which caused people to ask where OP was.
>Saging instead of bumping to give a status update
>Disappearing and going "hands off" for weeks instead of trying to get involved.
You cant make a game like this. When someone asked for a summery of discord discussions and thread I made the design doc, and then I told everyone I did it, and what was in it so far. That's communication.
▶ No.19060>>19065
>>19011
>Focus on attack and combat
>Enter the Gungeon
>crazy weapons
I said it before and il say it again, you're thinking too black and white. Something like Gungeon (a rougelike) was never really on the table so spitballing tons of gimmicky combat ideas to deal with is pretty pointless to do unless we switched gears. The short answer is you havent played enough games to really compare them or thinking about blending mechanics together if all you do is think in extremes.
>>19029
>The enemies seem to hardly react to being hit, and tackle is the same as pounce..?
Looks like you yourself are not reading the thread. >>18283 Pounce was a piercing / stun and the tackle would be a pin move, that is a beat down mash attack, you tackle the enemy to the ground and then it would have a cyclical animation. This was one of the ideas that Jay had on his own, and didnt talk to anyone in the team about until pressed for info. Its not very well executed and we already gave him feedback on how it feels. (sloppy and too button mashy. The enemies have too much hp otherwise 10 hits via peircing/stun) He hasnt updated it in a week and the absolute basics still need to be tuned up to feel better. Player feedback is an important gamedesign subject and what you said, attacks that knock you or the enemy back falls under feedback.
The last combat idea that was briefly talked on in the discord was implementing a grab. Something combat focused is just going to end up as a gauntlet. So you can think of this like Kirby where you can puzzle-out how to do the best in the fight scenario based on what's available around as enemies but not required and can still be dealt with as normal.
▶ No.19065>>19078 >>19082
>>19053
>OP was one of the worst offenders on not communicating
I've already said this many times; I'm not the leader unless I'm programming.
I can't let other people freely design a game that I'm supposed to program because I need to make sure I'm comfortable with the scope and complexity, and I can't design a game for someone else to program because I can't stop projecting myself into their shoes.
As for discord, I tried to join some time ago and it gave me a message that sounded like it thought I was a bot or something, and was not able to get it working again.
I've already mentioned that I don't like realtime chats. Anyone who doesn't happen to be awake and signed into the chat and paying attention to it at that exact moment is going to miss it, that's bullshit for something we want to all coordinate together. Half of this whole discussion is a testament to that. I also can't give proper feedback in a realtime situation because I need more time to taste it, nor think of interesting ideas if I have to keep paying attention to scrolling shitposting just in case something important comes up.
>Saging instead of bumping to give a status update
I'm not going to bump the thread just to say I have nothing. If the thread isn't bumped, there probably isn't anything new, the whole board doesn't need to be notified about it.
>Disappearing and going "hands off" for weeks instead of trying to get involved.
You know I don't see it. I just don't see this whole project. It's like a blur of vague ideas to me and I don't understand what you're going for with them. What is the "thing", what makes it appealing? I don't see it at all. I've tried many times to clear the glass and push the project into some kind of direction or make it less disjointed, but then people like this guy >>19060 come along and tells me I'm making it too simple or "black and white" or completely misinterpreting what I said. Clearly you guys know better what you want to do and someone else is programming it anyway so what do you need me for?
If you want me to lead this particular project as it is then I'm going to drop this whole pouncing idea right now. It's a neat idea and it can work but I do not believe it's the correct choice for a game that focuses specifically on combat, you could do so much more with more conventional moves. These dashing attacks can be a part of it but I do not see them making a good gameplay core. Maybe you guys are seeing something I'm not, but if so then as I said you shouldn't look at me for confirmation.
>>19029
>Looks like you yourself are not reading the thread
Right, well the post you linked to did not say anything about a grab attack. I can't recall reading anywhere how it's supposed to work, plus the tacke in the demo has the exact same effect as a pounce like 50% of the time.
I'm not sure if I would use the tackle button to bite it, because you're going to end up accidentally tacking again when the enemy is finished. I could also be beneficial to drop the enemy after the first bite regardless of if they die, and give the player an alternate function by making the pounce button throw the enemy forward.
▶ No.19078>>19081
>>19065
>Post too long. Click here to view the full text.
If it says this then you've written too much. Nice job "articulating your thoughts" "tasting it" into a spergy wall that would have never happened in a real time chat when it could have been easily defused and walked through point by point.
>I just dont see it
Every game is an iterative process. Barely anything has been tried so far. If youre ready to give up so easily you shouldnt be trying to be a game dev, period. And that goes to all the other coders too, if you're not willing to code something to tryout and then try different ways then why are you trying to make a game? The grab idea was brand new (a week ago) and came up after the fact the tackle-pin idea was tried. You know what else hasnt been tried? "Normal attacks should either knock you back or knock the enemies around ". Because interacting with enemies in any way was the newest change in the prototype.
▶ No.19081>>19082
>>19078
>spergy wall
I can see now why you prefer the chat.
▶ No.19082>>19083
>>19081
>Hi guys whats this I hear about a grab?
>Oh that's just some idea an anon suggested, we havent tried it out yet
>Oh ok. How does the pin attack work? I'm having some issues
>Just hold down the pounce, and itl pin instead of pierce
>Alright, but the enemies are getting stuck to me. like i can still move around after pinning
>Well that shouldnt happen, thanks for letting us know.
>Some other thoughts ..... ect.
VS
Whatever was spewed out in >>19065.
▶ No.19083>>19085
>>19082
If you can't process longer and more comprehensive responses than what would fit into twitter or multiple topics at once, then unfortunately we cannot work together. If that's my fault them I'm sorry, but that's just how it's gonna be.
▶ No.19085>>19132
>>19083
>if you cant process
Really tired of the whole "you belong on twitter because you like something to get to the point" kindly shove it up your ass. faggot. Your post is not comprehensive it's full of meaningless autistic blackpill rambling that is going to kill the project faster than anything else could, and you yourself know you go off on random tangents.
>Someone else is programming it anyway so what do you need me for?
Remember this?
>The quality standard would be basically 0... if you want to... If you think you can improve it, go for it
Do you think this sort of thing only applies to the art? If you do then you shouldnt be trying to make a group project. If you cant help but force your way into a leader position just because of programming even if theres someone better to lead let's face it youve been incredibly bad at leading. If you were the best programmer around but still wont do it because you cant lead then you're not a team player and no one will want to work with you. If your too busy being self conscious about holding back ideas and cant get out of black and white thinking for someone else to program then you're not a leader either. and if you cant get your ideas out in a concise way instead of rambles no one will care. Go back to your working solo on your boot-leg cavestory if this is how you expect to get anything done. With this sort of thinking the best you'll ever get is carbon copies of games with nothing new.
Your main complaint "sit in discord all day and wait for some post or il miss it is bullshit" is your own assumptions you placed on yourself. no one ever said you needed to be logged on discord 24/7 and there's something called signing out, and discord saves logs and has searchable logs. and you could have just as easily logged in every few days to be up to speed. but no instead we have this segmented game of telephone because you refused to communicate with everyone else.
The only thing youve shown here is prove how much of a novice you are, with no clue how to work in a team environment. Long text posts are shit for development because the longer and more topics each time cover the longer each reply must be, if you want to cover everything. And so we end up in a vicious cycle that ends up like a wall just like you posted. Real time text isnt the best either, and that's why people have studios that they work together in person with. Ori developers are all over the world, and they made it online but im sure they had plenty of real time chat, and voice conferences, screensharing and so on.
▶ No.19132>>19251
>>19085
Since you know exactly what it's like to program games and how to run projects and lead teams, as yourself this; why are YOU not being the programmer and the leader and leading us to victory? Clearly you seem to believe that you have it all figured out and your way is the best way.
▶ No.19251>>19477 >>19502
>>19132
What kind of a response is this, you expect anyone to take you seriously when you give this sort of 13y/o backlash, after already insulting the intelligence of people using discord? Are you an underage faggot, or what.
Have you ever worked in a team environment? Let's take school projects for example. Do you work closely together in a group you can contact towards a goal or do you to work with some one in the next country who only flies in once a week. This is akin to some technological ludite in the workplace who refuses to use email or faxes like the rest of a team, while everyone else is on page 10 by the time you send in snail mail letters you're still on page 1. You will always be behind using slower deprecated forms of communication, and it just creates bloated responses when you're not even that active in the thread itself. You think you're smarter for this, when you throw around accusations like "cant process"? It's the opposite, your refusal to join the conversation is stubbornly idiotic.
Guess what was one of the subjects in a recent chat someone decided to bring up? It was this exact topic. Quote "Is OP even here? fuck how do they expect to run this when they're off in their own bubble". It would be one thing if the team was split on using discord or not, but that's not the case and instead we have the only one outright refusing to use it, and making up excuses not to, is you.
You have a pretty ignorant way of looking at skills, because let me tell you being a director / leader is a highly different demand than coding. So the fact you think someone has to code to lead a project, is really stupid and just shows you're being inflexible, because there's plenty of project directors out there who don't have the specialized skills like coding. A leader can be anyone, a writer an artist, a coder, whatever. but they have to actually put an effort into managing each teamates needs and laying out a direction for project and keeping tabs on everyone. Managing a project is a lot of work, and its not going to happen when you disappear for weeks with no heads up. You never even brought up technical difficulties even once until the recent argument. Hello, remember the topic?? COMMUNICATION. If you don't communicate then you can't work with anyone else, even if you have the best ideas in the world, even if you're the most skilled in your field, if your shit at communicating them to others then it's good for nothing and good luck with doing it all solo.
If you want to lead the project or still be a part of it then you have to do better at communicating and if you want to lead anything you better be making sure you do a lot because leading takes the most amount of communication required.
▶ No.19471>>19513
lot of tension in this thread. guys please dont let it end like this. maybe cool off for a week or two and then make a new thread with a clearer direction for who ever is going to lead?
id really like to see a /fur/ game! if people appalogized and moved on back to working i still think we could make a great game .theres enouh creativty people here that most boards dotn have the luxery.
▶ No.19477>>19480 >>19505
>>19251
>Post too long. Click here to view the full text.
Wow do you expect me to read all that?
▶ No.19480>>19490 >>19502
>>19477
Nice kindergarten response that doesnt acknowledge a single point. I guess you're kicked off.
▶ No.19490>>19505
>>19480
That's funny because it's basically how replied earlier.
▶ No.19502
>>19480
>>19251
Descending in age faster than a weeaboo deviant's porn searches
▶ No.19505
>>19490
>>19477
>D-D-Didn't read...!
>I can see now why you prefer the chat.
>If you can't process longer and more comprehensive responses than what would fit into twitter
Congratulations, you've established you're an underage faggot. Where would you like to go with this thread next OP? Or are you just going to pick up your ball and go home.
▶ No.19513
>>19471
2-4 of the people that were interested in this and got into the discord will be working on a visual novel now. So there's that at least.
▶ No.19515>>19536
>>16978 (OP)
sound advice for promoting the game- claim that the SJWs are being mean to you and saying mean things about the game. It will make the alt-right and gamergate feel bad and buy your game to "spite" them, even if they don't like your game.
It worked well for a dating sim Bejeweled clone and Doom 4.
▶ No.19536
>>19515
No one said anything involving politics until you arrived in this thread, get the fuck out of here if you just want stir shit and derail the thread further.
▶ No.19650>>19668
What the crackers did I miss? I thought "ab" was the OP of this thread. He was never on at all? If no one wants to be leader, I'd nominate him because he seems to know how teams work.
▶ No.19667>>19668 >>19671
>Be OP
>make dev thread
>a problem happens in early development
>do nothing to fix it
▶ No.19668>>19671
>>19667
I'm resisting the temptation to delete this thread before someone makes a new one, but you're making it very hard.
>>19650
Anyone can be the leader, they just have to do it.
▶ No.19671
>>19667
Very accurate.
>>19668
Heres an idea for you OP and everyone else still checking into the thread.
Instead of deleting the thread, rather than arguing about discord and trying to get a good game by throwing darts. Write up something, like a small game design document, but the goal is to pick a direction and decide what you want. For this stage don't look towards other anons for new ideas, try to come up with an argument why we should go with one over the other.
Give people a reason to get behind your ideas. Think about a hook idea (what sets the game apart) and then come back. Then we can compare each other's more complete ideas and go from there. The OP said he doesnt "get it" with what the discord anons are trying. So we need more clarification, even the bigger GDD is more random ideas but nothing is decided. If the OP wants to make a diffferent game then he has to put forth an argument for others to "get it" on the puzzle route.
▶ No.31997>>32005
so is this still dead or did it mutate into that "fox and bunny" thing?
▶ No.31999
>>16978 (OP)
I was confused for a moment. I thought I was on /v/.
Anyway, OP, best course of action is to do what you want because you want to do it, and be done with it.
▶ No.32005
>>31997
OP here, I'm not involved in that project in any capacity or know anything about it, but as far as I understand some people who were interested of this idea are making it.
I'm working on personal projects for now, but I'm still interested of involving other people sometime. I'd like to finish a small game on my own first though.
▶ No.32776>>32789
>>16978 (OP)
How would a Fire Emblem SRPG-like project work? I think that it could probably work as a community based project as each member could create a unit for the game.
We could probably design a framework so that folks could mod in their characters. Like a .txt or custom file format for their character attributes and a folder of images for their character sprites. We have some limitations on design so that they won't feel too out of place.
▶ No.32789>>32791
>>32776
That's more or less what I originally expected.
I wanted people to create characters and stories and locations and quests and stuff like that while I work on the actual code and add things into the game as people make things. I could easily provide a map editor and let people add characters and dialogue and possibly even rpg-style attacks with just json/xml data or something, and add new features if people want some new functionality.
Nobody really expressed interest for that though, it went straight to gameplay mechanics and combat.
▶ No.32791>>32795 >>32819
>>32789
Probably not too late to start it. We could probably make three editors/tools total. I'm going to drop my ideas that I have in my head so that I could try implementing them in my own personal time. I'm thinking of going with C++ and SDL 1.2 because that library can run on everyone's rigs, but you can choose something straight forward and better.
>Campaign editor
- Map selection
- Campaign events (reinforcements, dialogue music selection, etc)
>Map editor
-default map music
-map layout/builder
-map events (rain, snow, fog, forest fire, etc in x turns)
>Character editor
-default attributes (HP, Speed, Defense, Luck, etc)
-growth rate
-class
-race
-Bloodline/genealogy mechanic
-Map sprite
-running sprite
-fighting sprite
-evasion/no damage sprite
-portrait sprite
-Battle Sprite
What would be good standards for sprite resolutions?
▶ No.32795>>32802
>>32791
What would be good standards for sprite resolutions?
svg
▶ No.32802
>>32795
Alrighty, I'm gonna make the switch to SFML then.
▶ No.32819>>32907
>>32791
FF Tactics was my first FF game and is one of my top favorites. I only started FE with the GBA game after emulating some of Fates. I found the gameplay lacking compared to FFT. That said, I'd still play a furry FE that you all would make.
I still have my unfinished plot draft for a srpg that will never be made lol.
▶ No.32853>>34495 >>36835
hi I'm the guy who posted the generator website
since nobody else wants to use it, here goes:
http://www.seventhsanctum.com/generate.php?Genname=mascot
Trick the fox - the playful, black-colored bounty hunter.
http://www.seventhsanctum.com/generate.php?Genname=storygen
The story is about a shifty traveler with a peculiar affinity for magic. It starts in a frozen land on a world that has all but forgotten its magical past. The story ends with the revealing of an impostor.
http://www.seventhsanctum.com/generate.php?Genname=questitem
Necklace of Illusions
http://www.seventhsanctum.com/generate.php?Genname=villain
This mystical warlock is spurred onward by megalomania. He uses battle magic in his schemes, always decimating entire areas to achieve his goals. He is a complete fraud.
this is all very much see-what-sticks, but I think these go pretty well together
▶ No.32907
>>32819
I get what you mean, I liked the GBA FEs but they felt way too easy in comparison to the older ones. Thracia 776 was extremely tough, especially with it's fatigue mechanic.
▶ No.34495>>36834
▶ No.36818>>36835 >>36846 >>37135
I have a game in mind but lack the ability to create it. If I had a team I could do Direction and Concept Art at the very least.
▶ No.36834
>>34495
so that's a no then
▶ No.36835>>36837 >>36846 >>36967 >>37248
>>36818
>I want to tell other people to make my game
>>32853
Too much detail, this would be tricky to write a story about, let alone make a videogame.
▶ No.36837
>>36835
He can fit as a unit in an FE clone, but I haven't made anything concrete yet.
▶ No.36846
>>36835
>>36818
You joke about that, but as one of the people actually originally in this thread and doing most of the work on a game, this is pretty much exactly what we needed. No one really knew what they wanted and development just died quietly.
▶ No.36967
>>36835
Direction is very important otherwise you got a team doing all kinds of stupid shit.
▶ No.37135>>37148 >>37187
>>36818
>Direction and Concept Art
>Direction
Do you know how to make a game? You already answered to this question. No.
>Concept art
Do you know how to draw shit quickly and decently? No?
You're useless then.
You're just another "idea guy" or, as the actual title used in the industry: "game designer".
Game designers in the video game industry are stupid people getting paid to sit around all day and come up with brain farts, trying to boss around the programming and art departments, which promptly tell them to go fuck themselves most of the time.
The people who lead the programming and art departments are senior developers who know what the fuck they're doing.
Let's pretend for a second that you lead this project.
What are you gonna do when someone gets stumped?
Your genius game ideas won't solve technical issues.
▶ No.37148>>37187
>>37135
Yes I do which is why I said so. I could do art given enough time because it takes me a while to get it right so quick placeholders would be more my speed.
▶ No.37187>>37192 >>37196
>>37135
You guys could give him a shot before you shit on him. But I guess you think Hideo Kojima is just another one of those "stupid people getting paid to sit around all day and come up with brain farts."
>>37148
I've got some time to talk a bit. What's the best way to reach you?
▶ No.37192>>37197
>>37187
>But I guess you think Hideo Kojima is just another one of those "stupid people getting paid to sit around all day and come up with brain farts."
I knew this would come up. I just knew it. You people are like fucking open books.
Fault's on me for not being clearer. I always take for granted you know the same things I do.
No, I'm not talking about the likes of Kojima or Todd Howard or whoever. Those are THE leading video game designers and they are single individuals. They are the equivalent of directors in the movie industry.
You are expecting the director to lead and aid the CGI department.
No buddy, that's not gonna work. Ridley Scott may have had a stroke of genius with Alien back in '79 and he may still continue to do alien movies in 2017, but he doesn't know jack shit about how his aliens come to life nowadays.
But I digress, I'm talking about the plethora of unknown "game designers" that fill entire departments in video game companies.
Ubisoft's own "game design" departments hire more people than the programming and art departments put together. They don't do jack shit all day and they don't even know where to even start putting together a video game.
Also, do you expect me to believe that you think some random anon on 8/fur/ is on par with the likes of Kojima? lmao
Even then, you still need someone who's competent to put the technical department in check.
But sure, do listen to him, whatever. I'm not saying you shouldn't, it just made me iffy that he barged in and went "I'm gonna direct the production of your game even though I have no idea how to make one". Hell, I'm not even involved in this project, I'm just lurking.
▶ No.37196
>>37187
Oh hey inafune. what a fantastic ideas man, really gave birth to another classic. what's your next project?
▶ No.37197
>>37192
I'd understand your reaction if that's really how it went down, but he hardly "barged in" and told anyone he was going to direct the production of their games.
And of course I'm not comparing a random anon to Kojima. I hardly know this anon yet anyhow. But I am saying there is value in someone who can keep communication open and ongoing, keep a clear direction to the project, and outline specific directives. Someone who has and shows drive, even if they don't necessarily have the skill to do it on their own. It's different from the idea guy who goes "here's my idea, make it happen; I'll sit silent and lazy for there until it's time to collect."
Also I haven't really seen much of any sort of "project" here, something actually tangible, in his past month's of activity, and even if there is, I don't think this guy was talking about it.
▶ No.37248
>>36835
wasn't plot ideas exactly what was asked for??
▶ No.46760>>46767
So I suppose this project is dead?
▶ No.46767>>46770
>>46760
Yep. This and the next one.
▶ No.46770
▶ No.46781
I made this a few days ago trying to make a custom character in Elona +.
Might not fit the style of whatever ends up being made, but hey, maybe someone'll find reason for it.