Mr. Matty Plays covered Van Buren on his big YT channel
Mr. Matty Plays covered Van Buren on his big YT channel
I have been grappling with a control bug for a few days, having also taken a bit of a break from working on the game. The problem is that I can't get the controls to perfectly cancel out;
Basically what I want to happen is when you press the buttons in opposing directions the controls cancel each other and no net movement will occur. However, when you hold down all the buttons, you invariably move in one direction or another. It took me a while to figure out what was causing this. It turns out, several keyboards have a limit to how many keys they can track at once, so for mine I can't press four keys at once and have them all detected. Which means other people can't, either.
So I have to decide if I can keep my control system, or if I need to redesign it to be more simplistic. I'm leaning toward keeping it because you don't usually need to press all the keys at once, but it might be worth looking into using the mouse to control like a joystick.
Dungeon Crawler Banner:
Welcome to the Managment/Tycoon Games section of this short series on Banner 'Games'; In todays article we will be going over the way that this system would interact with the onlooker, and how it would be possible to make this interaction serve a greater purpose within the game world of a large scale game where trade is important in establishing yourself.
Firstly we will discuss the way that this game would play out for the onlooker who does not own an account on your game, in two ways. The possibilities for this type of Banner 'Game' would be rather titanic in length if made into a list, but the first way of doing such a system, and likelly the best way to introduce the new onlooker to the way that trading works within the game would be to have the goods which the player is currently selling display, and give a small amount of money to the onlooker to buy things in the shops which they find interesting. Of course this system would be meaningless to the player until they signed up, but by saving the trade they do they would have the possibility of creating an account afterwards and keeping the money and goods they bought.
Another distinct possibility for this system when the olooker does nto have an accoutn would be to simply give the plyer a small amount of money, a sort of payment for the 'customer' who walked in, although the same system as described above would also be possible using an AI, giving the best of both worlds. Of course for both of these options with this method one would need to work on what to display, possibly the obvious Add for the game, although that would likelly turn off many players from posting the Banner 'Game' as many absolutelly hate ads, and would be blocked by AdBlock and the such slew of programs that now dominate the internet browsers ability to display them.
When it comes to an onlooker who does have an account within your game, this method would be a great way to remind them of the game, and possibly drive them to goign back to it faster due to the this thought of it. The Banner 'Game' in this instance would be truly clsoe to a game, given the type of game that the banner would be built for. For this the things that the player is selling on the open market would be displayed, and the onlooker would have direct access to the money they posess in their own game, and could buy the items and have them transfered to their own account directly.
The idea of an extension to the idea above is feasible, making the Banner be a small chat client for the Onlooker and the Player. With this the Player could make small discounts after bargaining with the onlooker, possibly bundling items and the such. This mechanic could also be used so that the player would need to be connected, at hte very least to the chat client on his end for his shop to be open, so the player would need to manage their IRL time to have the most customers as possible, restocking what they have on open market, assuming that they did not have the option of infinite amounts of items for sell.
A further extension could also be made, making the Banner display a small map of the shop of the Player, and having the Onlooker move around lookign at various displays and items, a very natural way of setting limits as to how much they can have on display at once, and having to map out their shop in the best possible way.
For games which have high levels of customisation, the PLayer could have complete control over what the Banner displays, forcing them to try to market their game as best they can, ot have as many clients as possible.
Of course the mechanics discussed in this article could be an extra layer on top of something larger, for example a very large rpg where people are activelly lookign for the best items possible, with a crafting system to match, or something of the sort; an existing game which such a system could possibly benefit would be "Evony", adding yet another layer of gameplay, making the trading system also a system of marketing rather than simply pricing.
With this paragraph ends the currently planned themes for this Banner 'Game' series, however another article is in the works discussing this idea further, although not only talking about the Banner, but also the game which this version of the Banner could be applied to. If there re any themes which you would like for me to create a Banner proposal for, or even a game you are creating which you think could benefit from such a system do feel free to contact me or leave a comment.
Hey , it's been a while since I've made a post. I put my project on slight hold while I took care of my summer classes(which i got an A and a B in by the way) and joined up with a small team as the programmer and concept artist. We have a background artist and the project lead,who also programs, making the team total 3 people. We are looking for someone who can do 2D character animation that can make models/sprites that match the art that our background artist is using. This is a sample of his artwork. http://imgur.com/M8IvIPc
If you want to join the team, feel free to email me at email@example.com or add me on skype @ adarian.d
Created for the Naviar laboratory Group. Flirting with war gods Dancing underneath red moons Hiroshima cries Haiku poem by asolarwindbreath Picture by Andrew Fysh Thanks to klankbeeld / User freesound.org More info at: http://soundcloud.com/groups/naviar-laboratory
I haven't been active in a LONG time. Mostly because I've strayed from doing game projects.
Anyway, I'm starting this project because I wanted to revisit a game I made with a friend for a contest in the past. We entered a contest that had about a month left, so obviously we didn't win, and in general the game could have been a lot better with some more time. Regardless, now that I have the chance to spend more time (generally speaking) on it, I hope to do this game some justice and make something to show off a bit.
I want to stress that I'm not making this game for profit, I'm making it something I want to play or let friends and family play. It's got some ambitious ideas, but nothing as outlandish as goals I've set for other projects in the past. (Wanted to create the next big MMO as a first game. A little ahead of myself, there)
The general idea, since I'm still working on the R&D portion, is that you play as Magnum Opus, a master thief whose gotten into a bit of a sticky situation. It plays like a platformer, but Magnum has a dagger and a bow/arrows to fight with if the player so chooses, as well as a grappling hook for maneuvering. There's some features I'm hoping to add that I haven't worked out how to incorporate yet, so I won't get too ahead of myself with specifics.
I thought about digging up the old files and starting with some of the old assets, but everything was a bit patchy back then, so starting over seemed like the way to go. In case you're wondering, here's a list of the things I recall being sub-par with the original project:
Hope you'll check back when I've done a little more work and have more to share, and as always, thanks for reading!
Welcome to the Dungeon Crawler segment of this small series about the use of a Banner 'game' both as a system to help the player, as well as a advertisement campain; I would like to start by mentioning that many of the ideas within this blog post may be discussed as part of the 300 mechanics project, either previously or in the future, but in no way are meant to be direct rip offs from any of the subjects discussed in the mentioned list.
As mentioned in the Introduction a full game would need to be crafted before such a system can be fully implemented as on it's own does not make a full game, if using directly the type of system discussed in this post.
For the Dungeon Crawler game type a simplified version of the game can be used to introduce the viewer to the jist of the game ideas, possibly some examples of arts(as eye candy does often make or break a game, especially when used as advertisement). For example a very small dungeon with very powerful gear automatically give not the viewer so they may begin to see the end gaem items and make the salivate in anticipation; as well as giving them some basics of the story so they may begin to comprehend the world as a whole, albeit not in all its minute detail.
For example, if your game had the basic premise of a peasant trying to become the greatest knight of the land, passing by kingdoms an helping the kings and queens, leaving a trail of dragons in his wake, and gaining fame and wealth that way, one day being rewarded with the sword of the last great dragon slayer, then the smaller version could be the final dungeon that the last dragon slayer has past through to defeat the greatest dragon of all. In this instance the viewer is being taught the back story of the world, and the basic mechanics of the game, as well as some of the very powerful things which they can do in the end game to defeat one of the greatest dragons to ever roam the earth. Of course for this the controls would have to be as simple as possible, so the banner may remain banner sized, but the viewer would still be able to understand that the goal of the game is to follow in the footsteps of the great dragon slayer of lore, if done right.
While this is happening the player who's banner the viewer was playing on could gain the money which the viewer collected during his adventures, as well as some experience boosts, or possibly getting a map to a hidden treasure which the last slayer left behind which would contain those, so it would add new quests whenever a viewer would play through the small banner game.
Of course with this genre a second option presents itself; having the tutorial battles being the banner game, and the game detecting if the player has finished the banner game before starting a new game or not, that way they would not need to play through it twice, likely in a row. With this the player would once again see the general idea, if one wrote it into the tutorial level, however this would likely be harder as a banner does not have much in screen room, so not much text could be used, hence relying more on the viewer forging the history fo the world themselves, to understand it better. if they are told that they are a legendary dragon slayer then they will automatically understand that they are one of the greats, so when jumping into the main game they will recognize the name give not this legendary character, and automatically put two and two together to then have a base on which to base their knowledge of the game world.
In the next installment of this small series we will be discussing Management/Tycoon games, and how a banner system would work to help all players and viewers within the game, and to introduce them to the game.
Being a long time reader of Squidi.net's 300 hundred mechanics posts, many idea have sprung to mind following some of the ideas presented in the list. Some of these ideas following logical path from some of his ideas, building upon them, by adding piece of the banner games which he brought up as well.
This current post is simply in introduction to these ideas, bringing to light the basic premise of the ideas, passing by why one would wish to set up such a system into their games as a developer, and some of the possibilities which could come from this system. Within this series no technicalities will be discussed simply the general design/ideas behind such a system.
Before building such a system a fully functioning game would be needed, and I believe that this could be easily appended to a complete game with 'ease'(relatively, depending on he game itself, the genre and such). A web server used to connect to the banners and the game itself would also be required, for this system to function.
For this series, the person playing the full game and spreading around a banner will be called the Player, while the people viewing the banner will not be directly addressed, while the functionality of the banner will be described.
The player plays their game normally no matter how many banners are posted being used at once, or even if the player decides to not use this feature at all. The user would post the banners around the internet(Likely as part of their signature on forums, or something of the like), which would make anyone loading up the banner becoming a user.
To the player, the banner is a way of reaping rewards, for use in the main game, while for the developer, the banner is a simple way to get free advertisement. The player would spread it around to get the rewards, thus spreading the word about the game's existence, and potentially getting new players this way.
Many variants of this basic principle can be used depending on the game and the desire of the developers, for this reason this is where the Introduction to the topic will end. From here a few types will be discussed: First the Dungeon crawler game and it's possible banner, due to it's direct correlation to the original ideas discussed in the 300 mechanics project, followed by the use of such a banner system in a sim game, of the merchant/store game type.
Check out our video interview with new screenshots and information!
My girlfriend got me a subscription to TheIndieBox for my birthday, and the first one came! It's really neat.
Each month, they take an Indie Game and make a physical box and instruction manual, throw in some stuff like keychains, papercrafts, stickers, and of course the game on a custom DRM-free USB drive.
They gave us subscribers a Promo Code to refer a friend, and in exchange, I get some extra goodie in my next box. The code is for 50% off a 1-Month subscription. It's like $10 after shipping and taxes, pretty good!
Send me a message if you want the Promo Code.
Hi all, please take a moment and answer This Poll. The results help us figure out what to focus on to improve Develteam.
Phew, Q-Con XXI is over, and what a weekend it was!
I had a booth at the Indie Arcade, which was in the tradehall area of the convention, meaning that it was a prime location for public attention. I gave out at least 130 business cards to fans and fellow gamedevs over the three days of the convention, and presided over at least 100 separate playthroughs of the Dungeon Buster demo dungeon.
Getting the game into a very public setting such as Q-Con provided a very unique opportunity for some free QA testing, and that's exactly what I got! The first person to sit down and play had broken the sword in less than 15 seconds... Shit, how could I have missed this game breaking bug? Turns out there was a flaw in my scripting where using the sword at the exact moment you leave a level will break things, and I had missed that in the hundreds of hours I've been creating this game. That's actually a huge positive, and has opened my eyes to the need for constant outsider testing, and was the first of several nasty bugs that were revealed and subsequently squashed (in between public playtests of course).
The booth was popular with convention-goers (I had Rikku from FFX-2 as a booth minder for a while which really helped!)
Another very important thing I learnt from the convention is that Dungeon Buster is a very niche game in today's world, but that fans do exist and that they are fiercely loyal. I also discovered a demographic that I hadn't considered at all; kids! Quite a few children came over and tried out Dungeon Buster, some of whom fared far better than their adult counterparts at picking up the control scheme and figuring out the dungeon puzzles.
Overall the convention was amazing, I learnt so much from the general public about their approach to the game, and also got a ton of feedback from them with regards to what they want to see in the game and how they think the game could be better. I had a notebook with me and was busy scribbling down every suggestion and critique that was mentioned.
Most importantly however, Dungeon Buster is:
I am eternally thankful to the directors of Q-Con for inviting me to show my game at the Indie Arcade, and I would strongly recommend to anyone else who is offered something similar: DO IT!!! You won't regret it, and you'll gain priceless insights into your game.
In serious need of some programmers at the moment and saw this website and thought I'd give it a shot.
Ok so the game is Star trek. You know the show with the captain, the crew and the unsociable alien. Its all about putting you in that captains chair and making you feel like that captain.
Gameplay makes up a combination of guns of icarus and rogue like elements of ftl (You know, but without the steam punk and paper thin plot).
Having stemming narratives within each play through, considering there is no voice acting this gives us an opportunity to give wild variations on how characters within your little command bridge will react.
Now wait, i know what your thinking. This dudes is high on his own ideas here, like every other yokel who comes in saying i have the idea of the century.
Assets wise, we are on top of it. Need some more artists to get the ball rollin, but its all there ready to fire off. 3 modelers doing specific sections of the game. A sound producer to do the sound design and soundtrack. 2 designers doing the core mechanics and game object diagrams. But what we lack, and what is holding us back right now is a severe lack in coders. We've got one bless her heart, but she is going through some stuff right now and hasn't been able to put much into it.
I'll be honest the games just got a few lines of code and a few models like the one in the logo up there. But if we can make a prototype with your help, i promise i will put my entirety into it, making sure its the best it could possibly be.
Now enough of that sap, what would you actually be doing?
- Attacking PC within a distance
- Aiming for specific targets once certain conditions are met
- Running away when certain conditions are met
- Adjusting the speed and direction depending on the position of the PC
- Changing behaviors of movement and attack when certain conditions are met
And then making them with variables that we can just tweak for testing game play and the such. That's for AI. For the general programming you would need to know how to create and manage interlocking systems that rely on each other. Like the various parts of a space ship. As well as basic movement for the ship and firing rotations for the ships guns. A lot to explain but suffice it to say that there is a decent amount of work to do. The important part being we know what we want from the gameplay. The nebulous parts only really lie in the small details.
On artists, someone who can draw good really, preferably with an interest in spaceships and characters that would fit within a sci-fi setting.
Its late now and i am going to sleep Felt like making a bit more flavored post rather than the autonomous "WE NEED PROGRAMMER!!! kthxbai" that you see more often than not.
If you are interested, please email firstname.lastname@example.org