What kind of art? What kind of future? What kind of engine?
Moderators: Bob the Hamster, marionline, SDHawk
- SwordPlay
- Chemical Slime
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I also tried out other game concepts.
I like the OHR for simplicity, rapid prototyping, debugging and portability
I like the OHR for simplicity, rapid prototyping, debugging and portability
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- this is an attempt at an action game.
not sure if i like how it turned out, and it needs more planning to implement gamefeel/action - delinquent_saga0004.gif (641.4 KiB) Viewed 7067 times
- this is an attempt at an action game.
- Bob the Hamster
- Lord of the Slimes
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Whoa! Blindsighted. Impressive. I mustn't be watching discord at the right time of day, because I saw nothing.
Am I king?
Yes, OK, you can have your pathfinding improvements for tactical combat. Just as long as it's not military purpose.
Am I king?
Yes, OK, you can have your pathfinding improvements for tactical combat. Just as long as it's not military purpose.
Last edited by TMC on Tue Apr 28, 2020 4:01 pm, edited 1 time in total.
Ah, you did some more on that crazy thing, whatever it is! (A description maybe?)
It looks intriguing but I'm not sure whether it's aiming to be a game, or a Dwarf Fortress-level simulation.
It looks intriguing but I'm not sure whether it's aiming to be a game, or a Dwarf Fortress-level simulation.
Last edited by TMC on Sun May 03, 2020 3:27 pm, edited 1 time in total.
- SwordPlay
- Chemical Slime
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its not as deep as dwarf fortress sadly.
I have an idea that its a generated world, you build your own weapons, negotiate and fight with other generated cells (and colonies) and there's some kind of progression, with the end goal being either to leave the planet and brave the harsh ravages of space, becoming an alien in another world, or something...
or you become the dominant life form. or both. I dunno yet
I have an idea that its a generated world, you build your own weapons, negotiate and fight with other generated cells (and colonies) and there's some kind of progression, with the end goal being either to leave the planet and brave the harsh ravages of space, becoming an alien in another world, or something...
or you become the dominant life form. or both. I dunno yet
"Imagination. Life is your creation."
Well if you pulled that off, it sounds like it'd be great. I heard some other people didn't pull it off (but I wouldn't know).
But, really, it's a promising concept and wide-open for invention. You're so unconstrained by conventions set by games that have come before. That kind of (necessity of) invention looks in practice like randomly thrashing about, misshapen ideas and prototypes, so don't be discouraged if that's all you've got. I think the key ingredient of experimental search is testing.
But, really, it's a promising concept and wide-open for invention. You're so unconstrained by conventions set by games that have come before. That kind of (necessity of) invention looks in practice like randomly thrashing about, misshapen ideas and prototypes, so don't be discouraged if that's all you've got. I think the key ingredient of experimental search is testing.
- Pepsi Ranger
- Liquid Metal Slime
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Works for me most of the time.TMC wrote:But, really, it's a promising concept and wide-open for invention. You're so unconstrained by conventions set by games that have come before. That kind of (necessity of) invention looks in practice like randomly thrashing about, misshapen ideas and prototypes, so don't be discouraged if that's all you've got. I think the key ingredient of experimental search is testing.
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- SwordPlay
- Chemical Slime
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I thought I might talk a little bit about my design philosophy for Hamstervania....
As always for me, the most important thing is resolution, screen size, and proportion.
I find this especially true for action games.
What good is it to have fancy effects if they occurring off-screen?
Can a game really be fair if they are being sniped or at the whim of off-screen elements?
If players constantly have to move around just to see their surroundings, doesn't that undermine the player character?
So, making sure the player can see or observe all important things easily is a priority.
This applies somewhat to HUD and other displayed elements, such as text floats and what-have-you
Following on from this we have something like camera-work, direction, and (visual) pacing.
How long does it take to register new items or objects? What is the quickest rate that is reasonable to expect of players?
What is the slowest rate that does not turn off players?
How should scenes movement be directed?
Given the screen size/ratio, likely to be rectangular, it makes more sense to have important things in the larger (horizontal) axis.
It's annoying to not be able to see as well in some directions (up/down) compared to others (left/right)
so scenes, maps, direction etc., should all consider this important fact.
On the other hand, the limited size of the vertical axis can make for unique situations, e.g, surprises
In so many ways, constraints dictate our method.
This includes self-imposed constraints, such as the game style, theme, etc., which may exclude certain possibilities.
As always for me, the most important thing is resolution, screen size, and proportion.
I find this especially true for action games.
What good is it to have fancy effects if they occurring off-screen?
Can a game really be fair if they are being sniped or at the whim of off-screen elements?
If players constantly have to move around just to see their surroundings, doesn't that undermine the player character?
So, making sure the player can see or observe all important things easily is a priority.
This applies somewhat to HUD and other displayed elements, such as text floats and what-have-you
Following on from this we have something like camera-work, direction, and (visual) pacing.
How long does it take to register new items or objects? What is the quickest rate that is reasonable to expect of players?
What is the slowest rate that does not turn off players?
How should scenes movement be directed?
Given the screen size/ratio, likely to be rectangular, it makes more sense to have important things in the larger (horizontal) axis.
It's annoying to not be able to see as well in some directions (up/down) compared to others (left/right)
so scenes, maps, direction etc., should all consider this important fact.
On the other hand, the limited size of the vertical axis can make for unique situations, e.g, surprises
In so many ways, constraints dictate our method.
This includes self-imposed constraints, such as the game style, theme, etc., which may exclude certain possibilities.
Last edited by SwordPlay on Wed May 27, 2020 4:59 pm, edited 2 times in total.
- Spoonweaver
- Liquid Metal King Slime
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- SwordPlay
- Chemical Slime
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Hamstervania is ongoing. I sometimes post updates (and demos) to the ss discord (for some reason. sorry)
Gaplan is taking on most graphical duties... i actually need help in other departments too, at some point.
I want to enter a demo in HOTOHR if possible
Gaplan is taking on most graphical duties... i actually need help in other departments too, at some point.
I want to enter a demo in HOTOHR if possible
- Attachments
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- Hamstervania EOS0040.gif (19.56 KiB) Viewed 6401 times
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- Hamstervania EOS0222.gif (200.97 KiB) Viewed 6403 times
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- Hamstervania EOS0210.gif (26.5 KiB) Viewed 6407 times
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- Hamstervania EOS0028.gif (113.14 KiB) Viewed 6409 times
Last edited by SwordPlay on Sat Jun 13, 2020 6:51 am, edited 11 times in total.