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Re: What are you working on?
[Re: Wjbender]
#447100
11/16/14 11:10
11/16/14 11:10
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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my opinion on the "game studio" problem is that ,this engine can be out grown by developers , when you find yourself in need of doing advanced projects you soon realise ,that even though you know the engine well enough there isn't really enough from the engine side to back you up for your advanced project ,I mean the engine doesn't include the advanced functionality that bigger engines already include so you are left trying to code all the advanced features yourself ,which you could just simply spare yourself from by using a different engine .
problem about this is ,that many who outgrow the engine also love the engine ,so we mule around hoping and praying it wil catch up with your growth. .
I don't think the engine is going to outgrow us any time soon , so to me this engine has it uses as part of the first steps in to bigger things ,and well if you have the time and all the general knowledge it takes in different fields then you could most likely code your ass off and make a big project ,the simpler choice is stil to use a more advanced engine for more advanced projects and use gamestudio for projects suited for its maturity.
^ this. plus, acknex does a lot of weird stuff in the background and it's lacking low-level control.
Last edited by Kartoffel; 11/16/14 11:11. Reason: damn new page, had to quote it
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Feindbild]
#447113
11/17/14 17:37
11/17/14 17:37
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Posts: 2,210
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@Feindbild: posts are much easier to read with manually set line feeds than without any imo...
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: MasterQ32]
#447117
11/17/14 18:32
11/17/14 18:32
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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to get back to the topic: made some further improvements to lighting and shading for my pixelated renderer (click for full size; flames look a lot better in motion, though)and I still haven't got any idea what game to make with it ;_; edit: also note that the resolution isn't fixed, I might go higher (+50% or even +100%) if I need it and if I'm good enough at making assets edit2: just decided the game needs a potato
Last edited by Kartoffel; 11/17/14 20:46.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#447136
11/19/14 10:35
11/19/14 10:35
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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I still like this , if you have the torches and lighting as part of a core concept ,you could really create that mysterious eerie exploration elements for your game , a part of the mechanics could be having to use torches to light up and explore the world ,if you added a sort of progression through the game then later on the player could start throwing light sticks in dark areas etc .
crackling sound of fire and crickets and wild animal sounds plus some scary monster sounds in a darkish nightime game , exploring underground caverns ..
Last edited by Wjbender; 11/19/14 10:38.
Compulsive compiler
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Re: What are you working on?
[Re: Wjbender]
#447137
11/19/14 10:47
11/19/14 10:47
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Posts: 2,210
Bavaria, Germany
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nice idea but I'm looking for something really simple at first as some kind of practise and to get used to this. I think all that games which need a lot of detailed assets to make a scene, or things that require a complex collision system (I don't have one, yet) are not gonna work... Doesn't mean it can't be somewhat fancy looking.. but I haven't got what it takes to make a detailed and rich environment. Something with a space-theme for example would be suited better... because there's a lot of 'space' instead of textured environments anyway, thanks! I'm happy to get any kind of suggestions
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#447138
11/19/14 11:51
11/19/14 11:51
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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things that require a complex collision system (I don't have one, yet) are not gonna work... Doesn't mean it can't be somewhat fancy looking.. but I haven't got what it takes to make a detailed and rich environment. go for quad trees , for your map system and speeding up your collision testing.. most of the best selling 2d games aren't really highly complicated dense graphical scenes , the important thing is to have a good concept with good mechanics. start with a simple prototype and drop it early if it doesn't feel good , if it feels good then you might just have something , most people aren't the type who would sit down and play something complicated or big ,they just want something to pass the time with and feel like they are able to play and understand it, this is why super mario and simple games like minecraft had wide spread success , no serious gamer looking for eye candy would bother with it but then again not everyone is seriously interested in technical eye candy .
Last edited by Wjbender; 11/19/14 12:25.
Compulsive compiler
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Re: What are you working on?
[Re: Wjbender]
#447176
11/22/14 12:30
11/22/14 12:30
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Posts: 2,210
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@^: again thanks for the input I think I'll make some kind of a tower-defense game... I have some ideas, let's see if it works. edit: I've actually got a shitload of ideas... but I'm afraid it will not work out too nicely
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#447182
11/23/14 09:01
11/23/14 09:01
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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Posts: 927
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you know what's the problem for me , as many ideas I have ,there is always a game that already did it in some form , which I hate because it makes me feel like I am not original but sadly thats just how the dice rolls , i mean even angry birds used the exact concept design of earlier games ,but it was definitely more successful as those others so I don't care anymore about using concepts that has been used before , now I just say screw it and do it .
I have noticed that ,even though concepts are being done over and over again ,the only thing you need to do is be better at the addictive elements of your game vs the rest , if people would rather waste their time on your game than the rest which uses same concepts then your going to make money ,addiction is key ,got to make people your game junkies.
Last edited by Wjbender; 11/23/14 09:11.
Compulsive compiler
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