The Official Game Development Thread

Re: The Official Game Development Thread

Postby mikemacdee » October 15th, 2013, 2:18 am

The Food Fight guns are just adorable...though rhetorically the slogan ought to read "Playing with food HAS never been so right!" I can't decide which gun is my favorite but I'm leaning towards the carrot launcher.

I'm as surprised as anyone that there's a thread about game development -- maybe it should be a sub-forum. I've been designing games as long as I have been drawing, and hope to do a Wilcox Law action-RPG eventually. My Gamejolt profile has all my games listed on it, but here are the noteworthy ones:

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VALKYRIE, a story-driven shooter set in a dark-ass nuclear winter world. I may do a comic based on it.

Ragnarok terrorists seize the Bifrost Media Center while Artemis Dane -- commander of the Valkyrie Guard and indirect ruler of the nation -- is giving a public address. You are Atalanta Regin ("Lan" for short), a former Amazon Force commando-turned-Valkyrie who is tasked with the Commander's rescue. Make your way to the broadcasting studio, kill the terrorist leader, and get Commander Dane out alive!

The trouble is, thanks to the resurgence of a long-forgotten childhood memory, you're not sure which side is the right one anymore.


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SOCIAL STUDIES EXPERIMENT, my 2013 Indie Speedrun entry, and a frustrating puzzle adventure.

Luka wasn't paying attention in Science class, or he wouldn't have written his science report about the mysterious and elusive Yeti. He missed the part about bringing a sample in for his report, and he doesn't have time to write a new one! Neighbor and classmate Bree offers her Yeti hair sample souvenir in exchange for another item, sending Luka on a seemingly endless fetch-quest for the entire neighborhood...
Trade items with the neighborhood kids in order to get the yeti hair sample! Don't get mauled by dogs, cats, and oncoming traffic!


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GEMDANCE, my fantasy-themed Breakout clone, and one of the few family-friendly games I've done.

Galatea is a wind-up dancer from Zodiac...and she's sick of dancing! She wants a life of her own, but the only way she'll get one is by becoming a god and escaping to another world -- hopefully one that's not as chaotic and depraved as Zodiac.

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RESTRAINT, a bloody horror-shooter-thing loosely connected to a couple of earlier attempts at horror/action games.

Anteros, Earth's first fully functioning colony on Mars, has been infected by an alien entity codenamed "Echidna," which was banished from the galaxy after two previous failed invasions. Echidna intends to hitch a ride back to earth using the Anteros radio waves. Humanity's only hope: a suicide mission to mars, starring certified lunatics Ollie and Jayla -- the only two humans ever to face Echidna and live.

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THE VALLEY OF GWANGI, an old school game based on a Ray Harryhausen stop-motion creature feature.

Lasso live dinosaurs and collect dino bones to reach the target earnings set by the difficulty level. When the money counter is green, you've reached your goal -- so find the hole in the west cliff (with the arrow indicator) and escape before Gwangi finds YOU!

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FREAKY SCIENCE, a humorous puzzle-adventure with lots of mythological and Lovecraftian references.

"House haunted? Need a cursed ruin sterilized? Can't decipher a forbidden text? Suffering from a case of possession? Bishop & Holiday Paranormal Investigations does it all -- no price too big, no job too small!
"Unfortunately, we are currently closed for business. We've had a small mishap in our lab that angered a malevolent Outer God, who is forcing us to suffer through six terrible world-shattering disasters over and over again until we go insane (he won't let us die permanently). Please leave your name, number, and a brief description of your problem, and we'll be sure to get back to you as soon as we've had a word with a certain angry space octopus. Thanks!"


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CASTLE KAGOSHIMA and its sequels are ninja-stealth games based on the Apple II classic Castle Wolfenstein. Wear disguises and try to pass for castle staff, or use sword and shuriken to remove everyone from your path.

Lord Shimazu, happily plotting the downfall of the shogun, is going to burn his war plans after briefing his vassals on their contents, to ensure no one else knows his secret tactics. Mata the Fox was sent into Kagoshima Castle to spy on the meeting, but was caught and imprisoned. Now he must find the plans, memorize them, and escape with his life.

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MONSTERS IN THE BASEMENT is the scariest Pacman clone you'll ever play. Collect all the batteries to keep your flashlight alive and advance to the next level. But the more batteries you take, the darker the level gets, and the harder it is to keep track of where the monsters are!

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JEREMY, an art game based on the Pearl Jam song. Beat up neighborhood kids who are bullying you. The game only ends when you quit.

I also have a vimeo profile showcasing tons of games I've made.
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Re: The Official Game Development Thread

Postby JoKeR » October 23rd, 2013, 11:17 pm

Nice concepts mikemacdee...

Edit-------------------------------
Can we have this thread as a sticky one?
PUUUUULEEEEEEEEEEASE !!!
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Re: The Official Game Development Thread

Postby eishiya » October 24th, 2013, 6:49 am

I've tentatively stickied it. If anyone feels it shouldn't be stickied, please PM me and tell me why you think so. If there's a good reason for it to not be stickied, I'll unsticky it.
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Re: The Official Game Development Thread

Postby kevansevans » October 24th, 2013, 10:43 am

Doom mod I've been working on, SCP containment breach:

http://www.youtube.com/watch?v=-5hVD4d0ZZU
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Re: The Official Game Development Thread

Postby Seven Rain » October 24th, 2013, 11:47 am

It's not very active, but it's broad enough of a subject that I think it's fine being stickied.
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Re: The Official Game Development Thread

Postby Hunterkirizaki » October 24th, 2013, 1:33 pm

Woo! Stickied thread!

I wish I could contribute more to my own thread, but I'm sadly not working on any game projects yet. :/
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Re: The Official Game Development Thread

Postby eishiya » October 24th, 2013, 9:37 pm

I want to share some screenshots because I rather like how the game's graphics are shaping up, but I'm still using placeholder sprites for the enemies ;__; I don't feel right posting screenies that include those sprites, since I didn't make them and don't intend to use them.
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Re: The Official Game Development Thread

Postby JoKeR » October 24th, 2013, 9:51 pm

mikemacdee wrote:The Food Fight guns are just adorable...though rhetorically the slogan ought to read "Playing with food HAS never been so right!" I can't decide which gun is my favorite but I'm leaning towards the carrot launcher.

Ah thank you...
The slogan is bad English but it's an original Quote :mrgreen:
Ah the Carroteer it is ...I like the concept of this weapon too, but my favorite is the Papricannon.

Food Fight is meant as modification for the very old but still active Unreal Tournament 1 from 1999 ...but I lost most of my developer team because of internal issues.
I toy with the idea of turning this concept into a standalone Game. But, also do I need a crew (mostly coder and modeler) for this plan. *sigh*
Do someone know another place where I can peddle with my game concept to get in contact with those people?

eishiya wrote:I want to share some screenshots because I rather like how the game's graphics are shaping up, but I'm still using placeholder sprites for the enemies ;__; I don't feel right posting screenies that include those sprites, since I didn't make them and don't intend to use them.


Why not ...they are placeholder graphic. I wouldn't sweat it.
Last edited by JoKeR on October 24th, 2013, 9:55 pm, edited 1 time in total.
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Re: The Official Game Development Thread

Postby Ddraigeneth » October 24th, 2013, 11:05 pm

eishiya wrote:I want to share some screenshots because I rather like how the game's graphics are shaping up, but I'm still using placeholder sprites for the enemies ;__; I don't feel right posting screenies that include those sprites, since I didn't make them and don't intend to use them.

If the enemies are still trees, then you should absolutely post them.
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Re: The Official Game Development Thread

Postby Mundius » October 25th, 2013, 7:48 am

We had to make a text adventure for our Computer Science lab.

I think I overdid it. Again. And it works perfectly fine. :D I have no idea how one of the functions even works right, but whatever! It works!

EDIT: And it got 100% too!
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Re: The Official Game Development Thread

Postby mikemacdee » October 25th, 2013, 6:43 pm

Mundius wrote:We had to make a text adventure for our Computer Science lab.

I think I overdid it. Again. And it works perfectly fine. :D I have no idea how one of the functions even works right, but whatever! It works!

EDIT: And it got 100% too!


Upload it to Gamejolt and post it here so we can play it! Also Gamejolt members have been discussing the lack of text adventures there.
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Re: The Official Game Development Thread

Postby SpiralPen » October 25th, 2013, 6:57 pm

How much programming/technical knowhow goes into making text adventure games?
I'm curious because i think it's something i'd like to pursue, just not sure where to start!
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Re: The Official Game Development Thread

Postby eishiya » October 25th, 2013, 7:17 pm

SpiralPen wrote:How much programming/technical knowhow goes into making text adventure games?
I'm curious because i think it's something i'd like to pursue, just not sure where to start!

Not that much, and I think there are engines that exist to make it even easier. If you're not using an engine, you need a basic understanding of programming logic (if-then-else statements, loops) and some way to output the game (whether it's web-based or whatever).
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Re: The Official Game Development Thread

Postby Mundius » October 25th, 2013, 10:13 pm

mikemacdee wrote:
Mundius wrote:We had to make a text adventure for our Computer Science lab.

I think I overdid it. Again. And it works perfectly fine. :D I have no idea how one of the functions even works right, but whatever! It works!

EDIT: And it got 100% too!


Upload it to Gamejolt and post it here so we can play it! Also Gamejolt members have been discussing the lack of text adventures there.


Whoa, hold on there, cowboy. This is an assignment, not a full-fledged game. I tried making one of those, and it ended up... not being fun, sadly. Here's an image in a spoiler tag as to what it looked like around one of its latter builds. Shows how the "GUI" was supposed to look like, but nothing came out of it. The reason why was because the GUI couldn't mix with what I was trying to do without feeling absolutely random and like some bullshit made into a game.

Spoiler! :
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Now on real game design. I'm thinking of learning Unity with some basic 2D platforming or a remake of that concept shown above, just so I get a grasp onto making games and Unity as well. I have Unity installed, and if anyone knows any great tuts for making games with Unity; throw them to me either here or through PM. In the case something fun comes out of it, I'll either make some generic techno for it or dark ambient.

Also, to those that want to do text adventures; learn parsing of input/output (for savefiles and most pieces of text), methods (readability), arrays (up to you), and have tons of design docs. I cannot stress the last part enough. Plan the game for at least 3 days before you start. So, basic Computer Science stuff that we're learning in Uni right now. This will not be as easy as you think, and I've rewritten my code to fit my needs tons of times... and that's why this concept text adv. shown above requires DirectX!

EDIT: Also, I would love if this thread was more active. I'll do my part. Mike, delete the porn. We're going all in. except the weird porn, that porn isn't garbage
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Re: The Official Game Development Thread

Postby KirbyHead » October 25th, 2013, 11:22 pm

Mundius wrote:Now on real game design. I'm thinking of learning Unity with some basic 2D platforming or a remake of that concept shown above, just so I get a grasp onto making games and Unity as well. I have Unity installed, and if anyone knows any great tuts for making games with Unity; throw them to me either here or through PM. In the case something fun comes out of it, I'll either make some generic techno for it or dark ambient.

If you want to go for 2D in Unity, you might want to wait a bit for version 4.3 to come out. It has better 2D support, whereas right now you'd either have to do some fancy coding with the quad primitive or buy a 2D package like 2D Toolkit off the Asset Store.
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