Basic mechanical concept
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Radicalus




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PostPosted: Sat, 4th Feb 2012 20:46    Post subject:
Truth is, yuri, everything has been overused by now

We should pick one we like - and space station is that. Remember, this is more of a puzzler, than action game. Gameplay will be unique.

We could also go with underwater station, or what have you.
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Yuri




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PostPosted: Sat, 4th Feb 2012 21:16    Post subject:
Underwater station. YES.



1 and 2 are still amazing.
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Radicalus




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PostPosted: Sat, 4th Feb 2012 21:23    Post subject:
I would have said underwater space ship, but pandorum was first

So an underwater station in the depths of Europa (Jupiter's moon) - liquid water is pretty much almost proven to exist there Smile. Complete isolation, cold, fear, everyone missing, you don't know why you are left alive.
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Yuri




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PostPosted: Sat, 4th Feb 2012 21:29    Post subject:
So our player is the only human alive? You said puzzler, is it a puzzler in the same vein as Myst or would it also have survival horror elements like you mentioned before?



1 and 2 are still amazing.
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Radicalus




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PostPosted: Sat, 4th Feb 2012 21:30    Post subject:
yuri999 wrote:
So our player is the only human alive? You said puzzler, is it a puzzler in the same vein as Myst or would it also have survival horror elements like you mentioned before?


I made a lengthy post about the whole game concept idea on the fourth page of this thread.
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Yuri




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PostPosted: Sat, 4th Feb 2012 21:40    Post subject:
Radicalus wrote:
yuri999 wrote:
So our player is the only human alive? You said puzzler, is it a puzzler in the same vein as Myst or would it also have survival horror elements like you mentioned before?


I made a lengthy post about the whole game concept idea on the fourth page of this thread.


Very interesting. I like it!

Oh, as for justifying the monsters and how our PC got there:
Our character is a failed experiment i.e he was experimented upon but "failed" to turn into an "evolved being" aka monster. The other creatures are successful test subjects scouring the station.



1 and 2 are still amazing.
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Radicalus




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PostPosted: Sat, 4th Feb 2012 21:43    Post subject:
Well, my humble opinion is, that we can talk story, once most people agree to the game mechanic idea. People seem to like the idea I posted on the 4 th page, but I will give it some more time.
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Yuri




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PostPosted: Sat, 4th Feb 2012 21:56    Post subject:
Radicalus wrote:
Well, my humble opinion is, that we can talk story, once most people agree to the game mechanic idea. People seem to like the idea I posted on the 4 th page, but I will give it some more time.


Yeah, you're right. I'm getting ahead of myself here. Let the mechanics be locked into place first.



1 and 2 are still amazing.
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GuerrillaM6




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Location: DE
PostPosted: Sat, 4th Feb 2012 22:58    Post subject:
Radicalus is right, start basic and move on from there...
The vision radicalus presented on page 4 is pretty much a great game, if we can create something that can be the basis for such a game within 3 month, that would be awesome. And I also agrree, story comes much much later...
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Yuri




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PostPosted: Sat, 4th Feb 2012 23:33    Post subject:
But the story shouldn't come so late that it turns out to be an afterthought. That is my only concern.



1 and 2 are still amazing.
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Radicalus




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PostPosted: Sat, 4th Feb 2012 23:37    Post subject:
Guerrilla060185 wrote:
Radicalus is right, start basic and move on from there...
The vision radicalus presented on page 4 is pretty much a great game, if we can create something that can be the basis for such a game within 3 month, that would be awesome. And I also agrree, story comes much much later...


Like I said in that post, all of the things, that I proposed won't be done in 3 months, however the engine and editor can be done in 2. Then it's all about expanding and adding content. BUT once we see, that we have something workable, the motivation will be there, most important is having a feeling of success and progress, aim low - and complete it.
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Radicalus




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PostPosted: Sat, 4th Feb 2012 23:39    Post subject:
yuri999 wrote:
But the story shouldn't come so late that it turns out to be an afterthought. That is my only concern.


It won't be, it won't be. People have good taste on this board, and many offered to help with this - in fact most of the people replying to the initial thread signaled, that this is their strength. Once the concept is fixed, I will make a game design document, detailing all parts of this project. Everything that has to do with content management and programming will be presented in UML. Then we can distribute tasks. Once tasks are distributed, then we can start work on the story - but we already know, that most people here like .. no, scratch that, they LOVE cyberpunk. So do I. So that's pretty much the setting.
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garus
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PostPosted: Sat, 4th Feb 2012 23:53    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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B1kudo




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PostPosted: Sun, 5th Feb 2012 00:44    Post subject:
Story is the cement. Even if the game tel´s no story, I believe the developers must know it from the start so every game resource and mechanic is built with purpose.
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Radicalus




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PostPosted: Sun, 5th Feb 2012 00:46    Post subject:
garus wrote:
I love UML Cool Face


I don't, but you have to agree, it gets the idea across, when it's not possible to communicate face to face.
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Interinactive
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PostPosted: Sun, 5th Feb 2012 03:20    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 04:31; edited 1 time in total
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remyleblau
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PostPosted: Sun, 5th Feb 2012 14:01    Post subject:
BearishSun wrote:
Looks nice!

^^ But you'll probably want to use multiple overlaying textures, and a lot of tiling. Instead of large textures that describe entire levels.


sure thing, its just a mockup
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Radicalus




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PostPosted: Sun, 5th Feb 2012 17:55    Post subject:
Ok, started some fooling around with bone animation from scratch in XNA. Let's see, where it leads.
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garus
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PostPosted: Sun, 5th Feb 2012 18:02    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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Radicalus




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PostPosted: Sun, 5th Feb 2012 18:13    Post subject:
Well ... I don't know about making the final code open-source or not. But github is indeed a good approach.

Anyway Garus, I invited you on steam (assuming you're garus Smile ).
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garus
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PostPosted: Sun, 5th Feb 2012 18:15    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 2 times in total
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Radicalus




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PostPosted: Sun, 5th Feb 2012 18:30    Post subject:
Any other idea someone would like to add? Or should we proceed?
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remyleblau
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PostPosted: Sun, 5th Feb 2012 18:38    Post subject:
i think that people interested in making this already agreed on genre/theme/setting, gameplay concept will not be set in stone obviously so we can as well move on
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PumpAction
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PostPosted: Sun, 5th Feb 2012 18:43    Post subject:
I'm still not sure regarding this animation system...


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Radicalus




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PostPosted: Sun, 5th Feb 2012 18:49    Post subject:
PumpAction wrote:
I'm still not sure regarding this animation system...


It's what I'm testing out starting now (couple of days should show me, what it's capable of).

But what are you not sure about?
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PumpAction
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PostPosted: Sun, 5th Feb 2012 19:05    Post subject:
If we wouldn't be able to get faster results with just drawing some simple sprites and then creating more animations in between and adding more details, once we have the time for it.


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remyleblau
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PostPosted: Sun, 5th Feb 2012 19:21    Post subject:
imo bone animation will be alot faster and easier than drawing sprites, especially if concept requires many different animations
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Radicalus




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PostPosted: Sun, 5th Feb 2012 19:24    Post subject:
PumpAction wrote:
If we wouldn't be able to get faster results with just drawing some simple sprites and then creating more animations in between and adding more details, once we have the time for it.


Well, actually, if we want time best runtime solutions, we have to consider two things: used memory, required computation. Bone animation is light on memory use, but it requires computation, whilst spritesheets require more memory - way more, but less computation. Aside from that animations, that are keyframe based (bone), can be played back in any speed, it stays just as smooth, while to make spritesheets smooth, you'd have to do at least around 12-18 frames per second. With every model for the game.

If you look only at how to optimize a game, then the path is clear: use bone animation for objects, that have many animations or many speeds, and use spritesheets for objects with few animations/ only one speed. On mobile games, where performance is important, they do this mixed approach to save both memory and computation required.

For PC, we may allow ourselves to not be as optimized - so instead we should just look at what produces the best possible content in the least amount of time.

Making a skeletal animation engine requires much work upfront, but once it's done, it's a lot easier for artists to create and add content to the game. With spritesheets, there's much less uprfront work, but adding content takes longer. Now, the way I've seen, we still have more programmers on board than artists, plus art will go through a lot of iterations, remaking part of an art asset, if you're talking spritesheets might be much work. Changing it in a keyframe animation system would lessen that work.

Learning how to make a bone animation system is also a plus skill to have later on, especially if we ever want to do 3d things.
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Radicalus




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PostPosted: Sun, 5th Feb 2012 21:16    Post subject:
Pumpy? What do you think?
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PumpAction
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PostPosted: Sun, 5th Feb 2012 21:44    Post subject:
Already investigating the export functionality of C4D to a format that XNA can read. (including animation)

Btw I never created a bone based animation system before, I'll try and give it a shot too, if that isn't a problem for you!
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