Before we can really start moving forward with game design finer points we need to lock in a the game world setting so let have a vote. I am starting a separate topic for just simple yes no vote the other one on the theme is where the discussion can keep going. The themes I have heard so far are:
1. medieval
3. Modern (current Day)
4. Western/Wild Wild West (4-Votes combined with 5,6)
5. improving technology(start at stone age)
6. steam-punk
7. Zombie/nuclear wasteland
8.Full Metal "Alchemist"
9. Google Map tie-in
So post your vote for your favorite idea for overall setting of the game. We just need at this point a "location" to start framing all the rest of design around. Agree?
Last edit: Josh Cunningham 2012-06-29
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Initially I was all for the medieval setting, but I seem to have been swayed to the old west with a tie-in toward steampunk technology (but not unreal tech). Improving tech is also pretty much a must, but not necessarily from stone age - more like the major tech achievements in the last 20-30 centuries and capping off at the 1800's peak of industrial revolution.
So yeah, I roughly vote for 4.
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The games that are out at the minute seem to have missed out the Wild West setting normally opting for either medieval or futuristic so would be good to have the bit that others have missed out on. I'll vote 4
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Just typed quite a long answer. Hit post and it vanished...
I'd say a mix up between 4, 5, and 6.
4 - Due to the uniqueness and lack of presence in the gaming sector.
5 - Extremely limited version of technology that wouldn't necessarily give someone a massive edge in the game, creating a sense of "unfairness". More of a tool/structure/vehicle style (With the same style changes tied into the steam-punk; although NOT for weapons and steam-punk powered "monsters" IMO that's just straight fantasy)
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I have to more or less agree with Pr0techCR a Wild Wild West/SteamPunk setting would be my vote as well. This idea of leveling tech over time is a bit hard to commit to in the first game we are making.
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I like the 4,5, and 6 combo. The damnation picture above reminds me a bit of the original Fallout. It has a wildwesty feels with a slight steam punk vibe plus wasteland. Eliminate the future technology and tone down the wasteland and I think that is what we are going for.
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It seems like we're pretty unanimous about our age/style setting then, unless someone else wants to throw in a vote?
Next step is probably going to be deciding on the art style. May I suggest throwing some sketches out there and deciding what we like? Also - realistic art vs cartoon. "just ok" vs. photoreal. Gritty vs clean, etc.
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And yeah, still working on a "one for all" engine for us. These things do take time, but at least while we decide on the finer details I can slog away at the backend. Once I have something more concrete I'll share it to the other coders so they can suggest improvements, write modules and generally screw about to their hearts' content.
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I'm all ears b0b, I still think the Unity engine has some great potential, but then again, the browser-based graphics are absolutely phenomenal already. EVERYONE looks for a good 3-D, 3rd or 1st person view browser game. We would literally be sweeping the competition off the floor if we could land a solid game.
I was reading about how some game developers use "Chapters" to slowly roll out their games, basically designing and testing multiple facets of the game as they go along. You could start on a small scale, grab the attention of the masses and roll a Kickstarter round...if we could pick up a decent amount of funds that way, we'd have a whole new outlook on where this game is going.
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I've had a bit of a breakthrough a few hours ago. Found a voxel procedure (think minecraft) but with marching cubes, meaning smooth surfaces. This means GOOD looking terrain with the ability to construct/destruct to heart's content. Combine this with the gravity/physics I've just implemented and we're looking at something that will blow people away. It'll make Red Faction's limited digging around look like child's play. I'll be working on converting it into my engine this weekend. Hopefully I have the maths correct.
Shit. My previous post mysteriously disappeared. Regarding the screenshot that somehow appeared on the post above... What you're looking at is half a million textured cubes being displayed on the screen at the same time at 50 frames a second. Every single cube is being rendered, so usually that would be a serious hit on performance but somehow I've got it to work.
Next step is going to be optimisation, so that obviously the cubes that are not visible are not rendered. Then I'll create some basic terrain with the new cube generator using perlin noise and then add the marching cubes algorithm which will result in smooth hills and valleys, none of that blocky minecraft stuff. Once that is done I think it's about time I added some digging too hey? With the marching cubes algo, whatever is dig away or built will be updated real-time to keep the smooth effect, basically like sand filling a hole to round its edges - which will give the world a very organic feel.
Step three is going to add multi textures with blending between them, so grass, rock, etc gets displayed correctly. With the new cube engine we can also create procedural rock formations!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Before we can really start moving forward with game design finer points we need to lock in a the game world setting so let have a vote. I am starting a separate topic for just simple yes no vote the other one on the theme is where the discussion can keep going. The themes I have heard so far are:
1. medieval
3. Modern (current Day)
4. Western/Wild Wild West (4-Votes combined with 5,6)
5. improving technology(start at stone age)
6. steam-punk
7. Zombie/nuclear wasteland
8.Full Metal "Alchemist"
9. Google Map tie-in
So post your vote for your favorite idea for overall setting of the game. We just need at this point a "location" to start framing all the rest of design around. Agree?
Last edit: Josh Cunningham 2012-06-29
Initially I was all for the medieval setting, but I seem to have been swayed to the old west with a tie-in toward steampunk technology (but not unreal tech). Improving tech is also pretty much a must, but not necessarily from stone age - more like the major tech achievements in the last 20-30 centuries and capping off at the 1800's peak of industrial revolution.
So yeah, I roughly vote for 4.
The games that are out at the minute seem to have missed out the Wild West setting normally opting for either medieval or futuristic so would be good to have the bit that others have missed out on. I'll vote 4
Just typed quite a long answer. Hit post and it vanished...
I'd say a mix up between 4, 5, and 6.
4 - Due to the uniqueness and lack of presence in the gaming sector.
5 - Extremely limited version of technology that wouldn't necessarily give someone a massive edge in the game, creating a sense of "unfairness". More of a tool/structure/vehicle style (With the same style changes tied into the steam-punk; although NOT for weapons and steam-punk powered "monsters" IMO that's just straight fantasy)
I have to more or less agree with Pr0techCR a Wild Wild West/SteamPunk setting would be my vote as well. This idea of leveling tech over time is a bit hard to commit to in the first game we are making.
Something like the pics below?
And this
Last edit: b0b 2012-07-02
And this
Last edit: b0b 2012-07-02
?? 3rd one doesnt seem to have anything on unless its just me.
Love the character pictures though
Feexed!
Looks good, all i've got in my head now is Snow white and the 7 dwarves signing Hi-ho, Hi-ho going building a steam train lol
I like the 4,5, and 6 combo. The damnation picture above reminds me a bit of the original Fallout. It has a wildwesty feels with a slight steam punk vibe plus wasteland. Eliminate the future technology and tone down the wasteland and I think that is what we are going for.
It seems like we're pretty unanimous about our age/style setting then, unless someone else wants to throw in a vote?
Next step is probably going to be deciding on the art style. May I suggest throwing some sketches out there and deciding what we like? Also - realistic art vs cartoon. "just ok" vs. photoreal. Gritty vs clean, etc.
And yeah, still working on a "one for all" engine for us. These things do take time, but at least while we decide on the finer details I can slog away at the backend. Once I have something more concrete I'll share it to the other coders so they can suggest improvements, write modules and generally screw about to their hearts' content.
I'm all ears b0b, I still think the Unity engine has some great potential, but then again, the browser-based graphics are absolutely phenomenal already. EVERYONE looks for a good 3-D, 3rd or 1st person view browser game. We would literally be sweeping the competition off the floor if we could land a solid game.
I was reading about how some game developers use "Chapters" to slowly roll out their games, basically designing and testing multiple facets of the game as they go along. You could start on a small scale, grab the attention of the masses and roll a Kickstarter round...if we could pick up a decent amount of funds that way, we'd have a whole new outlook on where this game is going.
I've had a bit of a breakthrough a few hours ago. Found a voxel procedure (think minecraft) but with marching cubes, meaning smooth surfaces. This means GOOD looking terrain with the ability to construct/destruct to heart's content. Combine this with the gravity/physics I've just implemented and we're looking at something that will blow people away. It'll make Red Faction's limited digging around look like child's play. I'll be working on converting it into my engine this weekend. Hopefully I have the maths correct.
Last edit: b0b 2012-08-10
Shit. My previous post mysteriously disappeared. Regarding the screenshot that somehow appeared on the post above... What you're looking at is half a million textured cubes being displayed on the screen at the same time at 50 frames a second. Every single cube is being rendered, so usually that would be a serious hit on performance but somehow I've got it to work.
Next step is going to be optimisation, so that obviously the cubes that are not visible are not rendered. Then I'll create some basic terrain with the new cube generator using perlin noise and then add the marching cubes algorithm which will result in smooth hills and valleys, none of that blocky minecraft stuff. Once that is done I think it's about time I added some digging too hey? With the marching cubes algo, whatever is dig away or built will be updated real-time to keep the smooth effect, basically like sand filling a hole to round its edges - which will give the world a very organic feel.
Step three is going to add multi textures with blending between them, so grass, rock, etc gets displayed correctly. With the new cube engine we can also create procedural rock formations!