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Games W.I.P Thread

  • Sjonsson
  • August 29, 2014 at 12:08 PM
  • Pampers
    • September 8, 2014 at 1:23 AM
    • #21

    blueprint only

  • AlexM
    • September 8, 2014 at 4:44 AM
    • #22

    great to see this thread up. Now I can retire my jams thread. I much prefer this way of handling it


    Currently working on a fighting game engine from scratch. I have this week off from work where I plan to put a couple hours in each day. I'll post some pics when I have something going.


    Currently I just finished the basic rendering code and gui implementation for debug stuff. Also finished up the first phase of the virtual input system (mapping input devices to a virtual controller). That has taken the longest so far.


    Right now I'm starting up on the state logic and it's been a little tough. I've spent about 5-6 hours on paper and have kind of been avoiding programming it because I'm a little fearful of implementing it. I think it's gonna be a series of failures before I get something decent working. I'm trying to focus on studying the intricacies of Street Fighter to try and get some theoretical knowledge of what to do.

  • Sjonsson
    • September 8, 2014 at 2:58 PM
    • #23
    Quote from Pampers

    Not a super big update this time, but it was a bitch to get working and networked properly.

    Mapcore Allstars! GO!

    I never really wanted to play a soccer video game, but this looks hilarious. Just give a shout if you want people for a network test, we can use Hamachi or something!


    Quote from AlexM

    great to see this thread up. Now I can retire my jams thread. I much prefer this way of handling it


    Currently working on a fighting game engine from scratch. I have this week off from work where I plan to put a couple hours in each day. I'll post some pics when I have something going.


    Currently I just finished the basic rendering code and gui implementation for debug stuff. Also finished up the first phase of the virtual input system (mapping input devices to a virtual controller). That has taken the longest so far.


    Right now I'm starting up on the state logic and it's been a little tough. I've spent about 5-6 hours on paper and have kind of been avoiding programming it because I'm a little fearful of implementing it. I think it's gonna be a series of failures before I get something decent working. I'm trying to focus on studying the intricacies of Street Fighter to try and get some theoretical knowledge of what to do.

    Display More

    Yeah I like it too! Don't retire it entirely though, you should like add the games there in a list. Or maybe I can do that here? Just make a list of Games of Mapcore, the name of the game and the creator?

    Damn, that's a pretty big undertaking, looking forward to see some screens coming up! Good on you doing all that paperwork, I think it could save (programmer) lives if people just sat down and did that before starting. Maybe programmers do that all the time, they don't tell me, I just assume they don't. Seems like you're going to go really deep on the gameplay mechanics too, I'm quite sure someone wrote a theorycraft breakdown on Street Fighter if you do some googling, so you don't need to break it down all yourself. Unless you want too that is.

    Spellsworn Steam Concept Update #3

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    Not a whole lot visual things are happening right now. We did change the magma and some other minor tweaks but there's still a lot of foundation work going on. I've managed to enroll a SFX composer and a Music composer for the project too, next video will hopefully contain proper implemented spell sounds, music and round-based gameplay.

  • e-freak
    • September 8, 2014 at 3:11 PM
    • #24

    dude, that's awesome. we made a prototype for a very similar game ages ago:


    http://www.magerage.de

  • AlexM
    • September 8, 2014 at 9:30 PM
    • #25
    Quote from Sjonsson

    Yeah I like it too! Don't retire it entirely though, you should like add the games there in a list. Or maybe I can do that here? Just make a list of Games of Mapcore, the name of the game and the creator?

    Damn, that's a pretty big undertaking, looking forward to see some screens coming up! Good on you doing all that paperwork, I think it could save (programmer) lives if people just sat down and did that before starting. Maybe programmers do that all the time, they don't tell me, I just assume they don't. Seems like you're going to go really deep on the gameplay mechanics too, I'm quite sure someone wrote a theorycraft breakdown on Street Fighter if you do some googling, so you don't need to break it down all yourself. Unless you want too that is.


    I haven't heard the term theorycraft before. Interesting I'll see if I can find anything.


    Also realistically I don't really write stuff down that much. Usually only when it's some sort of big state machine is when I have to really plan something out on paper.

  • Sjonsson
    • September 8, 2014 at 10:22 PM
    • #26
    Quote from e-freak

    dude, that's awesome. we made a prototype for a very similar game ages ago:


    http://www.magerage.de


    Haha, looks like a pretty solid prototype! Didn't have anyone to play it with but I did open it!


    Quote from AlexM

    I haven't heard the term theorycraft before. Interesting I'll see if I can find anything.


    Also realistically I don't really write stuff down that much. Usually only when it's some sort of big state machine is when I have to really plan something out on paper.

    I'm not sure if that is a coined word but its been used quite a lot on forums when it comes to breaking down game mechanics.

    Yeah, I guess its not always handy to write stuff down. I just happen to lover pen and paper designs

  • El_Exodus
    • September 9, 2014 at 12:13 AM
    • #27
    Quote from Pampers

    Silly Footballgame

    I showed your videos to a mate and he said: "I'd already buy it!"

  • AlexM
    • September 10, 2014 at 4:26 AM
    • #28

    Man the amount of work needed to get a basic fighting game up and running is staggering compared to other types of games I've worked on. I spent a good portion of the day today setting up game data and the character state machines.


    I've just finished setting up the first schema for defining a character state definition. Which is basically a animation that drives gameplay. It has segments (which are like frames but they can exist for more than a frame so I called them segments to avoid confusion). Each segment has sprite animation data, hitbox data and attack hitbox data. I'm sure more data will be needed as I work on this.


    The data definition is done in Json. Since it's a fighting game and it needs to be really tweakable quickly so I took a lot of data definition out of code. Ideally you'll be able to edit the file while the game is going and have it update without needing to restart the game when you save the file.


    Here's an example state/animation definition (tried to use the code paste but that didn't paste very nice) :


    [Blocked Image: https://38.media.tumblr.com/0b0f10347f4e9e719dcfdd9ff0191d32/tumblr_nbo1t0TNkJ1tlex9vo1_1280.png]

  • Pampers
    • September 12, 2014 at 11:55 PM
    • #29

    They showed my game in the latest Unreal Engine broadcast : D (around 7:30)


    https://www.youtube.com/watch?feature=…JHX1yQlgI#t=453


    Here is a video showing some stuff I added this week


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  • El_Exodus
    • September 13, 2014 at 3:53 AM
    • #30

    Wtf is wrong with you! i want to play this with my mates

  • Sjonsson
    • September 15, 2014 at 4:42 PM
    • #31

    Spellsworn - Devblog Post #3 is live!

    Here is our third blogpost! We are sorry we did not make it to post last friday but alas you will get it today instead and a video on Friday (19th of September.)

    The past week the coders have worked more on the foundation of Spellsworn and yet not much visible to show, currently they are working on a lobby-system and GUI. There will hopefully be a lot more to show in terms of functionality in the coming video.

    Art extravaganza!

    In comparison the artists tend to do things that are easier to observe, not to mention the first version of our main menu backdrop. You may be familiar with the Warcraft 3 games and that’s where we took a lot of inspiration from. Below you can see both the photoshop-mockup and the current in-engine version.

    frogsongstudios@gmail.com (Or post here.)

  • Pampers
    • September 16, 2014 at 8:54 PM
    • #32

    More powerups

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  • Sjonsson
    • September 19, 2014 at 9:53 PM
    • #33

    Spellsworn - Devblog Post #3 is live!
    The amount of blogposts we have now are almost longer than we can count (4). These last two weeks have been extremely eventful, we have sorted up our directions and improved our management. Since we made a post about some of our endeavours last week this post will be a little bit shorter than usual.

    Now to the fun part! We have released our fourth Steam Concept Video!


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    Orbital Art!

    In terms of visuals the biggest change of Spellsworn is undoubtedly our newly added spell: Meteor Strike!


    [Blocked Image: http://www.frogsong-studios.com/wp-content/uploads/2014/09/MeteorStrike.jpg]


    In addition to the spells we also implemented decals for spellcasting.

    [Blocked Image: http://www.frogsong-studios.com/wp-content/uploads/2014/09/SpellDecal.jpg]

    We have also added some rocky boundaries to the map!

    frogsongstudios@gmail.com or post here!

  • Pampers
    • September 29, 2014 at 1:11 AM
    • #34

    Not much new to show lately, mainly been working on HUD logic and other boring stuff. But started to add one new powerup! placeholder asset etc..zzz

    [Blocked Image: https://dl.dropboxusercontent.com/u/965783/rocket.png]

  • El_Exodus
    • September 29, 2014 at 1:32 AM
    • #35

    please please please create an online multiplayer mode!

  • Pampers
    • September 29, 2014 at 1:53 AM
    • #36

    That should work already, in theory I don't have access to the router where I live so I can open the ports needed for hosting a server online, so I've only tested it locally with some people at work. But, when the time is ready, I'm sure someone here could help me do some hosting =)

  • Vinneri
    • September 29, 2014 at 9:20 AM
    • #37

    I would play that on LAN so hard with friends!

  • El_Exodus
    • September 29, 2014 at 12:26 PM
    • #38

    This is going to be awesome!

  • Daniel Nilsson
    • September 30, 2014 at 5:08 PM
    • #39

    Here's a little Puzzle Game I'm working on:


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    It got a little bit put on hold during the Whitebox Challenge but now I'm excited to take it up again. Made with unity and C# with the goal to become a better scripter. No built in physics are used so movement, collisions and gravity is all coded.


    The goal is to get all four cubes to the goal. It's controlled by holding down the corresponding button to the cubes color. Also possible to move multiple cubes at the same time.

    It's preferably controlled with a gamepad, but keyboard is also possible. I put a simple 3D mesh of a controller on the screen so it would be simpler to understand how the game worked.


    The levels shown might be a bit advanced, I'll make some simpler starter levels later.


    Please tell me what you think.

  • Squad
    • September 30, 2014 at 5:35 PM
    • #40

    That looks pretty cool!

    How did you move the two blue cubes in opposite directions though (second level)?

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