Also, drag and drop mod support? Like turning mods on and off, and playing smaller self contained ones with all sorts of new stuff. Doesn’t svencoop do something like that? It’s kinda like that on L4D2.
Edit: what if we Minecraft this bitch? What if mods could easily stack, like if I download a new weapon, it adds the weapon to the list rather than replace it? Modders and modelers would have a field day with self contained files and scripting. Same with items and such.
Are there going to be additional capabilities like a user level scripting api to allow mappers to control more of the gameplay? Like maybe better storing and altering of game data like max health/armor or max bullets amounts and custom monsters that actually work?
Once upon a midnight dreary there was 8-bit. It was invented of the technological limitations of its day. As technology grew more powerful and advanced, so did everything around it. Graphics changed and polycounts increased 20% by the year. Yet the diehards stay behind and give their favorite titles the love they deserve before they get buried in the sands of progress.
Along comes the indie developer. Mr. Indie doesnâ€™t have the tools, talent, processing power, or even the man power to compete with AAA title quality. He lives by the only rule he knows; do what you can, with what you have, right here, right now. And thus he studies his 8-bit ancestry. There is a fundamental difference between then and now as he creates his game. He has better tools and far more computing power than his ancestors. With this, he creates with less limits, so his game naturally has less technical limits. He doesnâ€™t have to consider palettes, or color count, z-fighting, or fitting his game into a 2mb cartridge. Out of a lack of necessity, a new style had been created, this is high-bit.
It is time we see what we can do with goldsource with better tools, better computers, and without limits. Itâ€™s come a long way so far, and it still has a long way to go. Letâ€™s high-bit this bitch.
The reason I ask is because mapping entities, in a simple sense, is node based logic. You place blocks of logic to handle most of the raw code with a few inputs and parameters. UE4 has a 'Blueprint' mode that's essentially that. Node based material editors in 3D packages like Maya and Blender are quite popular, even Stencyl and its logic blocks lets you string your own logic together and writes raw code flawlessly.
If you're comfortable with mapping entities, there might be a kit you could use. Stencyl exports out to windows exe and it has tons of features that make the testing and publishing process really painless.
This is a behavior I wrote myself using drag-drop blocks. It detects if any "Bricks" are in an area using X and Y coords and a lot of if statements with greater than and less than comparisons.
All the blocks are laid out on the palette, and it's even searchable. There's a lot of information at my disposal.
The reason I'm pushing it is because I tried for a long while to make a game in Goldsource. Turnstile, 6D, and a few more failed attempts for example. I made the jump to stencyl and have been happy ever since.
My advice is refuse to live vicariously. Make the game you want to make. There are soooooo many tools available that make the process far more tolerable, sometimes easier. Truth be told, you would have help. You would never have to do any of this alone. I would help you, shit I'd share some SMJ tech.
I know it'll be a while so take the time to look and feel it out. We're all waiting patiently for The Core, but I'm more curious what you will be making after that.
Urby, are you adept with node-based coding? You can do a lot with such a platform. Iâ€™m building SMJ that way and itâ€™s worked phenomenally well for me so far. If you want to make an rpg, make an rpg.
I agree it needs to be finished. For some reason I canâ€™t place objects. Itâ€™s like the O hot key just doesnâ€™t work or something and I canâ€™t find a workaround.
Also, adding new textures is stupid easy, but itâ€™s weird that they are all so large. I thought they were going to be 64 squared but they were all 256 in the Saturn group and 128 in the Shocktex group. I tried a 64x64 texture and found it doesnâ€™t look good with the texture filtering. That might just be my gfx card. However, playing the example ship map, I noticed nothing else was filtered, just the walls, floor, and ceiling. Everything else was pixelled and sharp which looks good.
The kit and engine could use a good phoenixing. Someone needs to adopt it, just donâ€™t know who would.
I kinda tried. It's really clunky. It would take more effort than I currently have to give to make something impressive.
I see the potential as a self-contained game kit in of this type, but it has a looooooong way to go to be anything substantial. It also appeals to a niche group that is possibly dying out. I honestly though I'd be able to get into it, but I didn't even like games in that style when I was younger. My first FPS was Halflife anyway, and I've never played Wolfenstein, Doom, Duke Nuken 3D, or any of those.
I could literally write a thesis on what the developer could or should do with this engine, but what would be the point? Nothing has been updated in like 5-6 years or more, not even sure. Also, working with it makes me want to fire up Halflife and map something, but I JUST got back from an incredibly stressful California adventure and I do have to prioritize my projects for pretty much the rest of the year.
This has been a weird experience for me. I would certainly encourage anyone else to try it. It's not bad, but it's not good. It's simply a tricky canvas if you want a challenge.
Not entirely true. Sometimes itâ€™s healthy for the project and person to step back and clear your head of it for a while with something else. Itâ€™s not always about faster results, but better results.
You can get the line work for your brushes in hammer for painting purposes rather easy. You can turn on black and white scheme and turn off the grid then print screen the viewport ofnthe side you want to paint. Paste that into photoshop and crop the wireframe line work. Resize to your texture dimensions and start painting.
A lot of things in 6D and Riverpool were made this way.
Honesty is rare thing these days. I fully admit to some shit, like I did want to turn SMJ into a Kickstartered game so I could make some money to continue doing it. Turns out money ruins everything. The guy thatâ€™s making Ghostsong is quite inconfident with his stuff despite heâ€™s made tons of money and has lots of fans already. He has lots of artistic quality despite there being better methods.
Iâ€™ve remade SMJ and itâ€™s parts so many times over, but this year has been the most productive. I am waiting on a kit update to see if it would fix a few pesky performance issues that are making my stuff look bad. Itâ€™s superficial. I also want to work with a â€˜kitâ€™ of my own. I have made so many templates and systems that interlock and exchange data that just about anything is possible within the rules Iâ€™ve set up for the gameâ€™s world. THATâ€™S what Iâ€™ve been working on for 5 years. I want to gain a status where I can just sit down and do art and make it all pretty. At this point I could also hire an extra artist and thereâ€™d be a clear path of what to do. I also am carefully plotting where the gameâ€™s shortcomings will occur, which is important to me as a designer.
Iâ€™m not a programmer. I do see stuff in other games and just whisper to myself â€˜how the fuck?â€™
Edit: ok didnâ€™t mean to kill the mood. Been a little on edge lately because half of my country is literally on fire and I can feel the guillotine of the dark ages slowly descending on the American people. Carry on lads.
The truth is that there is no right way to create a masterpiece and most of the time a masterpiece is a fluke attempt or a half experiment that just was seen to completion and people decided they liked it. All of SMJ is a chaotic mess that churns through my own creative crucible. I have no clue what the final result will be but when it is done, it will be unique solely based on the unconventional processes necessary to make it. I have no idea what Iâ€™m doing, and thatâ€™s the best way to make something unique in my own style outside the norms and conventions of of the typical design standards. Itâ€™s indie as fuck and I do it this way because I like to do it this way.
Iâ€™m currently learning writing stuff from a indie game guy and he had some great insights. Imagine the game as a book. What we donâ€™t read is the exploratory gameplay, which takes place between scenes and chapters. Depending on the scene or chapter, parts of the story can be playable events like boss battles and such. A story heavy game could be put mostly into prose, and the tip I got was to actually write major scenes in novel story format and attach the writing as a an additional note along side the screenplay. The extra writing would provide extra information like atmosphere, tone, mood, emotion, movement, acting, and all sorts of sensory stuff that would be missed otherwise that would bring the scenes to life so itâ€™s not just two talking heads.
Personally mapping became complicated. Source seemed too elaborate for my tastes and I could never make anything that seemed real or authentic looking. Gold source is candy.
Anything with good tools is a plus, but again, the number of considerations and steps has the potential to make it not fun. Everyone is different though, and if you can wrap your head around the process, anything is possible.
Krita officially replaced Photoshop for me. Itâ€™s an impressive program and itâ€™s free. It may seem like a photoshop clone but itâ€™s more stable on newer systems which is why I got it. It combines media editing, art and painting, animation, and can export pretty much any known format. Itâ€™s super lightweight since it differs much of its work and processes out to different engines to drive the canvas, brushes, text, and so on.
It's so evenly half-lit. Put some light entities in the exact center (X, Y, and Z) of a space. It'll stage the lighting better yet keep the corners and detailed areas darker so you can add smaller lights to bring attention to those areas.
You made his thread and seemed adamant about things. I think you should at least try something to see how it goes, even if it goes incomplete.
Back in the day, I made this and Scotch and Coffee island in unity. Both are rather blah and they were a pain in the ass to even do that much, but it taught me a lot and helped me choose where I wanted to go with my interests.
Stencylworks is a good program that meets you halfway between lazy and ambitious. It's kinda whatever you want it to be. You could copy and paste tons of bits of other people shared coding and resources, or use drag/drop logic to make your own. It's only 2D but it'll give you a better idea of the more abstract parts of game development that most people never think about when they start. Ya know, the stuff that messes with your head when your knee-deep in bugs or glitches and you have school or work or loved ones gnawing on your sizzling brainmeats.