January 17, 2021, 10:35:18 PM

Author Topic: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020  (Read 7552 times)

Online Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #105 on: September 08, 2020, 09:08:52 AM »
lol yes it's alive, it's good when you first get things moving about and animating.

When you're dashing from dark square to dark square the quick move lends itself to the fast ship 'echo'.  I'm pleased with how that turned out.
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Offline STEVIE G

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #106 on: September 08, 2020, 07:36:24 PM »
I've been prototyping ideas over the weekend. 

Thought about doing a Thrust style neon vector game but with a morphing ship you could change in different situations like wider and thinner to get through small vertical gaps etc.. The thought of building a level editor put me off. Too much work for the 5 weeks we have left.

Tried out a turn based idea similar to Wasteland Warriors (failed comp entry) but more of a grid like movement similar to the squared paper game vector race where you retain momentum from the previous turn so have to think ahead. The concept was more about survival than racing or killing things.  Got the basic movement working with options to use handbrake, nitro or 180 spin all of which changed future moves.  It wasn't particularly fun as there was no Ai so difficult to know if it had legs. I had too many ideas also which weren't doable in 5 weeks so binned it (for now). 

The game needed to be small with quick to make assets.

I liked the endless survival concept and I love post apocalyptic stuff like Madmax and also Running Man and like driving games.  Its a game show where contestants drive around a stadium/arena in a rusty old pickup, chased by stalkers, topping up gas as you go.  The longer you last the more money you leave to the family.

I'm sticking with my tried and tested lo-fi graphical style (sorry to disappoint Derron ).

First screenshot ..




Online Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #107 on: September 08, 2020, 07:58:44 PM »
Quote
Too much work for the 5 weeks we have left.

 :o  Nearer 6 weeks, than 5.   :P
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Offline Xerra

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #108 on: September 08, 2020, 08:47:39 PM »
I'm checking the patent board to see if Stevie G has trademarked Vandemonium as his game name yet ;-)

Offline STEVIE G

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #109 on: September 08, 2020, 09:12:22 PM »
I'm checking the patent board to see if Stevie G has trademarked Vandemonium as his game name yet ;-)

I think blink used that name for his 3d remake of Van Tourismo. I did consider finishing the trilogy but that ain't no Van, its a Pickup! Might make one of the stalkers drive a Van for old times sake though.  ;D

Online Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #110 on: September 08, 2020, 09:40:35 PM »
Quote
I'm sticking with my tried and tested lo-fi graphical style (sorry to disappoint Derron ).

Well that's your aesthetic for games, so why not explore it for a while?   :)
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Offline STEVIE G

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #111 on: September 08, 2020, 10:02:03 PM »
Quote
I'm sticking with my tried and tested lo-fi graphical style (sorry to disappoint Derron ).

Well that's your aesthetic for games, so why not explore it for a while?   :)

Exactly! ;D I really do enjoy trying to get as much detail as I can per pixel.  I follow a pro dev Orange Pixel who did Spacegrunts and many other cool games. Alll his games have the same aesthetic so I figured why not me. I am mixing it up a little as the vehicles will roll and pitch when turning, accelerating and braking and the terrain will impact traction.

Online Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #112 on: September 08, 2020, 10:08:05 PM »
Yes, have fun with it!  ;D  Plus you get to optimize your engine over time, the latest version of Gunstar is noticably smoother than previous versions, no matter how many ships and particles are on-screen.
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Offline blinkok

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #113 on: September 08, 2020, 11:30:40 PM »
I would trademark that low-fi style. It's a keeper

Online Derron

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #114 on: September 08, 2020, 11:51:14 PM »
> sorry to disappoint Derron

 :'(

You had your chance cowboy :-p


bye
Ron

Offline Qube

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #115 on: September 12, 2020, 08:10:11 AM »
As we seem to be sharing then here is a basic WIP of some animations. Been slow going so far but hope I'll get more time now to get on with it ??? - Not quite sure how it's going to pan out but we'll see how it goes.

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Until the next time...

Offline iWasAdam

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #116 on: September 12, 2020, 08:41:14 AM »
Quote
here is a basic WIP of some animations
Flap me sideways!

I love it :)

Offline STEVIE G

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #117 on: September 12, 2020, 09:43:23 AM »
As we seem to be sharing then here is a basic WIP of some animations. Been slow going so far but hope I'll get more time now to get on with it ??? - Not quite sure how it's going to pan out but we'll see how it goes.



Looks magic. Karateka?

Online Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #118 on: September 12, 2020, 10:09:01 AM »
Very swish Qube.  :D  Did you use a particular program to produce the animation?  What kind of game are you developing exactly?
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Online Derron

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #119 on: September 12, 2020, 12:32:46 PM »
Looks like Daz (Studio) ... especially as Qube did use Poser/Daz for his Exbien-Game Portraits.


bye
Ron

 

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