Code a game comp - Virus - Feb 7th to Apr 18th 2021

Started by Qube, February 07, 2021, 02:16:50

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Scaremonger


I have named my entry "Virux" and its being coded in BlitzMax-NG without any additional libraries.

I've drawn most of the graphics including two font sizes and got the Splash/Lobby/Help/Play screens working. The play state has a pause, three lives, a score counter and collision detection so I'm pretty much done with the core mechanics.

Next step is to get the AI behaviour working properly and add audio.

I've attached an image containing the main antagonist...


Xerra

As you can see from my awesome attached screenshot of my games current title screen, I have started.

I had a big idea for something that I was discussing with blinkok but it's just way too ambitious for me to pull that off in two months, so I'm going back to basics to start with then I can see how much I can expand on it. That's all I'm saying for now apart from it may also involve mini-games as well as the main game.
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

Qube

Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

3DzForMe

@Xerra, you forever go the extra mile.... I managed a paper prototype at the weekend, however the jury is out on its appeal as a 'game'. Bethesda are already quaking in their boots 😁

@Scaremonger, love your protagonist! It's alive, pulsing away.... Ready to spread....
BLitz3D, IDEal, AGK Studio, BMax, Java Code, Cerberus
Recent Hardware: Dell Laptop
Oldest Hardware: Commodore Amiga 1200 with 1084S Monitor & Blitz Basic 2.1

iWasAdam

Quoteway too ambitious for me to pull that off in two months
Nah - start small and work your way towards it...

I'll say it again (and probably again later), go back to the 80's and primitive games. They have playability over graphics. learn what they did and how they did it and then add your flair on top of their bones :)

You can do it...

Xerra

Quote from: iWasAdam on February 22, 2021, 13:55:20
Quoteway too ambitious for me to pull that off in two months
Nah - start small and work your way towards it...

I'll say it again (and probably again later), go back to the 80's and primitive games. They have playability over graphics. learn what they did and how they did it and then add your flair on top of their bones :)

You can do it...

I am doing this. So tempted to show you another screenshot which would give away the first part of the game straight off. I'll give you a clue, erm, 1983.
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

3DzForMe

#51
Quote. I am doing this. So tempted to show you another screenshot which would give away the first part of the game straight off. I'll give you a clue, erm, 1983.     

Paperboy dodging viruses delivering his papers, doo, doo, doo, diddoo, doot..... The tunes flooding back already.
BLitz3D, IDEal, AGK Studio, BMax, Java Code, Cerberus
Recent Hardware: Dell Laptop
Oldest Hardware: Commodore Amiga 1200 with 1084S Monitor & Blitz Basic 2.1

STEVIE G


blinkok

Nah. Just make sure there's lots of toilet paper ;-)

Xerra

Quote from: STEVIE G on February 24, 2021, 17:40:49
Is Wu Han Gang too controversial a title?  :D

Hahah, I think its great. Stick with it :)
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

RemiD

#55
so how do you guys proceed to make a game ?

my approach :
-define vaguely what will be the world, components, gameplay, possibilities, controls, ai...
-search for more infos and illustrations about the subject, the world, the components
-create basic prototype with essential gameplay and simple shapes and colors
-test and add/remove/mod components, gameplay, possibilities until it "plays well"
-improve shapes, colors, animations, sounds until it "looks and sounds" good
-add a way to configure controls
-add title, presentation, help, thanks ("credits"), screens

(i am stuck at step 1-2  ^-^)

Xerra

I start with background framework usually. Just setting up the scenes, game state, ripping out any code that is re-usable, such as gamepad functions.

Setting up the baritone background scene with collision blocks where elements will be, such as platforms, just so I can get the player object in place and get controls right.

After that I'll base-build all the background screens for the game, or build the big scrolling screen with placeholder graphics and stuff so I can get end of levels stuff.

Transition between title, game, game-over, basic win screen all in place so bare shell of whole game is in place and can be run through.

Gui stuff like basic hud set up and debug stuff like having an overlay to display info for working out bugs etc. Usually I'd implement GML (live update system) at this point as well, so I can update the game code and see changes straight away, without needing to recompile.

I'll usually be looking around for graphics and audio stuff by this point and have a reasonably good idea where the game is going. I'd also have a huge todo list and have started ticking bits off as I do them and probably not be looking to add too much more. I did badly on this with the last game because blinkok had so many good ideas that I just had to keep adding them, and couldn't do it all good enough.

Bad guys, background moving elements and AI stuff next.

Scoring and making collisions work, implementing lives, anything like high score system, if being used.

All the graphics stuff gets changed to whatever I'm using.

Audio added.

Title screen menus or other system that controls the bits I always have in my games such as sound toggles and full screen option.

Get as many of my friends as I can to test it.

If I'm having a credits screen or something like that then I'll add it now because I've always had someone else doing something in my games and like to credit people for their work.

Polish as much as possible with time I have left. It would need to be something really cool to get me to add it right at the end as it might not fit well with everything else that's been done.
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

RemiD

@Xerra>>
interesting

i forgot to mention testing on different OS / computers, before release.


personally i create separate templates for each gameplay element / component / graphics effect, but coded in a way that i can then assemble together in the final program (examples : turn move detect collisions and reposition, pickup items / use, hidden surface detection and culling, lighting /shading, particles, glow effect, reflections effect, artificial intelligence, HUD, program states game states, help screen, etc...)

iWasAdam

#58
@RemiD
OK. Let's take your situation apart and see if there is a solution.
first some question you ned to ask yourself:

1. Have I made a completed game before? I am going to assume a hesitant no.
2. Have you attempted to make a game before? I am going to assume a hesitant yes

3. WHY did you NOT complete this game?

The answer to question 3 is the key.

Lets assume a few scenarios:
1. you started a huge rpg, but it was just too big
2. you started a pacman clone, but couldn't make the ghosts move
3. you have made input routines, and score systems, but can't think what to do with them
4. you have lovely pictures but how do you make a game with them, etc

You say you get stuck at:
-define vaguely what will be the world, components, gameplay, possibilities, controls, ai...
-search for more infos and illustrations about the subject, the world, the components

Then DONT DO ANY OF THAT.
Pick a simple game - breakout for example, space invaders - Something very basic and simple.

write the basic game - maybe just using drawrect and different colors.
Get it to work and then write a title screen and a menu where you can define keys
finally put in a win / loose situation, that then loops back to the menu

Get it all to work. you will soon see where you are failing and where you need better experience.

Once you have the basic game menus, etc, you can then use this prototype as the core of your game. make everything a bit better. use that as your first test.
Next improve how thing operate - keep it simple, add some flare and love into things, but try to think of everything as a whole. The menus are part of the game so give them love too

Don't bother about sound - leave that alone. a silent game that works is much better than a good game with horrible sound.
You can even just use basic bleeps and pings. Dont go a buy orchestral soundtracks for your retro game - it will sound crap and look wrong.

Have an idea in your mind of a game you like (SIMPLE GAME) and try to replicate it, maybe change the graphics or setting.
How about pacman but with cars - you are the police, you have to chase thieves round a maze... or you are the robber being chased by the police you get a gun and you can chase the police... etc

Work out what you can and can't do:
2d is simpler than 3d
what catches your eye
easy to play hard to master...

Last thing - Get inspired - watch youtube, play games, go down an indie rabbit hole. see what others are doing.


RemiD

#59
1. yes, 2
2. yes, many
3. lack of free time or motivation because of real life issues (lack of money, so need to work to earn money, not make/play games all day long...)

QuoteYou say you get stuck at
currently, not tomorrow, ;-)

i have the basic ideas of the gameplay / possibilities, and illustrations, i am going to simplify a lot compared to what the reality truly is (cells and microbes which fights in blood pipes, similar to a space shooter but in blood)

my question was not "teach me how to make a game" but "what is your process to make your game"

also i am not interested to make many primitive games. each his own approach...

your advices to focus on the essentials is a good reminder.