SyntaxBomb - Indie Coders

General Category => Worklogs => Topic started by: STEVIE G on September 11, 2018, 10:42:57 PM

Title: Vanarchy - Sept Comp Entry
Post by: STEVIE G on September 11, 2018, 10:42:57 PM
Time for a worklog I think!

Made some good progress over the last few days.  Background graphics are done for now but I might revisit them and add more stuff if I have time before deadline.  I wrote a voxel like routine (adding, colouring and cutting cuboids) which makes creating new assets pretty quick as they don't need to be done by hand.

Managed to get the DX7 hack working to disable bilinear texture filtering (thanks Derron I think) which means I can keep the low-res look on any resolution and it scales nicely.  The bonus is that I can also use hardware accelerated blending to get nice shadows which automatically darken the vehicles.  ;D

Time to make a start on the actual gameplay!

(http://www.steviegoodwin.plus.com/images/GA6.png)



(http://www.steviegoodwin.plus.com/images/GA7.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Matty on September 11, 2018, 10:48:25 PM
That looks very neat.  Like the look of it.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Qube on September 12, 2018, 04:52:06 AM
The screenshot makes me think of a similar part from the Ghostbusters game :P

Love the style. You certainly have a way with pixels ;D
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Derron on September 12, 2018, 06:07:06 AM
@dx7
Wasn't me.


@Qube and the pixels
Yes, it looks pretty consistent and nice.


Bye
Ron
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: col on September 12, 2018, 08:18:11 AM
Looks great!

Assuming that you're using Blitz3D then there's no need for a 'hack' to turning off bilinear filtering as it's built into this version (https://github.com/davecamp/blitz3d_msvc2017/releases/tag/v1.109) via the texture flags parameter ;)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: grindalf on September 12, 2018, 10:15:31 AM
@col
Will this version run in steam? I found that the plugin im using gets crashed by steam
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: col on September 12, 2018, 10:51:15 AM
@grindalf

The version I modified is the latest standard version of Blitz3D source released from BRL and updated for the texture filter flag.

I didn't know there were issues with Steam and Blitz3D. How does it gets crashed? Do you have something that I can investigate ( maybe some instructions/reproducible/source ) to see if its fixable from the Blitz3D side?

It might be a better idea to start a new thread regarding that issue so as not to pollute this game/entry related thread?
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 12, 2018, 06:26:13 PM
Looks great!

Assuming that you're using Blitz3D then there's no need for a 'hack' to turning off bilinear filtering as it's built into this version (https://github.com/davecamp/blitz3d_msvc2017/releases/tag/v1.109) via the texture flags parameter ;)

Does that one not have the issue with Fmod license?  Anyway, it works so I'm happy  ;D

I wanted to get some more detail in my vehicle sprites so have increased the Van length by a couple of pixels and 1 pixel higher.  Also have increased the rotations to 32 frames to make it a bit smoother.  Looks good enough I think.

I was thinking about how to do the old pac-man - move left out the level and appear on the right and think a tunnel is the way to go.  I also think that having a wrapround level would be best as it'd make the transition seamless rather than warping which I don't think will look good.

Next up is designing the police cars ..  it's great fun doing low res retro pixel stuff I think. 


(http://www.steviegoodwin.plus.com/images/GA8.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: col on September 13, 2018, 06:28:34 AM
Quote
Does that one not have the issue with Fmod license?
No, fmod.dll is supplied and needs to be distributed along with your final exe. There are no license issues.

Quote
Anyway, it works so I'm happy
And that's most important :)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 13, 2018, 07:10:29 AM
Cop Car and Cop Van ... best I can do with the limited real estate.

(http://www.steviegoodwin.plus.com/images/GA9.png)


(http://www.steviegoodwin.plus.com/images/GA10.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: iWasAdam on September 13, 2018, 08:36:36 AM
SWEET  ;D
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 14, 2018, 06:47:36 AM
A zoomed out shot of a full level..

(http://www.steviegoodwin.plus.com/images/GA11.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 16, 2018, 12:41:22 PM
Added some subtle self shadowing on the buildings today.  Made a cop station (where the cops spawn from) and a Bus (which won't chase you but get's in the way).

I changed the trees to be more detailed but they didn't have the same appeal as the rectangular ones below so changed them back.

I'm going to drop the vehicles being shadowed by the buildings as it doesn't look as good as I hoped.

I'm also debating whether to add in a zoomed out (full level on screen) mode as it might actually play better like this - possible both options with a mini-map for this zoomed in view.

I now have full control over the Van and the level scrolls and wraps around.  Control needs a few tweaks to get the controls slicker but it feels quite nice.

Anyway, a few updated shots ..

(http://www.steviegoodwin.plus.com/images/GA12.png)


(http://www.steviegoodwin.plus.com/images/GA13.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Qube on September 16, 2018, 10:57:16 PM
Some lovely pixel work you've got going on there :)

Quote
I changed the trees to be more detailed but they didn't have the same appeal as the rectangular ones below so changed them back.
Flicking your eyes around the map the you instantly know that they are trees. Did you try any rounder ones? or would that just look like a weird ice cream?
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 17, 2018, 07:21:18 AM
Some lovely pixel work you've got going on there :)

Quote
I changed the trees to be more detailed but they didn't have the same appeal as the rectangular ones below so changed them back.
Flicking your eyes around the map the you instantly know that they are trees. Did you try any rounder ones? or would that just look like a weird ice cream?

Thanks.

They do look a little like ice creams if I round them.  I did a quick culling of some pixels top and bottom on the voxel trees - think it looks a bit better?  Might apply the same to the bushes.

The Oak in the top right needs a little work.

(http://www.steviegoodwin.plus.com/images/GA14.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: blinkok on September 17, 2018, 08:43:58 AM
For me that's inconsistent with the style of everything else (Being square). Maybe just add some variation with some trees varying height and multiple forms per tree.
(https://www.syntaxbomb.com/index.php?action=dlattach;topic=4904.0;attach=1211)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Holzchopf on September 17, 2018, 09:24:37 AM
@STEVIE I think this is too much and too wild detail. Maybe just round the corners..?
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on September 17, 2018, 11:17:28 AM
Quote
I did a quick culling of some pixels top and bottom on the voxel trees - think it looks a bit better?

No, it looks worse because it's now inconsistent - because everything else is square.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 17, 2018, 05:07:36 PM
For me that's inconsistent with the style of everything else (Being square). Maybe just add some variation with some trees varying height and multiple forms per tree.
(https://www.syntaxbomb.com/index.php?action=dlattach;topic=4904.0;attach=1211)

Thanks blinkok, I like this look. 

Quote
I did a quick culling of some pixels top and bottom on the voxel trees - think it looks a bit better?

No, it looks worse because it's now inconsistent - because everything else is square.

Agreed - less detail is better.  TA.

@STEVIE I think this is too much and too wild detail. Maybe just round the corners..?

Not bad, I might try this out too.


Will post an update once I'm finished.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 17, 2018, 08:17:00 PM
I think I'm done with the foliage (16 variations of tree tiles and 16 of bush tiles) .  I removed the self-shadowing on the foliage as didn't look too good - more appropriate for the buildings I think.

I also added a Monument and some park benches.  :P

Time to get on with the game  ;D

(http://www.steviegoodwin.plus.com/images/GA15.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on September 17, 2018, 08:26:08 PM
Looks great.  The only thing that's drawing my eye is the blurry road lines - it seems out of place with everything else sharp.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 17, 2018, 09:08:31 PM
Looks great.  The only thing that's drawing my eye is the blurry road lines - it seems out of place with everything else sharp.

Cheers.  I played about with various looks to the road / markings a few weeks back and settled on this one.  The main reason is that I wanted to keep the markings more faded as they'll be covered in pickups.  I might revisit.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on September 17, 2018, 09:14:26 PM
I would take the rectangles and put a very low alpha on them so they blend nicely.  You have not only blurred the 'rectangle road markings' but also the road in-between and it's making my eyes go funny just looking at the road  ;)

I adjusted some of the road markings vertically by the blue van to show what I mean - the road to the right is far too blurred in comparison.

Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Derron on September 17, 2018, 09:19:47 PM
I am with Stevie there: the sharp road markings would be kind of distracting (because of their precise recognizeability). They might even look like little dots a PacMan would like to have as lunch. Still: maybe do a mockup and see how it does. A like-shadows-alpha variant might do too.
Edit: Steve replied just some moments ago, so yes - give it a whirl or wait until you add the boosts/extras.

@ Stevie
Seems the hospital (the one with the "H" ? - had assumed a red cross on the roof is to choose) does not to the best jobs - as there is a little graveyard next to the building ;-)

These old 80s-suburbias might benefit from some antenna towers (Radio WBBXYLQL 100.5 AM). Also "Bars" (some neon-flickery-pixel signs!) or a fire headquarter could look cool too.


Did you consider street light signs/traffic lights ? Can be "too much" ... so hmm hmm.
What about a single railroad moving through the city - including barriers and the risk of getting catched by a train if you ignore signals or break the barriers?


Nonetheless: get the gameplay going first.


bye
Ron
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on September 17, 2018, 09:24:12 PM
A close up of what I'm talking about (vertically from the building down to the van) I haven't altered horizontally, the road on the right and everywhere else gives no definition - far too blurred in comparison with the sharp graphics.

Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 17, 2018, 09:56:04 PM
A close up of what I'm talking about (vertically from the building down to the van) I haven't altered horizontally, the road on the right and everywhere else gives no definition - far too blurred in comparison with the sharp graphics.

Ah, got you ... sorted.

I am with Stevie there: the sharp road markings would be kind of distracting (because of their precise recognizeability). They might even look like little dots a PacMan would like to have as lunch. Still: maybe do a mockup and see how it does. A like-shadows-alpha variant might do too.
Edit: Steve replied just some moments ago, so yes - give it a whirl or wait until you add the boosts/extras.

@ Stevie
Seems the hospital (the one with the "H" ? - had assumed a red cross on the roof is to choose) does not to the best jobs - as there is a little graveyard next to the building ;-)

These old 80s-suburbias might benefit from some antenna towers (Radio WBBXYLQL 100.5 AM). Also "Bars" (some neon-flickery-pixel signs!) or a fire headquarter could look cool too.


Did you consider street light signs/traffic lights ? Can be "too much" ... so hmm hmm.
What about a single railroad moving through the city - including barriers and the risk of getting catched by a train if you ignore signals or break the barriers?


Nonetheless: get the gameplay going first.


bye
Ron

It was a Hospital but the H was for a helipad.  I thought of changing to a red cross but never go round to it.  How's this?
I have street lights but traffic lights at every junction is too cluttered.  Even the street lights were too cluttered until I restricted them to only T junctions and dead ends.

Other ideas are good and might do them if time permits.

Screenshot below shows improved self shadowing - noticeable on the Monument and the new water fountain.


(http://www.steviegoodwin.plus.com/images/GA16.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on September 17, 2018, 09:58:08 PM
Spot on!   :D
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 18, 2018, 09:02:47 PM
Collectable coins & power crates :D

(http://www.steviegoodwin.plus.com/images/PV1.png)

(http://www.steviegoodwin.plus.com/images/PV2.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on September 18, 2018, 10:03:56 PM
When do we get to play?  :D
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Xerra on September 18, 2018, 11:33:39 PM
When do we get to play?  :D

October 14th probably :-)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Qube on September 19, 2018, 02:49:27 AM
Quote
Screenshot below shows improved self shadowing - noticeable on the Monument and the new water fountain.
Now that looks real nice :) - Everything is sharp and the subtle lines in the road work well.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 22, 2018, 10:57:28 PM
Working on the Powered up versions of your van ... meet the Booster, Rammer, Normal, Shooter, Miner and Cloaker.  You keep the powered up version for approx 10 secs.  The Rammer will be your staple when you pick up a power pill (crate) to allow you to gobble up the ghosts (cop cars).  The rest will be randomly available through the course of the stage.

(http://www.steviegoodwin.plus.com/images/PV3.png)

(http://www.steviegoodwin.plus.com/images/PV3_Small.png)

The squares with black outlines are placeholders to indicate vehicles off screen.  Works better than a mini-map I think.
Implemented a single surface particle system and started adding some sound effects.

Getting there.  :D
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on September 27, 2018, 07:22:22 AM
Particles fully working now with subtle shadows  ;D

Also, working on some simple AI which broadly mimics the original Pacman where they have 3 main states and flip between chase and scatter for varying amounts of time depending on the stage.  There are going to be 4 main protagonists (possibly more on later levels) and a small number of pedestrian vehicles. 
A nice doc here on the ghost AI .. http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior
 (http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior)

I was thinking about stages and settled on allowing the user to select random or seeded, where random means each stage is different each time you play and seeded means each new stage is the same every time you play (at least on your own PC).  Basically, there will be an almost infinite number of levels - gotta love procedural generation  :P

A cop car being eaten / destroyed ...
(http://www.steviegoodwin.plus.com/images/PV4.png)

The booster
(http://www.steviegoodwin.plus.com/images/PV5.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on October 04, 2018, 10:54:10 PM
Quick update ....

Rammer, Cloaker and Booster powerups fully working.  Will add more if I get time.
AI now fully working and added ability to increase difficulty. 
Cop cars flash when you've got the Rammer powerup indicating they can be destroyed.
Buses roam around but stop at every bus stop they find, indicated by a little white sign.
Buses and Pedestrian vehicles cannot be destroyed.  There are no real collisions with them but they slow you down to half speed if you try to drive through them.  I tried various combinations of collisions and penalties and this one worked best - at least that's what my playtester tells me.
Added Tanks which will appear on later levels and shoot shells which can destroy you.  At the moment Tanks are indestructable - might change with one of the powerups.
Added sound effects, car engines, horns beeping, pickups and skidding etc..
Bonus gold bullion now appears twice on a stage, depending on the number of coins you have picked up.
Bonus Powerups which are random appear 3 times each stage.
Added almost permanent skid marks and improved other particle effects.
Added a in-game front end which includes score, coins left, lives and a mini-map showing where things are relative to you.  Non obstructive and minimalist was the plan - I think it works well.
Also been thinking about new names as Pac Van might land me in bother with Namco  :o  ... some suggestions ...

Mac-Van
Van-Tastic
Wee Van Thief
Shitty Shitty Van Van
Van-archy

I think I've settled on [Son of]  Vanarchy for now as it fits the gameplay.


This weekend I'll be working on the Menu's - nice and simple and will make better if time permits. 


Some recent screenshots ....


(http://www.steviegoodwin.plus.com/images/PV6.png)

(http://www.steviegoodwin.plus.com/images/PV7.png)

(http://www.steviegoodwin.plus.com/images/PV8.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on October 04, 2018, 11:03:48 PM
The gameplay sounds like great fun, look forward to having a go.

Quote
I think I've settled on [Sort of]  Vanarchy for now as it fits the gameplay.

Based on your description of the gameplay it seems very appropriate.  Great stuff  8)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Derron on October 04, 2018, 11:09:27 PM
Next he will do a GTA-Clone: VANdalism!


VANtastic work already - as always.


bye
Ron

Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Xerra on October 05, 2018, 12:11:07 AM
Son of Vanarchy. EXCELLENT title. In fact a lot of your suggestions are. I loved the TV show, however, so this one gets my vote too.

The game is really coming along now by what you've said. Can't wait to try it out.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on October 07, 2018, 06:22:31 PM
Lots more done over the weekend  ...

Done ...

* Cop sirens now animate nicely .. kind of like an additive blended helicopter rotor  ;D
* Tanks now shoot at you which can get pretty hairy.
* You can now take jobs - involves picking up a briefcase and taking it to a specified location on the map for points.
* Added a couple of basic very retro fonts
* Worked on the random generator - there are 10 cities to choose from, each with 100 stages (yes, you'll never need that many) and an option for levels to be completely random.  Basically, I create 1000 random   seeds when you first run the game and load these back in each subsequent time and use those seeds to create the city / stage.  Works well.  You can create 1000 brand new ones by just deleting the seed file. 
* Tidied up some of the graphics - each vehicle now has a little more detail and headlights.
* A new protagonist added - the Super Cop - it will go faster than the other cops.
* Options ini file loading and handling

To Be Done ...

* Menu / splash screen
* Stage difficulty balancing and vehicles
* Extra lives when you reach certain scores - possibly every 10,000.

Nice to have ...

* 2 Player mode - not screen sharing - just turn about.
* Shortcuts that only the player can use and bonus points for using it.
* More Vehicles
* More buildings
* More powerups

Some more screen shots ...  see if you can see my influence for the Super Cop  :P

(http://www.steviegoodwin.plus.com/images/PV9.png)

(http://www.steviegoodwin.plus.com/images/PV10.png)

(http://www.steviegoodwin.plus.com/images/PV11.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on October 07, 2018, 07:51:18 PM
Some nice touches, any videos?   8)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on October 07, 2018, 08:58:11 PM
Some nice touches, any videos?   8)

Quick and dirty - no sound and video does not do the smooth 60 fps scrolling and animation justice BUT it gives you a flavour of the gameplay.  FRAPS is total sh*te!

Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Derron on October 07, 2018, 09:43:55 PM
police headlights look a bit like this:
(https://images-na.ssl-images-amazon.com/images/I/61Uc6EcZ21L._UX679_.jpg)


Else: I assume it gets more and more fast paced at the end - for now it looks like it can get a bit "boring" the first game play minutes (long roads, less vehicles) so maybe beginner courses are smaller / more concentrated ?

Coin-vanish effect looks cool: dust in the wind.

bye
Ron
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on October 07, 2018, 09:56:06 PM
Thanks for the video, a bit of a particle-fest - which is always a cool thing.   8)

I assume it gets more frantic and more difficult as the game progresses?  In the video it looked a bit easy.

Quote
video does not do the smooth 60 fps scrolling and animation justice

That always makes me nervous when people say that, because not all monitors sync at 60 FPS.  Mine syncs at 75 FPS, so without compensation that would mean jerky movement.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on October 07, 2018, 10:04:06 PM

Else: I assume it gets more and more fast paced at the end - for now it looks like it can get a bit "boring" the first game play minutes (long roads, less vehicles) so maybe beginner courses are smaller / more concentrated ?

Coin-vanish effect looks cool: dust in the wind.

bye
Ron

The Cop AI is as dumb as it gets here and their speed is only about 75% of yours.  This is what they will be like on the first level.  You wouldn't last 10 secs with alot more vehicles and cops.

Anyway, "boring" is a little bit harsh I think based on a quick and dirty video- typical Derron.  Best to press judgement when you play it.  Dungeon crawlers on the other hand - now they are boring - at least to me ;)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on October 07, 2018, 10:12:06 PM
Thanks for the video, a bit of a particle-fest - which is always a cool thing.   8)

I assume it gets more frantic and more difficult as the game progresses?  In the video it looked a bit easy.

Quote
video does not do the smooth 60 fps scrolling and animation justice

That always makes me nervous when people say that, because not all monitors sync at 60 FPS.  Mine syncs at 75 FPS, so without compensation that would mean jerky movement.

Again, the AI is dumb.  It also takes around 25 secs before all the cops are out of the station and about 40 before both of the tanks are out.
I knew it was a mistake to post a video of a test level.

Was Van Tourisimo fine?   
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Derron on October 07, 2018, 10:20:28 PM
Nah, did not want to say it _is_ boring, but it "looked" that way - you drove around without much "danger". My game currently has a very similar "problem".

In the game it might of course be different but for now I was only able to judge by the video. And my impression were was that the long streets/scrolling might be "too much" for the first levels - you might be aware of this already.


@ cop speed
maybe have different levels? So once you collected some more money, their "awareness" increases and they start to drive more risky/faster?


bye
Ron
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on October 07, 2018, 10:24:43 PM
Quote
Again, the AI is dumb.  It also takes around 25 secs before all the cops are out of the station and about 40 before both of the tanks are out.
I knew it was a mistake to post a video of a test level.

Was Van Tourisimo fine?

That's ok, we can only judge on what we're seeing, maybe post a difficult level video.

Yes Van Tourisimo ran very smooth (just checking) and a reminder to others regards 60FPS :D
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Qube on October 08, 2018, 06:29:09 AM
Cool video, great to get a tease of it in action \o/

I see you've gone as particle crazy as I have for this game entry. Although I think yours work better than my OTT stuff ( blame learning experience ) ;D

Twilight zone moment. Have you just deleted the video 2 minutes after I watch it? :o

I thought it was pretty cool to see it all in action and look forward to playing it. Clever stuff with the cops siren effects and how you've given the pickups a rotation effect with such few pixels.

I'm jealous you have auto generated maps. I'm stuck in manual building hell as I knew it'd take me way too long to figure that out in a whole new dev environment.

Looks a sweat polished game and can't wait to have a play :)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on October 08, 2018, 07:09:29 AM
Cool video, great to get a tease of it in action \o/

I see you've gone as particle crazy as I have for this game entry. Although I think yours work better than my OTT stuff ( blame learning experience ) ;D

Twilight zone moment. Have you just deleted the video 2 minutes after I watch it? :o

I thought it was pretty cool to see it all in action and look forward to playing it. Clever stuff with the cops siren effects and how you've given the pickups a rotation effect with such few pixels.

I'm jealous you have auto generated maps. I'm stuck in manual building hell as I knew it'd take me way too long to figure that out in a whole new dev environment.

Looks a sweat polished game and can't wait to have a play :)

I think yours trumps mine in terms of particles.   ;D 

I actually did all the cars + pickups in 3d and rendered 32 rotations in 2d.  A bit of a fiddle to get it looking right in such low res but the bonus is you get perfect shadows without having to manually draw them. 

I reinstated the vid.  Was going to put one up which has more action but it'll waste valuable coding time so won't be doing that.

Have you considered only creating a quarter of the levels and mirroring the other quarters?  Not sure how easy that would be to do in Unity.

Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on October 08, 2018, 10:03:36 AM
Quote
I actually did all the cars + pickups in 3d and rendered 32 rotations in 2d.  A bit of a fiddle to get it looking right in such low res but the bonus is you get perfect shadows without having to manually draw them.

A nice tip, thanks for sharing. 

Quote
I reinstated the vid.  Was going to put one up which has more action but it'll waste valuable coding time so won't be doing that.

Nah, we're near the competition deadline now, we'll see the action first hand soon enough.  The game has plenty of potential for manic gameplay, but always best to gradually ramp up the difficulty.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Qube on October 08, 2018, 12:33:41 PM
Quote
Have you considered only creating a quarter of the levels and mirroring the other quarters?  Not sure how easy that would be to do in Unity.
I could save time doing it that way but some of the levels are not in a pure x by x grid and have corridors to other sections.

I did briefly consider a random maze generator but I knew I'd get bogged down with more than just coding it up due to my lack of internal Unity knowledge. I think that at this stage it would have been a huge time sucker.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Xerra on October 08, 2018, 04:53:11 PM
Looks a sweat polished game and can't wait to have a play :)

Eeeeww, didn't realise that we had to do that to our games before we released them :-)

Perhaps you meant sweet, lol.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Qube on October 08, 2018, 08:17:32 PM
Quote
Perhaps you meant sweet, lol.
Yes :)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Derron on October 08, 2018, 09:21:42 PM
But maybe Qube also just likes to wear "sweet-shirts":
(http://cdn.highspeed-network.com/1002/1407917233/media/products/medium/blau_30052705vorne.jpg)
(source: zoostyle.de)


Have fun finishing your entries!


bye
Ron
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Qube on October 09, 2018, 11:14:53 AM
But maybe Qube also just likes to wear "sweet-shirts"
Erm, is it weird that I actually do wear some t-shirts similar to that? :P ( sorry for the thread detail, blame others ;) )
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on October 12, 2018, 10:52:39 PM
Music added last night - it was cheap but does the job for now.
Had a good playtest on Wednesday with pals and no-one could get beyond stage 3 so been working on some AI balancing.  Will probably need tweaked post comp.

It's touch and go whether I'll make the deadline as have busy weekend.  Have been working on Menu's (I fecking hate Menu's!!!).  They are pretty low-key as you can see but as long as they work I can make changes after deadline.

(http://www.steviegoodwin.plus.com/images/Vanarchy/V_FINAL1.png)

(http://www.steviegoodwin.plus.com/images/Vanarchy/V_MENU1.png)

(http://www.steviegoodwin.plus.com/images/Vanarchy/V_MENU2.png)

(http://www.steviegoodwin.plus.com/images/Vanarchy/V_MENU3.png)
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Steve Elliott on October 12, 2018, 11:01:30 PM
Quote
It's touch and go whether I'll make the deadline as have busy weekend.

Stevie your game was near complete since the first screen-shot we saw.  Get it done.   ::)

Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Xerra on October 12, 2018, 11:05:53 PM
Can not wait for the sequel. "Son of Vanarchy" :-)

Looking good, Stevie. Make the deadline - you can do it.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: Qube on October 12, 2018, 11:21:55 PM
Quote
Stevie your game was near complete since the first screen-shot we saw.  Get it done.   ::)
lol, this is true :P

Don't go to sleep, that will give you some good hours ;D - Good luck and I really hope you finish in time.
Title: Re: Pac-Van [provisional name] - Sept Comp Entry
Post by: STEVIE G on October 14, 2018, 05:11:42 PM
Entry now uploaded.

https://stevieg.itch.io/vanarchy (https://stevieg.itch.io/vanarchy)
Title: Re: Vanarchy - Sept Comp Entry
Post by: Steve Elliott on October 14, 2018, 07:29:44 PM
I love the way the game looks and plays Stevie! Good job mate.   :D
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 14, 2018, 08:10:04 PM
I love the way the game looks and plays Stevie! Good job mate.   :D

Thank you Sir.  I was a bit worried it wouldn't be smooth for you but assume that's ok too?
Title: Re: Vanarchy - Sept Comp Entry
Post by: Steve Elliott on October 14, 2018, 08:55:02 PM
Quote
Thank you Sir.  I was a bit worried it wouldn't be smooth for you but assume that's ok too?

It's smooth, maybe not silky smooth scrolling horizontally, but barely noticeable.

Switching away from native 75hz to 60hz it is silky smooth.
Title: Re: Vanarchy - Sept Comp Entry
Post by: chalky on October 14, 2018, 09:02:37 PM
Totally and utterly brilliant - I love it!  :D
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 14, 2018, 09:23:51 PM
Quote
Thank you Sir.  I was a bit worried it wouldn't be smooth for you but assume that's ok too?

It's smooth, maybe not silky smooth scrolling horizontally, but barely noticeable.

Switching away from native 75hz to 60hz it is silky smooth.

Cool. I'll add an option to change from 60 to 75 in a post comp release.
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 14, 2018, 09:24:33 PM
Totally and utterly brilliant - I love it!  :D

Glad you like it  ;D
Title: Re: Vanarchy - Sept Comp Entry
Post by: Steve Elliott on October 14, 2018, 09:25:25 PM
Quote
Cool. I'll add an option to change from 60 to 75 in a post comp release.

Awesome!  ;D
Title: Re: Vanarchy - Sept Comp Entry
Post by: Steve Elliott on October 15, 2018, 05:48:33 PM
Technically that could be categorised as a bug because it doesn't run as smooth on some systems - therefore could be fixed before the competition.   ;D
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 15, 2018, 06:50:07 PM
Technically that could be categorised as a bug because it doesn't run as smooth on some systems - therefore could be fixed before the competition.   ;D

I'm not sure about that one - Qube?    I can make a new exe where the FPS can be edited in the Options.ini file, rather than a menu option?  I won't worry about the rotations as they won't be noticeable and will have no impact on gameplay so should be just a case of reducing the movement to 80% for the 75% version.

Title: Re: Vanarchy - Sept Comp Entry
Post by: Steve Elliott on October 15, 2018, 06:59:01 PM
Sounds like a plan  8)
Title: Re: Vanarchy - Sept Comp Entry
Post by: Qube on October 15, 2018, 07:10:38 PM
Quote
I'm not sure about that one - Qube?
I would agree with Steve Elliot that it could be classed as a bug because your delta timing code doesn't function correctly on different monitor refresh rates. Sounds like a bug to me ;D

Plus it's not an additional gameplay feature so it's all good from my side.
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 15, 2018, 08:41:24 PM
Quote
I'm not sure about that one - Qube?
I would agree with Steve Elliot that it could be classed as a bug because your delta timing code doesn't function correctly on different monitor refresh rates. Sounds like a bug to me ;D

Plus it's not an additional gameplay feature so it's all good from my side.

OK cool.

@Steve I've sent you a PM as I need someone to test this first.  My refresh is only 60fps.

Cheers
Stevie
Title: Re: Vanarchy - Sept Comp Entry
Post by: Steve Elliott on October 15, 2018, 10:47:01 PM
Replied, all working smoothly now.   :D
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 16, 2018, 05:56:56 PM
v1.01 uploaded in the same location.  Minor change to allow you to set the monitor refresh to either 60 or 75 fps in the options menu.

https://stevieg.itch.io/vanarchy (https://stevieg.itch.io/vanarchy)

Cheers
Stevie
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 20, 2018, 10:01:31 AM
Been working on some post comp features.

* Added shortcuts which can only be used by the player - handy in a tight spot.  They are just wider bits of pavement which can be driven over.

* Added oil can pickups.  You start with a couple in normal difficulty and you can pick one up every 5000 points.  When you press fire it drops a spill which lasts 10 secs and will reverse the direction of any vehicle which touches it (unless they are in Flee mode).  Again, handy in a tight spot.

* Simplified the mini-map so it's clearer.  All pedestrian vehicles are now coloured a light purple to make the cops stand out more. 

* Fixed a bug where more than 1 job can be available at the same time.  Wasn't really noticeable so not worth a new upload.

* Fixed a bug with joypad fire button - was using joydown instead of hit!!

Was toying with adding more powerups - shooting and dropping mines but decided against them as wanted to keep the mechanics simple and less is more ... right?!

To do:

* 2 player - hotseat mode where the players change when a life is lost.
* A few new vehicles - a bin lorry / limo / different coloured van for player 2.
* Lots of new buildings - possibly some which are city specific ... Eiffel tower in Paris, Statue of Liberty in NY etc...

Maybe's:

* Add ability of waiting player to influence the direction of the nearest cop car to the van but only when at a junction with more than 1 exit.  No 180's will be allowed.  Will see if it works.
* Different high score tables for each difficulty setting
* Control configuration
* Improve controls for analog input - doesn't seem to work too well.

Latest screenie showing the shortcut, the oil can and a slick ...

(http://www.steviegoodwin.plus.com/images/Vanarchy/V4.png)






Title: Re: Vanarchy - Sept Comp Entry
Post by: Derron on October 20, 2018, 11:38:53 AM
Quote
* 2 player - hotseat mode where the players change when a life is lost.

So the one who is guilty for loosing a life swaps position with the one who did well until now? Isn't this a bit "unfair" ?


Quote
* Improve controls for analog input - doesn't seem to work too well.

Is this really a matter of analog input? can't you just increase "tolerance" of the grid? So if your car is at "y = gridCellY + 0.05*gridHeight" it already turn move left or right, it does not exactly have to reach the "gridCellY" position. It should "slip" around the corners.
Or what exactly is borked up on the analog gamepad side?


bye
Ron
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 20, 2018, 12:58:13 PM
Quote
* 2 player - hotseat mode where the players change when a life is lost.

So the one who is guilty for loosing a life swaps position with the one who did well until now? Isn't this a bit "unfair" ?


Quote
* Improve controls for analog input - doesn't seem to work too well.

Is this really a matter of analog input? can't you just increase "tolerance" of the grid? So if your car is at "y = gridCellY + 0.05*gridHeight" it already turn move left or right, it does not exactly have to reach the "gridCellY" position. It should "slip" around the corners.
Or what exactly is borked up on the analog gamepad side?


bye
Ron

In 2 players, only one of you can play the main vehicle at a time (it's not going to be split screen).  I'm not talking about the player who lost a life swapping lives and score with the one who didn't - now that would be unfair.  ;D

It pretty clear that you haven't played the game.  The grid already allows a good tolerance for movement and it also allows early turning so that you skid around the corners. Digital input is just more precise at the moment in tight situations than analog.  I have a very high dead-zone set for the analog stick (0.65) but I probably have to increase it to almost 1 so there can be no mistake about the direction you want to travel. 
Title: Re: Vanarchy - Sept Comp Entry
Post by: Derron on October 20, 2018, 01:39:41 PM
Ahh, ok so it is some kind of "direction probability" - what was the direction the player most likely tried to go to.
Hmm... while this is surely "overcomplicating" things: can't you have some kind of "calibration scene"? A scene consisting of a fast driving car and some "90° corners" (no cross roads) so player is enforced to steer accordingly. If you had some "S-shaped" curve it would enforce the player to rapidly change directions - leading to a finger movement which does not 100% hit "right" or "left".

When we played "Atomic Bomberman" years ago - we had a dozen of cheap joypads/gamepads/PS2-like-pads with very inaccurate analog pads - so It wasn't the games fault not to move your player, was the gamepads fault to not properly send out its "axis values". Better game pads and it worked wonders (eg these "$2.50-SNES|genesis-gamepads" seem to work nicely).



@ not played
Yes, I played almost none of them (only tried holzchopf's game for 3 minutes) - wanted to wait until bugfix-time was gone (to not go in "biased").


bye
Ron
Title: Re: Vanarchy - Sept Comp Entry
Post by: Derron on October 28, 2018, 07:00:20 PM
Gave the game a whirl these days: plays smoothly on my old win10 laptop.

Game pace is a bit "slowish" (I know ... it is a van!). The speed when having a "booster" is what I assumed to be default speed. Maybe add a "speed option" in the options screen (just increase/lower speed of everything - except particles).

City selection: what influence has it (did not see an Eiffel Tower on my tour ;-)) - and why is the city selection hidden in the options screen instead of somewhere when selecting "1 player"?

When I hit "ESC" to exit a (manually tried "busted") game-over screen it faded into the "start screen" - I hit "ESC" again in the hope to exit the game but it faded again into the "start screen" - I hit "ESC" multiple times and somehow the screen stood nearly dark with the "start screen" texts being barely visible - but selectable (so I was able to quit). Maybe your Screen Fader run into a bug?

I had once an "arrow" in the level but nothing happened there ... no ENTER key no "move along" no "can drive into the house" or such a thing.

Suggestion: instead of "killing" "flashing police" you should write "ram" or "hit" (imho "kill" is a very harsh/hard word which is not needed in the else "nearly childsafe" game - but maybe I am thinking too soft-skinned about this word and its meanings).



Else: nice little game (as expected) and if you evolve it into something "bigger" then do some brainstorming on how to do proper "theming" for the cities (French, US, UK - maybe some Japanese buildings ...).


bye
Ron
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on October 28, 2018, 07:29:59 PM
Gave the game a whirl these days: plays smoothly on my old win10 laptop.

Game pace is a bit "slowish" (I know ... it is a van!). The speed when having a "booster" is what I assumed to be default speed. Maybe add a "speed option" in the options screen (just increase/lower speed of everything - except particles).

City selection: what influence has it (did not see an Eiffel Tower on my tour ;-)) - and why is the city selection hidden in the options screen instead of somewhere when selecting "1 player"?

When I hit "ESC" to exit a (manually tried "busted") game-over screen it faded into the "start screen" - I hit "ESC" again in the hope to exit the game but it faded again into the "start screen" - I hit "ESC" multiple times and somehow the screen stood nearly dark with the "start screen" texts being barely visible - but selectable (so I was able to quit). Maybe your Screen Fader run into a bug?

I had once an "arrow" in the level but nothing happened there ... no ENTER key no "move along" no "can drive into the house" or such a thing.

Suggestion: instead of "killing" "flashing police" you should write "ram" or "hit" (imho "kill" is a very harsh/hard word which is not needed in the else "nearly childsafe" game - but maybe I am thinking too soft-skinned about this word and its meanings).



Else: nice little game (as expected) and if you evolve it into something "bigger" then do some brainstorming on how to do proper "theming" for the cities (French, US, UK - maybe some Japanese buildings ...).


bye
Ron

I think the pace is fine - you need the time on later levels when there's alot going on.  I don't plan to add an option.
The City selection just gives you a new set of level layouts if you wanted to try something different. It has no influence on anything.  It's hidden in the options menu because I ran out of time and didn't start the menu's until a couple of days before deadline :)

I've checked the current version and the multiple ESC works just fine.  Some bugs were no doubt present in the comp version.

The orange arrow indicates where you need to take the briefcase to complete a job.  If you don't have the briefcase it does nothing.  I'll change it to say 'Return with Case' or suchlike.

I've already changed the instructions to say 'Ram' as I agree - kill was a bit harsh.

I did plan on doing some city specific buildings/landmarks but no plans to have completely new tilesets for each country as it would not be worth my time and effort.

In the last week I have added a 2 player mode, oil can pickups which can be dropped in to form a puddle to divert pursuers and a control configuration menu.  I plan to add a few more features / vehicles / buildings before I release the post comp version.

Thanks for playing.

Title: Re: Vanarchy - Sept Comp Entry
Post by: Derron on October 28, 2018, 07:56:46 PM
@ pace
Maybe have some "slow" and some "faster" levels?
Why was I suggesting a speed option? So when I started my first level it ... took ages to clean the map. I had (of course - it was level 1 ;-)) no issue cleaning the map but I could have finished way earlier (time wise, not "efficiency wise"). This made the game feel "slow paced".
I understand that later game stages require the player to "think ahead" and so prepare routes and the likes - but for "nothing to do" levels it felt a bit too slow.
And yes - this is only my opinion but I thought it was okay to share it with you - and maybe it encourages others to either support my POV or yours. So it would help for other games to estimate "what the others" would like to have - slow or fast paced games.



bye
Ron
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on November 05, 2018, 07:17:37 PM
Final version uploaded ...

https://stevieg.itch.io/vanarchy

2 player mode - alternate turns with same controller
Short cuts
Oil Slicks to redirect pursuers
Control configuration
Start stage select - replaces difficulty
New powerup  - Destroyer (rammer + booster)
Loads more buildings
A few new vehicles
Some minor bug fixes

(http://www.steviegoodwin.plus.com/images/Vanarchy/VA1.png)

(http://www.steviegoodwin.plus.com/images/Vanarchy/VA2.png)

(http://www.steviegoodwin.plus.com/images/Vanarchy/VA3.png)


Title: Re: Vanarchy - Sept Comp Entry
Post by: Qube on November 05, 2018, 11:11:42 PM
Great update :)
Title: Re: Vanarchy - Sept Comp Entry
Post by: Steve Elliott on November 13, 2018, 10:14:52 AM
Cool.  Just got around to downloading right now...
Title: Re: Vanarchy - Sept Comp Entry
Post by: BasicBoy on November 13, 2018, 10:24:37 AM
Did someone really reach a hi-score of 117130 ?

Impressive.
Title: Re: Vanarchy - Sept Comp Entry
Post by: STEVIE G on November 13, 2018, 05:29:05 PM
Did someone really reach a hi-score of 117130 ?

Impressive.

Aye, that was me a week or two ago playing with friends.  I actually had to quit before I was finished with 5 lives left so could have been quite a bit more.  I'd got to level 10 but the trick is getting a lot of 4-5 kill multiples where the points can really rack up.

I'm going to upload one final update in a few days which includes Safe houses (where you can hide for a bit of respite in later levels) and an incognito powerup which is found in said houses.  Basically you spray paint your Van a different colour and the cops don't chase you for 30 secs. 

Title: Re: Vanarchy - Sept Comp Entry
Post by: 3DzForMe on November 13, 2018, 11:40:13 PM
Great development from the creator of stramash, if memory serves me right
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