Author Topic: Game Design Megathread  (Read 555754 times)

https://dl.dropboxusercontent.com/u/8406402/Piano%20Heer0/Game.html
play this, realize that king's is better, complain about timing issues
The game at least checks timing correctly (using time as opposed to note distance to the receptor). Only issue is the notes' timing in the chart itself. Once you've got that and added an extra bit of juiciness, you've pretty much nailed it.

Only issue is the notes' timing in the chart itself.
And the fault in that lies is how I wrote the chart, which was by playing the music as I remember what pitch was played when. I might end up adding a way of tweaking the map but I'm not certain.

The best way (in my opinion) is to just place the notes manually in some editor, or, if you can't due to timing/knowledge constraints, make the game read beats and convert them to seconds instead of storing and reading seconds directly. Beats are both rhythmically precise and human readable, so they work great for charting. The formula to convert a beat to its time in seconds is: (60 / bpm) * beat, where bpm is the beats per minute of the song, which can be found accurately using tools like this.

For example, a note on the fourth beat in a song at 120 bpm is: (60 / 120) * 4 = 2 seconds.

If you wanted something on a halfbeat, you'd just use the beat + 1/2, and similar for quarter beats, eighth beats, third beats, sixth beats, and so on, but chances are, the song you have there won't get any more complex than 1/2 or 1/4. Hope I helped!

not all games will supply a clear, defined, long-reaching goal or win condition (e.g. games like minecraft), and instead rely on the player to construct one, focusing on providing individual, inevitable goals along the way, essentially constructing a kind of "expanding" hierarchy of goals rather than a "collapsing" one. they still count as goals ofc, but the lack of a general, over-arching goal warrants giving that kind of thing attention
Actually completely forgot about that. Thanks for bringing that up :)

in addition, not all games use or require a narrative, though it seems like the mentioning of it was more to create a more clear distinction between the narrative and the player's experience
Pretty much. I see narrative as any justification for why the world is the way it is. Something like Pong has the narrative of being a Ping-Pong match, which is given by the name. But yeah, a lot of games don't have it, and I'll need to account for that, so again thank you for bringing that up. Currently not a crucial element on my list, just something that enhances the experience, just like visuals and audio.

Working on a game engine, casually stealing Torque GUI types and adapting them into components.


(click for larger size)

#swag

wowe cool!

i'll probably end up doing some engine stuff soon when i have to find something to work on but don't have any ideas for things that would constitute a "game." just seein that makes me wana make a gui system or something even though it would be too much of a time sink to be worth it for no reason


it's spelled roguelike
rouge is a type of cosmetic used to make your cheeks redder

I wish I could code :(
Anyway, could someone explain (like I'm 5 years old) what an engine is?

Just like a car runs on a gas engine, a game runs on a game engine. The engine is made up of working parts at a base level; a game engine runs on base code and make creating and running the game easier.

Imagine if you bought an engineless car. If you bought an engine and put it in yourself, there's still a good bit of work on your end, but it is much easier than making and retrofitting your own engine. This is what you'd have to do without a game engine - build ALL the inner workings yourself.

TL;DR: Framework vs. starting completely from scratch.

Also, many engines include their own editors, two.

I am currently working on a new map in another Torque game. This map will be put to it's limits with much detail! Even better then Viano City was. Just made out of being bored. Too bad that Blockland removed the maps and interior feature, if it had been still there the map would have been released.

GALLERY










« Last Edit: May 26, 2015, 04:35:48 AM by Antares »

Been messing around with love2d, and I made this (very choppy gif sorry):



Basically, it's a wrecking ball connected to the mouse. Yay physics. What should I make it into? Ideas?



I got the button working. Also, there's a little "game" to play.

Everything's optimised now. It's gone from 50 fps to 120 (300 if I turn safety off) - though you wouldn't think so from the fps in this screenshot.

Basically, it's a wrecking ball connected to the mouse. Yay physics. What should I make it into? Ideas?
Make a game where you (vs opponent) have to wreck as much of a building as possible with wrecking balls. Make it turn based, so you decide velocity or something at the start of each turn, then when everyone is ready watch it happen.

Also, how are you guys making these gifs?
« Last Edit: May 26, 2015, 06:19:55 PM by chrisbot6 »

Also, how are you guys making these gifs?
you can do it with sharex, but there are plenty of programs that will do it, so they might not be using that particular one


Do maps count too btw?