Author Topic: Game Design Megathread  (Read 555497 times)




the extra contrast makes it more dramatic actually




um and get it away from me



map of the campaign setting for the lite-dnd project im working on

(recently i added Craydon, that volcanic island on the bottom, so i can put some hell/infernal monsters there. of course, the human kingdoms will be fighting for ownership and domination of the island.)
im reasonably sure this is ARK survival evolved

For my CS2 class we have been working on designing an educational game for the local elementary school here. This is my finished game:

All of this was done in java. We were given the base game engine code and worked on it from there. The goal of this game is to help Mr. Spaceman arrive to work on time by collecting fuel and boosters and avoiding asteroids. If distance runs out then the level changes, if time runs out it's game over. Questions are asked for different conditions (fuel runs out, collected a booster, collected 10 fuel, level change) over either subtracting numbers less than 20 or counting change that's bellow a dollar. I didn't make the sprites though I just got them from /tg/station 13. Tomorrow we're taking it to the school to let the kids play, I'm pretty excited but I also hope it's not too hard for the little 2nd graders.

im reasonably sure this is ARK survival evolved

well it's not so good job



I've overhauled the look of the cutscene system. Also, controls are now displayed onscreen. I had to draw every key on the keyboard for this.

This also supports character portraits, but we only have one of those.
« Last Edit: May 09, 2016, 04:20:49 PM by chrisbot6 »

when it zooms in, I feel like the text box is covering too much. I'd probably suggest moving everything else up a bit, so that it's in the area not covered by the black
or just making the black part smaller I guess
aside from that however, that is lookin really frickin nice

that looks ridiculously good


when it zooms in, I feel like the text box is covering too much. I'd probably suggest moving everything else up a bit, so that it's in the area not covered by the black
or just making the black part smaller I guess
aside from that however, that is lookin really frickin nice
Yeah, I have to run the game at a silly low resolution to record gifs.

omg the health meter
Health meter's getting overhauled soon so we can put "special" hearts in it. Thanks, though!

such boxy box

« Last Edit: May 10, 2016, 02:30:17 AM by chrisbot6 »

Yeah, I have to run the game at a silly low resolution to record gifs.
I'd use something like OBS to record it at full resolution, then use licecap (in your case) to record a downsized playback of it in whatever you use to play videos

also I have a question. is it going to be (or already) open source
« Last Edit: May 10, 2016, 04:31:21 PM by Foxscotch »

I'd use something like OBS to record it at full resolution, then use licecap (in your case) to record a downsized playback of it in whatever you use to play videos

also I have a question. is it going to be (or already) open source
This is not planned. I want to sell this when it's finished.

This is not planned. I want to sell this when it's finished.
you can sell open source things. exhibit a. exhibit b
also I think you think I was asking about the game, because I can't imagine you actually trying to sell the engine (given all the wonderful free alternatives), which is what I was actually asking about

you can sell open source things. exhibit a. exhibit b
also I think you think I was asking about the game, because I can't imagine you actually trying to sell the engine (given all the wonderful free alternatives), which is what I was actually asking about
Oh. Right.

I'll release the engine code at some point, yes. I'll probably have to remove scripted events and other stuff for super alchemist and just have the main game objects, though.

We have scaffolding now :o