Author Topic: Game Design Megathread  (Read 443138 times)

what is the difference, anyway? i never got why some people freak out about how "oh this can only script" because technically that's not the language's fault in and of itself.
apparently the difference is that "scripting language" refers specifically to an interpreted programming language or something along those lines

I grew up with a brother who was and is a pretty extreme programming nerd, so my standards for what's considered a "programming language" are kind of high.  It's all his fault.

apparently the difference is that "scripting language" refers specifically to an interpreted programming language or something along those lines
As far as I understand, a scripting language is used to "influence" a program's execution. That is to say, a programming language is used to build the base program, while the scripting language tells that program what to do at runtime.

Generally scripting languages are easier to write but are more limited in scope and slower because they're a higher level.

My thoughts, anyway.

As far as I understand, a scripting language is used to "influence" a program's execution. That is to say, a programming language is used to build the base program, while the scripting language tells that program what to do at runtime.

Generally scripting languages are easier to write but are more limited in scope and slower because they're a higher level.

My thoughts, anyway.
yeah, that'd be an interpreted language. it's not actually compiled, it just gives instructions to lower-level code. best example i can think of is torquescript, which can technically be "compiled" but i'm pretty sure (citation needed) that doesn't actually make it have a machine code/assembler representation, it just puts it into a weird obfuscated binary format that's harder to read

tho actually a lot of languages can be both compiled and interpreted so even that distinction is sketchy
« Last Edit: July 23, 2016, 11:59:38 AM by otto-san »

Wait...no freakin' way...you're developing STRAFE?! You're one of the guys involved in it?! Cause that looks VERY MUCH like Strafe!
i dont think thats strafe, the hud's different and it looks alot more fast paced

i dont think thats strafe, the hud's different and it looks alot more fast paced
definitely not strafe
looks cool though

Testing object scaling.



> mfw 2fat4collision



HELP
« Last Edit: July 29, 2016, 08:26:23 AM by chrisbot6 »

So, focusing on some design stuff, I'm now starting on my first game's project since last year.

http://www.rockraidersunited.com/blogs/entry/2401-preliminary-game-concept/

Tomorrow I should have more technical, specific stuff including the entire golden path and level design, and then the day after I'll try and get some LEGO model concepts going, and by next week I should have some prototype gameplay up and going. The really nice thing is that nothing about this game is hard as far as the implementation; design has to bear the brunt of the work, and that's what I specialise in. It's been a bit of an interesting challenge to think up scenarios and then figure out how all the mechanics can fit into that for a vertical slice, but I think I'm on to a winner.

As far as the LEGO models will go; I'm going to build stuff in LDD, then export the models to Maya and retopologise into an optimised mesh with normal mapping for the brick seams and studs, and then I'll have to be very carefully with the amount of bricks displayed when an object explodes or breaks apart. LEGO is very expensive to render so minimising the amount of work that the PC needs to be done will be key.

To be completely honest, I'll likely end up making the game in Unreal 4, mainly because Matinee (or the new clip editor thing) is going to be a MASSIVE life-saver for the Event stuff since it has natural support for playing, pausing, rewinding and fast-forwarding sequences which is ideally what I want.
« Last Edit: July 29, 2016, 08:21:35 AM by McJob »

Is it legal to use LDD builds as models?

Is it legal to use LDD builds as models?
It's an odd legal grey-area; LEGO are okay with people using any of their brick shapes, but the LDD models are encrypted as they're high-poly architectural models. Oddly enough, LEGO offers/supports several exporters which means you can take the models to other programs, so???

LDD models are WAY too high-poly for my purposes, so I'll be simplifying them down anyway. There are also other libraries of LEGO parts (such as the LDraw library) so if I struggle with LDD, I've got options.


So, focusing on some design stuff, I'm now starting on my first game's project since last year.
http://www.rockraidersunited.com/blogs/entry/2401-preliminary-game-concept/
just fyi, choosing not to sell it doesn't make you immune to trademark issues

just fyi, choosing not to sell it doesn't make you immune to trademark issues
LEGO have been fairly open and have three rules about using the LEGO brand as part of your "product":

1) No financial gain. I'll be contacting LEGO about avenues such as donations for my effort (assuming I do get to a stage where I need donations to continue progress, which would be after the vertical slice) well before I plan on implementing any of them.
2) The word "LEGO" must always be capitalised and never followed by a trademark or copyright symbol. Easy.
3) I can't be arsed to go remind myself of this one from the documentation, but I believe it's that you're required to show the LEGO logo once and then never show it again for the duration of the game.

I'll be contacting them once I have a valid mechanical base to double-check (since this is pre-2016 info), but I'm not the only one whose been publicly releasing LEGO fan-games.


i'm making a game in gamemaker, a nice cowboy platformer/shooter, to the likes of megaman but with an exploring aspect of metroid. its going to be wild west themed basically. i'm planning to do everything for this game with the help of tutorials. plan it, code it, compose music, draw pixel art, etc. for the past few days so far many tutorials have helped me. i have been trying to improve my pixel art to make this game. i've been looking at other games and judging them critically and learning from many other sources how game design should work.

it seems that sometimes when i get to coding something, i always ridiculously forget up or always have to adjust one aspect to make another work. which may make my inexperience in coding forget up some part of my game. sometimes the tutorials i look up conflict with each other, which usually ends up with a broken mechanic that i have to redo completely, dropping something i've planned. do you guys have any tips for me and how i should carry out this game or any game in general? i want to understand before i end up trying to make a game that has no good future.

LEGO have been fairly open and have three rules about using the LEGO brand as part of your "product":
I'll be contacting them once I have a valid mechanical base to double-check (since this is pre-2016 info), but I'm not the only one whose been publicly releasing LEGO fan-games.
you should be careful in any case. unless you agree to an actual contract with them, a general "promise" means nothing legally