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1  Games Center / WIP games, tools & toy projects / Re: Platformer on: 2013-05-20 10:07:39
I need you upload a image, I believe. It'll certainly help people wanting to download the game and the image will also show up next to your topic in WIP games, tools & toy projects.
2  Game Development / Game Play & Game Design / Re: NegativeZero's guide to designing an effective story. on: 2013-05-20 10:04:48
Shocked
I'll certainly think about that.
3  Game Development / Game Play & Game Design / Re: NeagtiveZero's guide to designing an effective story. on: 2013-05-20 09:17:48
Also, I know this should be in Articles and Tutorials, but I prefer the usual post style Tongue
4  Game Development / Game Play & Game Design / NegativeZero's guide to designing an immersive story. on: 2013-05-20 09:16:28
Kia Ora, everyone!
There are often threads that I see around these forums of people wondering how they could go about structuring their game's storyline. I thought I'd be able to help those who want to conceptualize a story, structure a story and integrate a story to their game. I hope this thread will help start a reference to those looking to do these things. (And admittedly help me to streamline some my ideas :D)

Please NOTE: this is not done yet. I will expand upon as time goes on.

Theme

So the thing which, in my opinion, you should start with right after first conceptualizing your game, is to decide upon several themes. Themes become the heart of your game, as they maintain a feeling, and should link to everything else in your game in some, even if completely abstract, way. There are often certain themes attached to certain genres, which can be an easier way to decide what themes you want to take.

So if you wanted to go for a horror game, you might use fear as a theme. You not only want to incorporate this into, for example, the characters you encounter, but the lighting, gameplay, SFX, etc.

Not all games need storylines; but all games need themes. Even games like minecraft have underlying themes that have been ingrained in the way the games are played. You may think, that just because you are composing a tower defence game, you don't need a theme. You would be wrong. Think about things like: "What is the connection between what am I defending, and the attacking persons?". Now think how will that affect how the game plays, how it affects the setting, etc., etc.

But NegativeZero, what IS a theme?

A theme, in terms of creative writing, is defined as: (source)
Quote
Definition: A theme is the central idea or ideas explored by a literary work. John Gardner puts it this way: "By theme here we mean not a message -- a word no good writer likes applied to his work -- but the general subject, as the theme of an evening of debates may be World Wide Inflation."
A work of literature may have more than one theme. Hamlet, for instance, deals with the themes of death, revenge, and action, to name a few. King Lear's themes include justice, reconciliation, madness, and betrayal.

While you might start with an issue or theme in mind, themes will also develop or emerge as you write. It may not be until the editing stage that you even begin to recognize your themes. Having recognized them, your themes will help you determine what to cut from your story or novel and what to highlight.

Now while this does change in reference to game design, the principles are still the same.

So what are some examples of themes?
As well as the ones listed above (justice, reconciliation, madness, betrayal, death, revenge, and action), you will often find themes such as innocence to experience, fear and mystery.

How should I go about choosing my themes?
There are several ways to go about this. You could look at some games that you think have aspects of the feel you're going for. Start thinking about how they've used lighting techniques in conjunction with the music to create the effect that they have. You can eventually divine the theme, if you look close enough.

Another way to choose a theme is to think about the emotion(s) you want the audience to feel when playing your game.

Creating your characters

Characters are often what will make or break a game. Often games don't delve into characters, especially with smaller games, or things such as hordes of enemies, mainly because they don't need to. But sometimes character development is totally overlooked, especially in RPGs.

RPG, as all of you should know, stands for Role-Playing game. This means that you "enter" another's character, and play as that character, often starting upon a journey against an overarching villainous threat. In these games and those like it, you character archetypes like those below. Each of these characters should exist with some symbolic or physical function:
  • Hero
    Your "Hero", or "Protagonist", is often the role in which your audience plays. Your hero should really be plot-centric, and influenced by most, if not all, of your themes. When designing your hero, you must think about a variety of things, such as:

    • Where has he come from?
    • Why has he left?
    • Where is he going?
    • Why is he going there?
    • What age is he?
    • What is he like?
      • Is he an anti-hero(does not conform to regular hero archetypes, e.g. serving for justice, purity, generally good person etc.)?

    And all this must link into both the themes and how he develops as a character. Think about how the events of your game influence your protagonist throughout the game. If he starts as a child who leaves his hometown to go fight in a war, how is it that your character is going to change(<-- linking to a theme of innocence to experience)?

    I would recommend getting a pen & pad, and brainstorming questions about your character, and making more, more specific questions branching off of those questions. When you can no longer think of any more questions, start answering the outside questions, working your way in. You now have a web of information about you character!

  • Supporting characters
    Now move on to the characters that your hero will encounter. These characters usually will represent one or two of the themes, but generally no more. You should also consider your supporting characters to each represent a part of the hero, and each influencing him in different ways.

    But the supporting characters shouldn't only develop the hero. They, themselves should also develop, as not to seem mono-dimensional. Because who likes characters that do nothing but follow you around and praise you as some kind of god, or stand there and tell you what how bad you are at what you are doing. Maybe this character sees the merits of the villain's movement and slowly corrupts?

  • Villain
    I'll do this later

Building your world
I'll do this later

Conclusion
Yes, this is a lot to swallow. But please remember: designing a game is not an easy undertaking. When you committed to making a game, you committed to a lot of work, and not just on the coding side.

Terminology

Character development: How does the the character change of the course of these events? NOTE: This doesn't only apply to your hero, any character can, and should, develop.

Mono-dimensional: This describes a character who is predictable, unvarying; they have neither depth nor scope.
5  Java Game APIs & Engines / OpenGL Development / Re: How to Control the "Button is pressed" ? on: 2013-05-11 00:14:40
To reiterate what alaslip said, here's some pseudo code:

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int counter = 0
int startFiring = 5
update {
   if Key_Pressed {
      if counter = 0 {
         fire missile
      }  
      else {
         counter + 1
      }
   }
   if counter > startFiring {
      counter = 0
   }
}
6  Game Development / Game Play & Game Design / Re: Smooth screen scrolling? on: 2013-05-10 11:45:22
Quote
Are you sure i dont need float variables to do this task im after?

The major difference between a float and a integer is that a float can have a decimal. Now while it is quite useful, it is unneeded here as the x and y variables draw to a pixel origin on the screen. But as you can't have a fraction of a pixel, you don't need decimals.
7  Games Center / WIP games, tools & toy projects / Re: State of Fortune on: 2013-05-10 11:26:27
Getting on now if anyone cares to join me Cheesy
8  Game Development / Game Play & Game Design / Re: Smooth screen scrolling? on: 2013-05-10 11:10:00
A quick glance at your code makes me suggest it's because you're adding a tiles' width each step.

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, drawX += 63){


If it was incrementing by 1 each step, it would go smoothly.
9  Game Development / Newbie & Debugging Questions / Re: LWJGL - Draw section of texture on: 2013-05-10 10:49:22
You need the height/width of the sheet, the height/width of each image and which image you want.

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glTexCoord2f(                                                 //  0 0
   1/sheetWidth * whichImageX,
    1/sheetHeight * whichImageY);
glTexCoord2f(                                                 //  1 0
   1/sheetWidth * whichImageX + imageWidth,
    1/sheetHeight * whichImageY);
glTexCoord2f(                                                 //  1 1
   1/sheetWidth * whichImageX + imageWidth,
    1/sheetHeight * whichImageY + imageHeight);
glTexCoord2f(                                                 //  0 1
   1/sheetWidth * whichImageX,
    1/sheetHeight * whichImageY + imageHeight);
10  Games Center / WIP games, tools & toy projects / Re: State of Fortune on: 2013-05-05 03:31:12
It would be cool if you could hire NPC workers for your guild once you got enough money. and occasionally they'd do things like go on strike if you weren't paying them enough and stuff Tongue
11  Games Center / WIP games, tools & toy projects / Re: State of Fortune on: 2013-05-05 01:06:34
On another note: when can we expect to see the new terrain gen? Looks really cool.

It is all done, but it won't be online until the first game version is online as well so it will probably take like a month or two. I finally figured out the buyable plot locations, next step is to implement it and then make them buyable. The smallest plots will be 10x10 meters and close to the spawn/auction/npc sales (meant for putting up a small store for example). The biggest plots will be 950x950 meters and will be meant for a group of people.

Mike

So what, like guilds? That sounds like it would be really cool. How will you obtain $$$ to obtain plots in the first place though?
12  Game Development / Newbie & Debugging Questions / Re: {lwjgl} "lag" problem on: 2013-05-04 11:35:19
It's working fine for me
13  Games Center / WIP games, tools & toy projects / Re: [WIP] My little project on: 2013-05-04 02:37:25
The starting of lighting:


Still need to work out normals for the heightmap.
14  Game Development / Game Play & Game Design / Re: Game art for developers who have no artistic sense whatsoever? on: 2013-05-04 00:28:36
http://kiwinuptuo.deviantart.com/gallery/27054576
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

Just some tuts I found useful. For software, http://www.ludumdare.com/compo/tools/
15  Games Center / WIP games, tools & toy projects / Re: State of Fortune on: 2013-05-03 23:42:55
On another note: when can we expect to see the new terrain gen? Looks really cool.
16  Game Development / Newbie & Debugging Questions / Re: [Final Decision] LWJGL or LIBGDX on: 2013-05-03 11:10:12
Use jMonkeyEngine

//sarcasm
17  Games Center / WIP games, tools & toy projects / Re: State of Fortune on: 2013-05-03 09:45:52
While holding down the jump key, my arc of the jump is fine. As soon as I let go of the key(mid-flight), I fall straight down. What should be happening is when a let go of the key, I continue in my arc.
18  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-03 01:47:32
I'm really looking forward to getting to play this!
19  Games Center / WIP games, tools & toy projects / Re: State of Fortune on: 2013-05-03 01:13:27
Just a thing I've noticed about jumping:

20  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-30 03:43:10
Ugh, I procrastinated all day yesterday by watching Doctor Who and ended up not being able to finish :/
It plays, but it's not right. No horizontal scrolling or anything :/
21  Games Center / Showcase / Re: Three Tiles on: 2013-04-29 05:20:33
Looks cool! I'll try it out when my entry is finished(tomorrow?).
22  Discussions / Community & Volunteer Projects / Re: Game Developer Help Incitment on: 2013-04-29 00:11:23
Maybe post some screenshots of where you've got to so far?
23  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-28 22:30:54
Just thought I'd make a quick post of where I'm at for this LD.
I'm having to enter the jam as I have a friend doing arty stuff for me, and we're progressing along quite well.



We decided interpret the theme in the setting: a submarine. Submarines are built to be quite minimalistic as they need to be compact yet functional. Basically the premise of the game is that you have to single handedly fix a sinking submarine, namely three components of: The fuel, the battery and the engine, even while they continue to break. There's very little gameplay(you might even say... MINIMALISTIC Grin), but what you have to do is rather hard.
24  Games Center / WIP games, tools & toy projects / Re: [WIP] My little project on: 2013-04-26 23:40:00
I have no idea where this project will take me right now, I had ideas but really they would all need good artistry, something I lack :/

And I don't imagine 3d artists are the cheapest of ordeals.
25  Games Center / WIP games, tools & toy projects / Re: [WIP] My little project on: 2013-04-26 04:24:11
Textures and .OBJ loading done!
26  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-26 01:32:05
I'm in! It's school holidays, too!
27  Games Center / WIP games, tools & toy projects / Re: State of Fortune on: 2013-04-24 05:43:20
I had time but doors were a whole lot more complicated than I thought they would be Smiley Everything from adding actions to blocks to dynamic blocks (not having to recreate the display list constantly) to having the correct obstruction and so on made doors quite complex. It'll be a lot easier to add the next dynamic thing now though as I made a lot generic right away.

Screenie (textures by the missus, the second door texture will be switched out somewhere down the line):


Mike

Came on to see what was up today, glad to see my house still standing upright and that people are still putting new-ish things on it Cheesy
28  Games Center / WIP games, tools & toy projects / Re: [WIP] My little project on: 2013-04-20 03:18:13
I've hardly been able to seriously work on this in the past few weeks, due to a sudden end-of-term teacher freak out where they all realized we hadn't done what we'd needed to for the term. But that's over for the next 2 weeks of holiday, in which I plan to work on this a whole lot more.
29  Discussions / General Discussions / Re: anyone tried an oculus rift? on: 2013-04-14 05:25:34
I haven't tried one, but would love to hear from someone who has!
30  Games Center / WIP games, tools & toy projects / Re: [WIP] My little project on: 2013-03-29 06:45:08
Does anyone know how I would go about figuring out where I clicked on a screen and translating that to a face in game? I'm not sure how I would go about that.
The idea is to have diablo-like movement.
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