Agro
|
 |
«
Reply #30 - Posted
2013-04-10 23:06:03 » |
|
Place spawners in random rooms!
|
|
|
|
dime26
|
 |
«
Reply #31 - Posted
2013-04-11 11:02:02 » |
|
Multi floors/layers would be nice, with stairs. 
|
|
|
|
kevglass
|
 |
«
Reply #32 - Posted
2013-04-11 12:52:23 » |
|
I tried real 3D maps but the view point makes them very hard to navigate.
Stairs etc definitely coming just as I get moving on it.
Cheers,
Kev
|
|
|
|
Games published by our own members! Check 'em out!
|
|
loom_weaver
|
 |
«
Reply #33 - Posted
2013-04-11 15:17:57 » |
|
Looks pretty cool. The dungeon art-style and characters reminded me of Gauntlet and the ability to walk behind things reminded me of King's Quest.
|
|
|
|
kevglass
|
 |
«
Reply #34 - Posted
2013-04-15 08:56:54 » |
|
Still working on this one - map generation is getting better and I'm revisiting the network layer atm.
Cheers,
Kev
|
|
|
|
dime26
|
 |
«
Reply #35 - Posted
2013-04-15 09:40:06 » |
|
What should you keep in mind when coding movement etc with regards to the networking?
|
|
|
|
kevglass
|
 |
«
Reply #36 - Posted
2013-04-15 09:41:26 » |
|
Packet loss, packet loss and packet loss  For this project at least it's a matter of syncing character positions - so I'll probably implement some sort of delta compression type thing. Assuming I carry on the game as a player controls a single hero in the world I guess. Cheers, Kev
|
|
|
|
kevglass
|
 |
«
Reply #37 - Posted
2013-05-01 12:12:03 » |
|
Moving more towards a sci-fi theme:  Cheers, Kev
|
|
|
|
cubemaster21
|
 |
«
Reply #38 - Posted
2013-05-01 22:24:10 » |
|
Ok, sci-fi theme.... You've got me. 
|
|
|
|
kevglass
|
 |
«
Reply #39 - Posted
2013-05-01 22:38:58 » |
|
Few more style updates tonight:  Cheers, Kev
|
|
|
|
Games published by our own members! Check 'em out!
|
|
Axeman
|
 |
«
Reply #40 - Posted
2013-05-01 23:39:22 » |
|
Looks great! I like the little Santa-looking guy... 
|
|
|
|
BrassApparatus
|
 |
«
Reply #41 - Posted
2013-05-02 01:36:31 » |
|
I love your other games; can't wait to see this one!
|
|
|
|
kevglass
|
 |
«
Reply #42 - Posted
2013-05-02 07:17:56 » |
|
This is just a toy at the moment, not sure where I'm going. Thanks for the positives guys!  Cheers, Kev
|
|
|
|
HeroesGraveDev
|
 |
«
Reply #43 - Posted
2013-05-02 07:28:00 » |
|
I love your other games; can't wait to see this one!
This. There is something about kev's games that is addictive yet fun despite being so simple.
|
|
|
|
kevglass
|
 |
«
Reply #44 - Posted
2013-05-02 08:05:37 » |
|
Simplicity is an external view  Thanks again! Cheers, Kev
|
|
|
|
Vermeer
|
 |
«
Reply #45 - Posted
2013-05-02 16:30:06 » |
|
I thought it was interesting before, but the switch to sci-fi is unprecedented on the excitement scale. That just looks so good!
The slopes leading to door have a very severe gradient tho. It might make for some interesting sliding mechanic?
I hope it will be like space crusade! Makes me want to switch to sci-fi now!
|
|
|
|
HeroesGraveDev
|
 |
«
Reply #46 - Posted
2013-05-02 20:12:03 » |
|
Simplicity is an external view  I do realise how complex they are inside. I was talking about gameplay. One my favourite games you made is Crusaders of Yore, and that was one of the slightly more complex ones. I hope this is one of your projects that gets past the prototype stage. (I accidentally bumped the appreciate button while trying to quote you. You probably deserve it anyway  )
|
|
|
|
NegativeZero
|
 |
«
Reply #47 - Posted
2013-05-02 23:47:32 » |
|
I'm really looking forward to getting to play this!
|
|
|
|
princec
|
 |
«
Reply #48 - Posted
2013-05-03 10:00:02 » |
|
I do realise how complex they are inside. I was talking about gameplay. One my favourite games you made is Crusaders of Yore, and that was one of the slightly more complex ones. I hope this is one of your projects that gets past the prototype stage.
Turns out that the gameplay is actually the most complex part of making games  Who knew? Cas 
|
|
|
|
HeroesGraveDev
|
 |
«
Reply #49 - Posted
2013-05-03 10:05:29 » |
|
I do realise how complex they are inside. I was talking about gameplay. One my favourite games you made is Crusaders of Yore, and that was one of the slightly more complex ones. I hope this is one of your projects that gets past the prototype stage.
Turns out that the gameplay is actually the most complex part of making games  Who knew? Cas  If that was sarcasm I must point you to Super Hexagon. (Btw, clarifying gameplay: I meant what the player does/thinks, not what the programmer writes/thinks) (EDIT: Not again. That's my fourth accidental appreciation today.  )
|
|
|
|
princec
|
 |
«
Reply #50 - Posted
2013-05-03 10:38:49 » |
|
Sorry, I realise that sounded rather sarcastic  I've had an awful morning! (Another story) My much less sarcastic response is... it turns out that to eventually alight upon those perfectly simple ideas normally takes months, or even years, of refactoring, agonising, deleting, rewriting, experimentation. They may look simple on the outside but underneath, that's 90% of the work that goes into making a game. The tech is increasingly marginal. Cas 
|
|
|
|
kevglass
|
 |
«
Reply #51 - Posted
2013-05-07 20:09:51 » |
|
Managed to get it running on Android at a reasonable rate:  Cheers, Kev
|
|
|
|
kevglass
|
 |
«
Reply #52 - Posted
2013-05-13 06:31:18 » |
|
Started work on random map generation for space stations / mining bases / cruisers (or whatever makes sense  )  Cheers, Kev
|
|
|
|
kevglass
|
 |
«
Reply #53 - Posted
2013-05-13 08:26:47 » |
|
Oh, and first enemy thanks to my daughter's suggestion - the space snail:  Cheers, Kev
|
|
|
|
Quarry
|
 |
«
Reply #54 - Posted
2013-05-13 16:30:41 » |
|
COOL!
1) Are you using Slick2D or LWJGL? 2) Is it necessary to not render unseen pseudo-voxels? 4) Isn't it slow to go through a 3D array every frame? 3) How do you clear entities (or dynamic objects)? Do you just reload the world every frame and put entities on top or remove voxels of an entity in its AABB?
|
|
|
|
kevglass
|
 |
«
Reply #55 - Posted
2013-05-13 16:36:56 » |
|
I'm using LIBGDX - but LWJGL and Android
It doesn't render anything off screen
Yes it's slow, but fast enough (runs at roughly 700 fps on my local PC)
Clearing entities is a intricate process for performance reasons (viewable and shadows). Reload the whole world every time would kill it.
Cheers,
Kev
|
|
|
|
Quarry
|
 |
«
Reply #56 - Posted
2013-05-13 16:53:50 » |
|
Have you figured out how to rotate the view?
|
|
|
|
kevglass
|
 |
«
Reply #57 - Posted
2013-05-13 16:55:56 » |
|
Not possible with this rendering method (unless you want to do 90 degree rotations  ) Cheers, Kev
|
|
|
|
Quarry
|
 |
«
Reply #58 - Posted
2013-05-13 18:23:01 » |
|
That was what I was talking about! I was also planning on making a voxel displayer similar to your method but I found that only a single view angle doesn't work too well
|
|
|
|
dime26
|
 |
«
Reply #59 - Posted
2013-05-13 18:25:57 » |
|
Simplicity is an external view  Thanks again! Cheers, Kev "Simplicity" nice name for a game or "Simple City" Loving the new Sci_Fi look!
|
|
|
|
|