Game Design Video

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elfprince13
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Game Design Video

Post by elfprince13 » Fri Feb 17, 2012 2:45 pm

Since Wolfire has a lot of members with interests in video game design, I thought some of you might be interested in this video I made showing off the game I've been working on in T3D.



What do y'all think?

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Freshbite
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Re: Game Design Video

Post by Freshbite » Fri Feb 17, 2012 6:11 pm

I don't think the [YouTube]-embedding supports "Https".
Don't worry though, I fixed it for you.

Regarding the video, I'm sure I speak for everyone here when they say they love video games. However, not everyone is interested in the actual act of creating a game. A demo is fine in it's own right, but there's not much interest in how your game actually works, or how it's programmed.

The actual part which were in-game (from about 7 minutes in) looked good, but you should really fix some minor things. They things I noticed was the hitbox on the car's wheels, the colors on the characters and missing body-parts. Image They are minor things that makes your game look so much better.

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Korban3
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Re: Game Design Video

Post by Korban3 » Fri Feb 17, 2012 6:46 pm

...
I like programming video games.

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Jacktheawesome
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Re: Game Design Video

Post by Jacktheawesome » Fri Feb 17, 2012 7:33 pm

Korban, go to your corner.

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Assaultman67
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Re: Game Design Video

Post by Assaultman67 » Sat Feb 18, 2012 12:25 am

NOT THAT CORNER! THAT'S MY CORNER!

GOD DAMMIT KORBAN!

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Freshbite
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Re: Game Design Video

Post by Freshbite » Sat Feb 18, 2012 1:49 am

Brian (was it?), get back in your cell.

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Jacktheawesome
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Re: Game Design Video

Post by Jacktheawesome » Sat Feb 18, 2012 2:49 am

Oh god, who let the engineer out again?

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Korban3
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Re: Game Design Video

Post by Korban3 » Sat Feb 18, 2012 5:14 am

>: \
When I get out of boot camp, your are all so fucked.
Image

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zoidberg rules
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Re: Game Design Video

Post by zoidberg rules » Sun Feb 19, 2012 4:37 pm

I'll just leave this here...

Image

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Jazzmutant
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Re: Game Design Video

Post by Jazzmutant » Sun Feb 19, 2012 4:57 pm

Set a straight course towards the original topic, max warp.

Engage.

Image

Also, I think the terrain should be all lego platforms. To fit the mood.

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Freshbite
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Re: Game Design Video

Post by Freshbite » Sun Feb 19, 2012 9:53 pm

Yeah I thought of that as well, seeing hills and slopes struck me as odd. Kind of like seeing curves in Minecraft.

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Korban3
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Re: Game Design Video

Post by Korban3 » Mon Feb 20, 2012 1:37 am

It'd fit better, but it would be weird for gameplay. Either you have to smooth out the the collisions (ie map them to the heightmap) over the brick terrain or you have to stick with brick terrain and physical vehicles. Which means that nothing will move any where across any slope.

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elfprince13
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Re: Game Design Video

Post by elfprince13 » Mon Feb 20, 2012 2:37 am

Jazzmutant wrote:Also, I think the terrain should be all lego platforms. To fit the mood.
I don't know if you remember Blockland in the pre-Retail days, but the spiritual lineage of my game traces back through the Blockland modding culture. The overall mood was legos-in-a-real-world (including maps where you're running around in a human size house), but there were also quite a few Lego-scale maps, but with a few exceptions, those also tended towards realism, rather than towards blockishness. My focus is ultimately (going to be) on user create content and custom game modes, so I'd like to see all ends of the spectrum.

Unfortunately this is a labor of love, and not something I'm paid to do, so progress is pretty slow - I've been working on this game, in some form or another, since before Minecraft was a twinkle in Notch's eye. I think I started modding Blockland in 2006, and worked started on this game in mid/late-2007 (with a team of other hobbyists who have all long since moved on).


I guess a little more introduction is in order. Most of my in-game models are constructed from the LDraw parts library (if you've ever touched an LDraw CAD program in your life, you'll recognize that car), so it's Lego centric, but if you feel like downloading unofficial parts, it can support K'Nex, Lincoln Logs, or whatever else your heart desires.

My overall idea for the game is centered on sandbox-style construction, and in particular my focus has been on the ability to build-your-own vehicles, which I'd like to think this sets it apart from some of the other sandbox games out there.
Freshbite wrote:I don't think the [YouTube]-embedding supports "Https".
Don't worry though, I fixed it for you.

Thanks! :)

Regarding the video, I'm sure I speak for everyone here when they say they love video games. However, not everyone is interested in the actual act of creating a game. A demo is fine in it's own right, but there's not much interest in how your game actually works, or how it's programmed.

Hmm, I guess I misjudged the number of techies who inhabit these forums. Oh well.

The actual part which were in-game (from about 7 minutes in) looked good, but you should really fix some minor things. They things I noticed was the hitbox on the car's wheels, the colors on the characters

Can you point out what you noticed about the hitbox in more detail? I hadn't noticed that yet. The texturing issue is the next thing on my hit-list.

and missing body-parts.

Ah, yeah, that was actually part of the point of the tech demo, which probably would have been missed due to fast forwarding. I was demonstrating that the character models are buildable, and can be taken apart and reconstructed with arbitrary pieces from the LDraw parts library. Out of curiosity, were you watching this with annotations on or off?

Thanks for the feedback!

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