Earlier quoted context omitted.
As someone who has commented on your engine threads in the past(and pointed out this challenge) it's good to see that you're getting towards the content stage of dev. Here is my tip this time: try to find a lot of anchors outside of the game engine. You can do design incrementally by defining what the "rules", "logic", and "lore" of the world are, in order to clarify it. For example, use a mind map tool like a writer…
I agree - ironically I am not particularly interested in a fantasy setting and many other people are tired of fantasy as well (although I could still probably get away with such a setting). Fortunately if I do decide to do some other design there is not really much work towards content yet - all of the stuff in there is broadly applicable. I have always been interested in a Fallout-style universe. As much as those th…
Voxel Quest January 2016 Update
111–120 of 132 posts
Re: Voxel Quest January 2016 Update
#112Earlier quoted context omitted.
Delta Force and Commanche were among games that drew me to alternative engines. Doing a CPU-based renderer gives you lots of new tricks and abilities, things you can't do with simplified massively parallel architecture like GPUs. Many games have a far view distance now (see Uncharted or Just Cause) - but doing it in a dynamic world that is procedurally generated in realtime with solid geometry is a whole other bag of…
Hear ye! I lost interest in games right around time time 3D graphics cards started coming out. I figured, that scene is pats its prime now; it's going to just be generations of the same thing over again, but rendered slightly better. Programmers no longer in control over the details, just pushing some triangle meshes into some hardware blackbox. All software Doom, Quake, Wolf 3D, Rise of The Triad and such: that was…
Re: Voxel Quest January 2016 Update
#113Earlier quoted context omitted.
This is a really good question actually. This engine isn't really meant to compete with major engines, but moreso satisfy a little niche (and maybe that could be a big niche depending on how it gets used). I think the best way to explain it is "Shadertoy for large environments" - being able to quickly dynamically create stuff with pure code. To be honest a lot of this is still unmapped territory and I'm not even one…
I have a notion that it's possible to have a "somewhat directed sandbox" game. I'm working on a combat/survival open world game with a procedurally generated tech tree to go along with the procedurally generated world. There is a "difficulty direction" (down) and the farther you go that way, the environment becomes exponentially more difficult, while the items/powerups become exponentially more powerful. (With the en…
Re: Voxel Quest January 2016 Update
#114Earlier quoted context omitted.
As someone who has commented on your engine threads in the past(and pointed out this challenge) it's good to see that you're getting towards the content stage of dev. Here is my tip this time: try to find a lot of anchors outside of the game engine. You can do design incrementally by defining what the "rules", "logic", and "lore" of the world are, in order to clarify it. For example, use a mind map tool like a writer…
I agree - ironically I am not particularly interested in a fantasy setting and many other people are tired of fantasy as well (although I could still probably get away with such a setting). Fortunately if I do decide to do some other design there is not really much work towards content yet - all of the stuff in there is broadly applicable. I have always been interested in a Fallout-style universe. As much as those th…
https://forums.tigsource.com/index.php?board=5.0
for example a "sticky" thread titled "Game design resources" from one of the subforums:
https://forums.tigsource.com/index.php?topic=31350.0
Also, I'd think people like to help with generating/brainstorming some ideas when provoked, like you're doing here with throwing around some thoughts. I can barely resist adding my $0.02 of random suggestions already :)
Re: Voxel Quest January 2016 Update
#115Earlier quoted context omitted.
I agree - ironically I am not particularly interested in a fantasy setting and many other people are tired of fantasy as well (although I could still probably get away with such a setting). Fortunately if I do decide to do some other design there is not really much work towards content yet - all of the stuff in there is broadly applicable. I have always been interested in a Fallout-style universe. As much as those th…
Have you tried asking for help with how to invent/build contents & fun-factor on the TIGsource forums? There seems to be a section dedicated to "the non-programming aspects of game-making": https://forums.tigsource.com/index.php?board=5.0 for example a "sticky" thread titled "Game design resources" from one of the subforums: https://forums.tigsource.com/index.php?topic=31350.0 Also, I'd think people like to help with…
Re: Voxel Quest January 2016 Update
#116Earlier quoted context omitted.
I agree - ironically I am not particularly interested in a fantasy setting and many other people are tired of fantasy as well (although I could still probably get away with such a setting). Fortunately if I do decide to do some other design there is not really much work towards content yet - all of the stuff in there is broadly applicable. I have always been interested in a Fallout-style universe. As much as those th…
You could always go the route of many 80's and 90's RPG's and mash up some fantasy and science fiction themes - time travel, alien worlds, other dimensions, etc. Nearly every popular franchise of that era pulled in those tropes and they give you tons of breathing room to pull in whatever elements you want.
Re: Voxel Quest January 2016 Update
#117Earlier quoted context omitted.
> I tend to justify things (whether rational or not) as a content problem ("Oh I can just build this system and it will make making this type of content so much easier!"). That can also be a trap (one that I myself am particularly prone to given how much I love roguelikes and tool-building). When it comes to games, I'm just not wired right to enjoy hand-authoring content. So when I do game-like stuff, I tend to lean…
"One more system will solve my problem" is the siren's lure isn't it. But I have learned "It's turtles all the way down". Each problem solved reveals more opportunities. So I just try to enjoy the process of learning, if I am lucky it will end up being fun too. If not I enjoyed the journey.
Re: Voxel Quest January 2016 Update
#118I will go against the crowd and suggest that you just keep doing what you're doing. Forget about "making it fun". Even in these rough demos, the various parameters and behaviors you land on clearly shows a natural instinct for it that you can trust. Forget about "making an actual game", what you're doing is magic and the more you do it, the better. You've got a gem here. It's already insanely valuable. Keep polishing…
Re: Voxel Quest January 2016 Update
#119Earlier quoted context omitted.
Skyrim was amazing, open world with lots of quests. Minecraft kinda sucked a bit, huge world but I spent more time on the internet trying to figure out what was possible rather than play the game. The Lego games have a nice open world with quests and stuff. But a game needs to be fun and easy to understand. I hope VQ adds lots more fun things. Bombs. Bombs would be fun ;)
I spent more time on the internet trying to figure out what was possible rather than play the game I think it's possible to make spending time on the internet trying to figure out what's possible an integral part of playing the game.
Re: Voxel Quest January 2016 Update
#12020 minutes of aimless muttering does not a good video presentation make. Impressive progress though.