Improvement

Posted by JID on April 30, 2013, 5:58 a.m.

I've temporarily gotten windows back and a new, more up to date, capable PC. And just a few things I want to share.

been currently working on a new game, and thought,

'What do I consider my strengths in game-dev and What could i improve on, with this new game?'

So, what are my strengths in game design? The answer is, nothing some stuff.

Based off my last few finished games(Fort Exile, Fighter Valentine) I would grade myself as follows:

(In Game Design)

Gameplay: C-

Sometimes I have a tendency to second-guess myself.. ESPECIALLY at the last minute. And it's always during comps, I panic and start thinking my game is being too lenient to the player.(I'm looking at Fort Exile and Fighter Valentine, but more so Fort Exile with the overly scarce amount of ammo.)

Programming: B-

I can get creative/resourceful with my programming, but when it comes to pure knowledge of GML, I'm still learning

Spriting: B

I'm satisfied with how much I've improved with my spriting over the past few years. Much better than the abominations I've done before.

Animating: D

I'm largely inconsistent with this, and usually too lazy to try animating. I'm working hard on improving, especially on my current project

Sound Design: B

Another thing I'm satisfied with. I love working with sound effects and the small details. If none of you have known, I've done many of the sounds and voices for the monsters in games like Fort Exile.(With some sound editing of course)

Level Design: C-

I think I'm pretty solid at establishing atmoshphere within a level, but other than that, I can improve with how I layout levels. Comp games is where I design levels the worst.

Overall, I'd give myself a C+ in game design, but I'm improving.

Given that this is the first game in a long time that I'm not making for a competition, my current game will be a lot better than my last few entries.

So, what game am I working on, exactly?

Since I lost most of The World's End because of my PC blue screening. I've decided to completely remake the project.

Appropriately named, "The World Anew"(hurr durr, so clever) It'll largely take place in the city of New Haven, on a post apocalyptic earth. But the world won't be your typical brown and grey, mud covered world. The world will be lush, vibrant and colorful.

I've already gotten key story moments written down for this game, as well as a notepad file and a sketchbook full of ideas that I've taken time to think out thoroughly.

Some story details I can give you is that is that it'll feature things like, assassin-like child soldiers, people smuggling weapons and supplies to a ragtag, but slowly evolving group named the Hybrids. No, you won't be fighting small, fuel efficient vehicles. They are a result of cross-species, extraterrestrial mating. So, basically, humans mating with Aliens to make the species live on and in hopes to create a 'master race'.

so yeah, uhh.. Story's kinda fucked up.

The idea behind the game originally started out overly ambitious; I was planning a large, consistent, open world with day/night cycles and leveling. I scrapped that idea, because; what game isn't doing this nowadays? Plus, it'd be much too difficult to make for one person, and the game would be messy.

The game still does have large, explorable areas, but you can only explore the city of New Haven(Which is where the game takes place) with the exception of the secret areas in more linear levels. The game also still transitions between night and day, as you progress throughout the levels.

In terms of gameplay, the only way I can explain it, is that it's vaguely similiar to Bioshock(The original Bioshock) You will get 'Power Gloves', which give you the ability to have abilities like telekinesis, force fields, teleportation and allow you to shoot sentries that will orbit around you and protect you by attacking enemies. But on top of that, you can have melee weapons like swords, glaives and such, plus medkits. The right mouse button will handle all of this. I might edit this blog and have an image showing exactly what I mean.

I wanted the controls to be as simplistic as possible, so the game is easy to pickup, but it'll take some time to master.

I want to focus on gameplay more than anything else in the game. I want the game to be fun and addictive, but also violent, along with some extemely intelligent AI that are very responsive to your actions and their environment.

Examples:

-if you're hiding in a bush and alert the enemy, they'll flush you out with grenades and such and destroy the bush, by lighting it on fire.

-Or, if you use telekenises to block off entrances. The AI will search for something like a window nearby to destroy and get through that way, or if there is a large enemy, they'll use brute force and break down the door.

And with all this talk of violence, the main character will be affected less and less by all the violence, in subtle ways. More on this soon. All this typing is making me tired.

I've also done a few sprites/pixel 'art' of the game, mostly just conceptual.

This is one of those hybrid guys I was talking about.(See, not a vehicle) :3

This is unfinished, I'm planning on adding some explosions and stuff going on in the background.

She will be one of the main characters in the game. Somewhat of a companion in parts of the game.

Since I'm getting tired(It's 7 AM here), I'm gonna have to cut this blog off abruptly, for now. I'll end it, with a video of me killing jellyfish, blowing stuff up and a tech demo of my lighting engine. Plus me testing out the 'secret areas' thing at 1:40

Yeah, I'm tired, I'll update this blog later today

Comments

JID 11 years ago

Quote:
The rate at which everybody is improving their skills around here is astounding.
:D

Quote:
The pixels are great, one thing I don't like is the hybrid guy's blue chestplate (it uses a different style and looks less realistic than everything else).
I'm not really aiming for realism, but the blue and green does stand out a bit too much, but it's mostly to emphasize that fact the the armor and equipment they're using is smuggled. That plus the fact it's only a concept.

Quote:
The game's story and idea reminds me one of Charlie's later concepts for Credence Filter, but the storyline also sounds a bit like a mess to me, though this may be me (and it's just based on the details you provided).
Is it a bad thing that I have no idea what Credence Filter is about? and on top of that, I'm not exactly sure what it actually is. :P (Sorry Charlie)

I haven't really mentioned anything about the game's actual story. The game's main story involves finding out why giant orbs are appearing all over the place, but plenty of other things spawn from that. The things I've mentioned are merely to flesh out the world and are all just backstory. There are a few things that lead to key moments such as the whole, "Who's smuggling stuff" bit, which is largely just the first section of the game.

I'm more focused on making likeable characters, than the actual story. The game will actually be a tad more lighthearted and a lot more humorous than you'd expect.(Well, at least for the first half)

Forgive me for not explaining the story more thoroughly, I've been awake for like 20 hours now.

edit: Also, also, also, gameplay is my very top priority, like I said in the blog, above everything else. In fact, I'm trying to figure out a way to tell the story as you go, though I will have a few cutscenes here and there. Gameplay is what keeps people coming back to a game, after all.

ludamad 11 years ago

I found the scale kinda funny, if you're a B- in programming where would you be in a year ? In 5 years ? In 20 ? I find every year no matter what I subjectively *feel* around the same programming skill, yet doubtlessly improve a lot.

Also, it's a bit hard on oneself to try to master all the categories, I have given up on everything art-wise in the pursuit of programming. It is fun to try though.

JID 11 years ago

I love doing everything besides animating. I love obsessing over small details, but animating tends to hinder that.

JuurianChi 11 years ago

:rimshot:

Eva unit-01 11 years ago

Awesome stuff

(Where the hell have you been)

Also is it just me, or does the monster guy look like a Locust, haha.

Cesque 11 years ago

Quote:
I love doing everything besides animating. I love obsessing over small details, but animating tends to hinder that.

…but animating is FUN!

(the speed is off because porting animations from GraphicsGale free edition to Animation Shop is a pain in the arse)

Charlie Carlo 11 years ago

Actually I think she's kinda beat.

JID 11 years ago

Making some CSS changes..

Quote: Cyrus

Also, nice art.

:thumbsup:

Thanks. :D

Quote: Eva
Awesome stuff

(Where the hell have you been)

Also is it just me, or does the monster guy look like a Locust, haha.
If you mean, why haven't I been on xbl, my brother borrowed it.

And Locusts were kind of my inspiration, but I wanted to put my own flavor to it. haha

Quote: Cesque

…but animating is FUN!

(the speed is off because porting animations from GraphicsGale free edition to Animation Shop is a pain in the arse)

It's..alive. 9_9

This gives me an idea for animated characters in textboxes besides the usual talking, 'blahblahblah' animation.

You have inspired me to hate animating just a little less. Now I only despise it with a burning passion with the fire of 1000 suns.


As for the colseed, Eva unit, LoserHands, etc character situation.. I think I know of an even better idea without it resulting in any of you being killed. you guys will be in the very beginning of the game.

But uh, I'm going to need a bit of confirmation from Eva, LoserHands and BP Scraps if they want to be in or not. so, pm me or something.

I figure it'd be a bit creepy if they played the game when it's out, not knowing they're in it, and find out a digital version of themselves is staring back at them on the screen.

Acid 11 years ago

Not really. They'd love it so hard. Hard.

Eva unit-01 11 years ago

I'm still down for being in this, mang.