Author Topic: Using this so I won't slack off  (Read 410 times)

Online Lucid

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Using this so I won't slack off
« on: February 27, 2019, 02:33:10 am »
I'm using this thread as a mechanism to keep me from slacking off. I'm going to be posting updates on the game project I'm working on, and I'm going to push myself to post at least one decent update a week on what I'm accomplishing. Sorry if this is a little spammy, but I want to have some sort of public thing to keep me accountable.

Here's a small video of the opening sequence for my game:



Here's a screenshot of the work I'm doing in blender on the inside. it's still partially untextured, and I need to put furniture and a few NPC's in. I also need to find a good texture for the walls that looks halfway decent but still gives off that old school ps1 vibe (256x256 resolution max).



By the end of the week I hope to have the inside programmed into the game and a few character and furniture models done.

Here's the general outline for my game so far, I haven't updated it yet so there's a lot of missing or incorrect details, but it's the gist of it.

https://docs.google.com/document/d/19Lu-zvAl5duKpBj4cFXwzCCElrzMmlAoF7zYelCD8Z4/edit?usp=sharing

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Using this so I won't slack off
« on: February 27, 2019, 02:33:10 am »

Online Lucid

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Re: Using this so I won't slack off
« Reply #1 on: February 27, 2019, 02:35:18 am »
Video I made showing off some visual and sound FX a while back:


Offline cantlivinalivingroom

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Re: Using this so I won't slack off
« Reply #2 on: February 27, 2019, 02:37:47 am »
do u still want me to do tunes? im more than down

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Online Lucid

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Re: Using this so I won't slack off
« Reply #3 on: February 27, 2019, 02:48:34 am »
For sure man, that would be great. I'm just trying to get more done so I can show you what I need tunes made for.

Offline fodcom

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Re: Using this so I won't slack off
« Reply #4 on: March 06, 2019, 10:29:23 am »
Ryan is really a big brained programmer. I pray for such mathematical energy, someday I too will reach his level.
i am a ripped techno monkey climbing a cell tower

Offline sentient_cumsock

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Re: Using this so I won't slack off
« Reply #5 on: March 06, 2019, 01:02:20 pm »
I am really glad that you're sharing this. Most kinds of self-taught endeavors need some external output to keep track of progress. I'm looking forward to hearing more from this.

I really dig the idea of the bedroom being gradually revealed as another layer of dream - reminds me of those "escape the room/car/basement" flash games I used to play as a kid. The old-school Playstation textures are also really cool - I'm assuming you know of a PS1 game called LSD, which was another dream simulator. The interesting thing about LSD were the random procedural element, which is different from the structured approach you seem to be talking about in the whitepaper. Another important point is the feel of the movement - I think the collision should have a certain "density" of feeling to it, the player's view should bob up and down with their footsteps, and the sound design around their footsteps should be very thick, compressed, and distinctive depending on the surfaces they are walking on. Also, making good use of silence can have massively powerful effects.

The disturbed kid image in the corporate section is a good idea. I don't know how he looked to you, but I think he should be a pixelated ms paint drawing where the lines crackle kind of like a David Firth animation. He's a flat texture that is faces your field of vision at all times, like one of those 2D grass textures that dynamically rotates so that the broad end of the 2D plane is always directly facing you. Every time you round a corner, he teleports to a position in the next room. Sometimes he teleports in front of you when you rotate your FOV - he starts in one corner of the room, then you turn around and he's right in front of you.

Online Lucid

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Re: Using this so I won't slack off
« Reply #6 on: March 06, 2019, 03:25:44 pm »
I am really glad that you're sharing this. Most kinds of self-taught endeavors need some external output to keep track of progress. I'm looking forward to hearing more from this.

I really dig the idea of the bedroom being gradually revealed as another layer of dream - reminds me of those "escape the room/car/basement" flash games I used to play as a kid. The old-school Playstation textures are also really cool - I'm assuming you know of a PS1 game called LSD, which was another dream simulator. The interesting thing about LSD were the random procedural element, which is different from the structured approach you seem to be talking about in the whitepaper. Another important point is the feel of the movement - I think the collision should have a certain "density" of feeling to it, the player's view should bob up and down with their footsteps, and the sound design around their footsteps should be very thick, compressed, and distinctive depending on the surfaces they are walking on. Also, making good use of silence can have massively powerful effects.

The disturbed kid image in the corporate section is a good idea. I don't know how he looked to you, but I think he should be a pixelated ms paint drawing where the lines crackle kind of like a David Firth animation. He's a flat texture that is faces your field of vision at all times, like one of those 2D grass textures that dynamically rotates so that the broad end of the 2D plane is always directly facing you. Every time you round a corner, he teleports to a position in the next room. Sometimes he teleports in front of you when you rotate your FOV - he starts in one corner of the room, then you turn around and he's right in front of you.

I like all of these ideas. I have heard of LSD Dream Emulator, the concept for that game was one of my number one inspirations, apart from the fact that I already actively keep a dream journal. I didn't want my game to be a random assortment of weird imagery though, I wanted to make something with at least somewhat of a coherent atmpsphere/narrative. Like a halfway point between the old school survival horrors like Resident Evil and Silent Hill and LSD.

Also I've been debating for a long time whether or not I should put footsteps and camera bobbing in the game. I was trying to figure out whether or not that or just a floaty, smooth movement would be more accurate to what it feels like to be in a dream.

Also, love the idea for the 2D character. The flat DOOM-esque billboard sprite is exactly what I had in mind. And I'm a huge fan of David Firth, I've been watching Salad Fingers since the beginning. I think the watching the early episodes of Salad Fingers when I was younger was a big part of why I'm so interested in surrealist horror now.

Offline ambianceur

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Re: Using this so I won't slack off
« Reply #7 on: March 06, 2019, 10:29:40 pm »
Glad to see you're still on the horse with this man. Keep up the momentum

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Re: Using this so I won't slack off
« Reply #8 on: March 25, 2019, 07:51:29 pm »
Very very late update with not much to show. School has been totally fucking me lately so I had to put the project away for a little bit. I've mostly been making and rigging some character models, writing out the game logic code and working on figuring out lighting for scenes I've made.








Offline cantlivinalivingroom

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Re: Using this so I won't slack off
« Reply #9 on: March 26, 2019, 04:22:11 pm »
lighting looks good homie any progress is good progress :cboy: :cboy: :cboy:

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Re: Using this so I won't slack off
« Reply #10 on: May 20, 2019, 02:54:01 am »
Had to put the project down for a while I was getting fucked by finals, A lot of work has been done on the technical side. Working with bones and armatures, Godot's animation system and state machines, viewports, etc. Visually still rough around the edges but I can feel myself improving a little bit every day.


Offline VelvetSphincter

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Re: Using this so I won't slack off
« Reply #11 on: May 20, 2019, 07:53:58 am »
I want to make a game. Been sitting on some ideas for a tactical rpg like fallout 1 and 2.


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Offline PunchingArianaGrande

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Re: Using this so I won't slack off
« Reply #12 on: May 21, 2019, 10:53:55 am »
Had to put the project down for a while I was getting fucked by finals, A lot of work has been done on the technical side. Working with bones and armatures, Godot's animation system and state machines, viewports, etc. Visually still rough around the edges but I can feel myself improving a little bit every day.


Looks good playa

Offline 0_-

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Re: Using this so I won't slack off
« Reply #13 on: May 27, 2019, 06:39:45 pm »
I highly recommend Cold Turkey Pro if you feel like you are having distractions. It cost 25 dollars but once you get it set up, and you decide its time to work. Well you can block out distractions for however long you want. Say 4 hours. And then you can't open any games, or Youtube, or any crap like that. Once you start the block there is no reversing it. So you really either have to stop using the computer, or use it productively. Sometimes I do stop using and just go watch TV after I do that. But you stop abusing the computer as an entertainment device when you have decided that you really should work. It trains your brain. There is also the option to have it block out distractions for say, a half hour, then give you a 10 minute break, and rinse repeat, for a set period of time (hours or whatever).

I also bought a years worth of proton mail and a years worth of ticktick. The ticktick is working out OK, I kind of feel like the protonmail is a waste. But I also am kind of thinking that I shouldn't put a price on my dignity. Having Google have access to all my banking alerts etc etc etc kind of has taken a toll on my pride over the years. I think I need to do more with my e-mail, sign up for some good e-mail subscriptions etc and I will become more satisfied with it. I just don't want to feel like a complete cattle.

Hopefully that helps. I had a lot more dreams when I was using the cold turkey and it forced me to work hard and not do what I wanted to do.
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Re: Using this so I won't slack off
« Reply #14 on: June 18, 2019, 11:59:18 am »
I want to make a game. Been sitting on some ideas for a tactical rpg like fallout 1 and 2.

I highly recommend you try it out. even if nothing comes of it, the process uses so many different skills that you're bound to have some sort of takeaway from it, whether it be programming, design, 3d/2d art or music.

Just an update, I'm moving on to designing the next level of my game. It's circus themed and the point is to save up enough tickets from minigames around the park to trade to someone named Johnny behind a tent for a pack of smokes so you can pass off as an adult and enter the adults only section of the park. Along the way you'll find a casino, an arcade, and a strange man in a trench coat that says he can find what you need if only you follow him to the back alley behind the fun house of mirrors.

Some preliminary modeling:


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Re: Using this so I won't slack off
« Reply #14 on: June 18, 2019, 11:59:18 am »

 


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