Prototyping progress....

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That's a window into my current game dev world- I'm still working on the prototype for my next game- It's by FAR the most complex project I've built into my short 9 month old game dev career-

I've finished all the major player controls now- it took about 3-4 weeks to do that- I'm trying to do this prototype the right way so I have to build in everything the character will be able to do for the whole game + all the weapon he'll ever use etc-

So the work is really front loaded- if I do everything right now- building out the actual levels and creating the playable game should move pretty quickly compared to this part-

With this game I want really tight game controls that aren't overly simplistic but not so complex that they aren't fun- I want to be able to pick it up and have fun and play-

I still have some decisions to make with the player controls though before I can totally move on-

The player will have to press buttons and pull levers through the game- in all the modern games I've tested when a player comes up to a button/lever/door etc a prompt pops up telling them something like "press A to open" when they press the button an animation plays- something like this...

Once the player moves into the trigger zone pressing "A" will always be successful- now this makes it impossible for the player to miss it/fuck it up but it also sort of takes you out of the world of the game- it makes me think "oh yeh I'm me playing this game- I'm not this character"

I built my button/lever/etc interactions without prompts- the player has to stand in the right place and press the action button- its really easy to fuck it up as you have to pay attention to where the player is to make it work-

So I have to decide if its worth it to add some challenge to these simple tasks- or use the standard "press this button" prompts- I can see where it can add a lot of drama/difficulty if you had to press these buttons while an enemy is trying to kill you etc and I guess thats what interests me-

I also have to decide whether the game will have a map or not- and if it has a map- is the whole map visible to you at the onset or are areas only made visible after you've visited them making it easier to return to certain places?

My fondest memory of playing video games as a kid was staying up late with my tiny tv and NES in my room playing the original Legend of Zelda placing bombs on dungeon walls and finally making a hole and getting that awesome sound and a new room to explore ^_^

So I definitely want to have that sense of mystery and desire to explore/discover in this game- I have to retain it at all costs-

I've seen that a lot of other gamers also enjoy that sense of mystery/discovery- thats probably one of the reasons roguelike/procedurally level games are so popular these days- I can definitely see the appeal- at this point I'm not planning on making the levels of this game procedurally BUT I'll look into it and see if it inspires me/gives me some new ideas-

BEFORE I can get into the level generation stuff I have to finish all the enemy controls- I've finished most of the damage management stuff for the enemies but thats nothing compared to the work required for the AI and not to mention all the design/modeling/texturing/animation etc-

So lots of work ahead but its a huge challenge and never boring so I love it!

ALSO the presentations I did for Maxon at Siggraph 2014 are now online- watch them here

M dot Strange, Day 3
R15

M dot Strange demonstrates his process for creating games with Cinema 4D and Unity. M dot Strange utilizes the PlayMaker plugin for Unity (Hutong Games) to add game logic visually without the need to write any code.

Recorded Live at Siggraph 2014 in Vancouver, BC Canada

05:49 Creating Environment
10:12 C4D to Unity
15:21 Adding Characters
20:44 Barrel Logic
31:49 Torch & Lighting
33:19 Importing Animations
43:28 Distance State
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M dot Strange demonstrates his process for Character Animation and One-man Filmmaking with Cinema 4D. You’ll learn many tools and techniques M dot Strange has utilized in creating three feature-length animated films, including non-linear animation, Motion Camera, User Data and Vibrate tags.

Recorded Live at Siggraph 2014 in Vancouver, BC Canada


16:07 Motion Clips / Non-linear Animation
25:21 Motion Camera
30:13 Drunk Slider - Vibrate / User Data
36:16 Hiding Transitions
38:21 Compositing Skies
40:14 Render Instance
42:49 Switching Objects









Comments

  1. looks like youre getting the swing of things. As a player I prefer to have the prompt show up, UNLESS its something meant to be hidden... like in Dark Souls 2 theres sometimes hidden doors built into walls, the only way to find them is to walk along the wall constantly tapping X. Also, easter eggs man. Unless a game has a long and very linear story, if it doesn't have easter eggs or hidden things I get bored very easily and don't really play It more than once... like the American McGees alice and madness returns, they're fun but the lack of extra stuff is very disappointing (in my opinion anyway).

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