The end is nigh!

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Syca
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The end is nigh!

Post by Syca »

The end is nigh!, is something I've wanted to work on for a long time. Tried before but didn't have the skill or patience.

What is it:
It's a top down survival game, where you can build your base, have tools and the like. Where the motto is 100% no zombies or mutants or even aliens. Now I know what you are thinking "A survival game without typical survival monsters? most not be a survival game" Wrong, my monsters will be based of something entirely different. They will be large worms and other worm like things. Like from the movie Tremors. but more types and overall less of a direct copy. Some can see, some can't either way they mostly won't be seen wandering around the surface, but could show up anywhere. except certain types of terrain. Hence why you'd want to build your own base instead of mining out a hole in a cave.

Things done:
placing and removing blocks
item limits
durability on tools

Screenshots:
The art sucks and I just randomly make it to test everything. I tried once to make something good but gave up. Can't art.
Image
Image

Working on the inventory now, as much as I'd rather add more things.
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ejmr
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Re: The end is nigh!

Post by ejmr »

Syca wrote:The end is nigh!, is something I've wanted to work on for a long time. …The art sucks and I just randomly make it to test everything. I tried once to make something good but gave up. Can't art.
I share your pain about not being able to make art. You may find useful assets at Open Game Art. Your game sounds interesting so I wish you the best of luck!
ejmr :: Programming and Game-Dev Blog, GitHub
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Arcane
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Re: The end is nigh!

Post by Arcane »

For sprite rips from existing commercial games on the market, I really like to go to https://www.spriters-resource.com/. Note that you'll probably either need to give credit or modify the sprites in order to use them in a distributable game.
Last edited by Arcane on Wed Mar 12, 2014 12:23 am, edited 1 time in total.
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Syca
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Re: The end is nigh!

Post by Syca »

Thanks you two for the art info. I think I have an idea though on what to do, I'll try it some day.

Now I've been wondering which would be better a randomly generated map or a set map(like Project Zomboid). Both would be a large map, but I'm not sure if everything being randomly placed would always look right. What do you guys think?

Though that being said, I got Dark souls 2 so I probably won't be doing anything but that for awhile....
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micha
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Re: The end is nigh!

Post by micha »

Generating map with the use of random numbers is called procedural generation. It is a discipline of it own. If your game is centered around exploration, then this approach would fit perfectly. Procedural generation is not easy, though. Usually you would want the generated content to be fun, that means, that each generated level should be (1) solvable (2) not too easy (3) not too difficult (4) different every time (5) and probably more...
So unless you are really into experimenting with this topic, I suggest you make a hand-crafted map instead.
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drakmaniso
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Re: The end is nigh!

Post by drakmaniso »

You can also use an hybrid approach: generate a few basic maps randomly, choose one that looks interesteting, and edit it by hand to fix its flaws and add all the things that are difficult to generate procurally.
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Syca
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Re: The end is nigh!

Post by Syca »

Think I am going to go for a pre-made map. I feel it would suit the (planned)gameplay more. In most survival games I've played there are places you know to go to for the good loot. Making it all generated sorta kills that. It's cool to have a challenge, but it's fun to see people have a plan or goal in mind.

Anyway I made it so doors open in a way that makes sense. They open up if they were placed from the sides and left if placed from up or down.
Also messed around with the art more. Kinda like where the walls are going, unsure of the floor. I can't seem to make a decent door though.
Image

Next I think I'll make it so you have to place walls and doors on a foundation instead of on nothing. I still need to work on the inventory, but I won't be able to spend to much time on this, so I only have time for the little things.

Edit:
made a gif

Edit 2:
Lied about not working on the inventory
heres a gif on what it is like right now
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Syca
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Re: The end is nigh!

Post by Syca »

I haven't been working on this all that much recently, but I have been slowly cleaning up and working on an inventory.

Also added hp and mana. Decided to add in magic and be a bit ARPG (diablo, torchlight, path of exile) but no character levels, but items level up. There will be a mode for just ARPG but the survival building mode is still going to be the focus.

Image
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Syca
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Re: The end is nigh!

Post by Syca »

redid how placing blocks works, and did a lot of clean up. Now you press a key to enter "build mode" and you click where you want a block(it's fixed to a grid) and right click to remove it.

Everything runs much faster now. fps is usually 62, which is odd since it's meant to be 60 or below, not above.

heres a image of the current state

ignore the background, it's a random image from google i used to test how the ui would look on a not pure black background.

Once I get the toggle for build mode working better I'll possibly post a .love of what I've done so far.
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