[GRdev] Hobbyist game development

Anything to do with games at all.
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Starquake
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PostRe: [GRdev] Hobbyist game development
by Starquake » Thu Aug 09, 2018 9:13 pm

jawafour wrote:Is your new game Hewson-related, 'Quake? I can't think if I've just imagined this or I read about it... but does the game include aspects of Quazatron and Paradroid? Or maybe you can't say?

Sorry, dude - that's a lot of supposition and questions!


Yes it is with Huey Games. No it’s not Paradroid/Quazatron related. It’s a completely new and unique game. Don’t necessarily expect it to be another 8-bit retro style game.

Maker of Hyper Sentinel published by Huey Games
http://www.hypersentinel.com

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PostRe: [GRdev] Hobbyist game development
by jawafour » Thu Aug 09, 2018 9:51 pm

Starquake wrote:Yes it is with Huey Games. No it’s not Paradroid/Quazatron related. It’s a completely new and unique game. Don’t necessarily expect it to be another 8-bit retro style game.

Things seemed to work out well with Huey on your Hyper Sentinel project. I'm intrigued by your new development! Will keep my eyes open for the first news about the game :-).

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PostRe: [GRdev] Hobbyist game development
by lex-man » Sat Aug 11, 2018 1:35 am

Starquake wrote:Somebody put the story parts together in one place. You can read the whole thing here:

http://shmupnews.blogspot.com/2018/08/t ... l.html?m=1


Cheers for that Starquake, I bought your game by the way.

I'm actually loving my Unity course. It's crazy seeing how quickly you can put something together with prefabs.

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PostRe: [GRdev] Hobbyist game development
by Starquake » Sat Aug 11, 2018 6:11 pm

lex-man wrote:
Starquake wrote:Somebody put the story parts together in one place. You can read the whole thing here:

http://shmupnews.blogspot.com/2018/08/t ... l.html?m=1


Cheers for that Starquake, I bought your game by the way.

I'm actually loving my Unity course. It's crazy seeing how quickly you can put something together with prefabs.


Thank you lex-man!

Prefabs are good, but composite prefabs (nested prefabs - but where each child retains its reference to the original) are still needed - I think it’s coming.

I often build entire level sections as prefabs. For example in HS the entire HUD: multiplier area, score, pause menu screens etc are all using one root prefab. When writing for Switch, it is very useful because you they are ideal to use as asset bundles which can be streamed in. As Switch is essentially a mobile platform asset streaming is essential otherwise you’ll get long loading times.

Maker of Hyper Sentinel published by Huey Games
http://www.hypersentinel.com

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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Sat Sep 01, 2018 10:03 am

So it's Inkle Studio's gamejam this weekend, the originally titled inkjam. A narrative designer friend told me about it 10 minutes before it was set to begin, but I'm going to try and hash something out by the deadline of September 3rd:

https://itch.io/jam/inkjam

It's my first gamejam and I have absolutely no idea how it works. The Discord they've set up has left me incredibly intimidated as everyone seems to be working in large development groups (one guy mentioned he had a team of 30!) and creating games with full soundtracks, graphics and the like.

I'm sat here on my todd trying to figure out how inkle studio's proprietary IF creator works...

(If any programming bods have a free weekend and fancy giving it a go...PM me!)

EDIT: From the Discord: "I'm working solo so just using the basics: HTML5 + CSS + Javascript"

lol etc

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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Tue Sep 04, 2018 8:42 am

So, after a day of learning ink's IF engine and writing at the same time, I submitted the below to the gamejam:

https://tafdolphin.itch.io/a-most-bestartling-crime

It's a super quick and nasty IF that, more or less, works. I managed to break it this morning, and one of the occurrences really breaks it, but the majority of paths should allow for the best ending.

I'm reasonably happy with it, considering as I say I was learning and writing at the same time. Also, my wife did some bang-tidy art for it.

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OrangeRKN
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Tue Sep 04, 2018 9:50 am

I lost because I shot a man :(

And now I lost because I beat the same man repeatedly (but didn't shoot him)

...and I got the Colonel arrested, but didn't find out if he had my papers or not :(

It's a cool game!

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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Tue Sep 04, 2018 10:18 am

Ha! Yeah, I didn't have time to edit the encounter with the Lab Assistant, which was my first experiment with endgame states.

Glad you persevered!

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Tue Sep 04, 2018 10:34 am

I have failed to complete this, first time I got stuck unable to learn anymore information so had to accuse someone to end the game, and this time I appear to have broken it completely by asking the doctor about the papers he was seen with for a second time

Any tips on how to win it?

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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Tue Sep 04, 2018 10:41 am

OrangeRKN wrote:I have failed to complete this, first time I got stuck unable to learn anymore information so had to accuse someone to end the game, and this time I appear to have broken it completely by asking the doctor about the papers he was seen with for a second time

Any tips on how to win it?


The basic structure of the game is that you need 3 'points' to win. Each point comes from asking the passengers about the others, then investigating each clue with the passenger it leads to (egThe Colonel sees Farnston with papers. This should open the option to ask Farnston about this, which will grant a 'point'.

I do think there are several paths that, for reasons unknown, block the option to confront passengers. Once the jam judging is over I'll try and fix it.

Last edited by Tafdolphin on Tue Sep 04, 2018 10:46 am, edited 1 time in total.
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Tue Sep 04, 2018 10:45 am

I've been able to confront Farnston and the Colonel, but despite learning about the lady being seen with papers I haven't had that option

Good luck in the judging anyway!

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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Tue Sep 04, 2018 10:46 am

OrangeRKN wrote:I've been able to confront Farnston and the Colonel, but despite learning about the lady being seen with papers I haven't had that option

Good luck in the judging anyway!


That's what happened to me this morning. Hum.

Oh well!

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Tue Sep 04, 2018 10:48 am

Tried it again and managed it :toot:

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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Tue Sep 04, 2018 10:53 am

OrangeRKN wrote:Tried it again and managed it :toot:


Yay! As you can probably tell, the end was rather...rushed.*

I can't find the bug again. There's one combination of choices that blocks the lady's confrontation... But I can't find it again.

Also, I forgot it'spossible to shoot the Colonel. :twisted:

*Shoved into the code literally 20 minutes before the deadline.

EDIT: Ah, got it! If you don't ask the doctor about the other passengers the first time you meet him, it doesn't trigger the accusation option for the lady. Balls.

EDIT2: Fixed the bug. Should work now!

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PostRe: [GRdev] Hobbyist game development
by Trelliz » Wed Sep 05, 2018 7:03 am

This seems like a good place to mention that there is a unity humble bundle on at the moment with a lot of expensive assets/tools for not a lot of money, plus some games like oxenfree, shadow tactics and tides of numenera thrown in.

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PostRe: [GRdev] Hobbyist game development
by lex-man » Wed Sep 05, 2018 9:49 am

Trelliz wrote:This seems like a good place to mention that there is a unity humble bundle on at the moment with a lot of expensive assets/tools for not a lot of money, plus some games like oxenfree, shadow tactics and tides of numenera thrown in.


That does look pretty good.

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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Sun Sep 09, 2018 1:49 pm

Can really tell if this is entirely serious, BUT:

An Incomplete List of Things I’d Need to Know In Order Not to Be A Total Impostor

In honor of folks freaked out about how many things they “have to” do to advance their career, I present a very partial list of things I’ve been encouraged or expected to do/know since I got into games.

Not shown: which of these were fantastic advice, which were legit job requirements, and which were gatekeeping.


history and canon of literary hypertext in the 90s
improv technique
theories of narratology
all works of Infocom, Scott Adams, Melbourne House, Magnetic Scrolls, etc
canon and design trends in CYOA and gamebooks
who’s who in Oulipo
history of text adventures in languages other than English
state of digital humanities as a field
Prolog, Answer Set Programming, and other logic programming approaches
general history of table-top roleplaying game development and some rough concept of what goes on in LARP design both North American and Nordic
Agile dev practices and a bunch of specific associated software and systems
every game ever submitted to the IF Comp in its 24 years of history
transmedia: what are/were the major projects, what are/were the tools, why haven’t we heard so much about it lately
running safe and inclusive spaces, codes of conduct and the arguments concerning these
nonprofit fundraising and institutional development
JavaScript
who is working on narrative games, game AI, or procedural generation at the academic, indie, and AAA levels in the US and Europe and ideally elsewhere also
freelance scheduling, billing, networking, insurance, accounting, marketing and time-management strategies
recent developments in interactive video and audio
conversational pragmatics
stage magic techniques
C#
norms of participation in academic conference program committees and journal reviewing
marginalized authors in games and IF, and standout works that capture unusual experiences
the landscape of London games/writing/journalism/TV/radio personalities specifically
escape room design and canon
interactive documentaries, canon and tooling
roguelites
the complete oeuvre of Telltale
locational games, canon and tooling
Lua
every game that’s nominated for an IGF narrative award or other industry writing award, whether or not I was on the judging panel at the time
uses of interactive storytelling in museums and cultural heritage sites
who’s who in speculative fiction and what they’re doing these days
standard wisdom about running startups, MVPs, and attracting investment
ontology and knowledge representation
writing for voice actors
accessible app design for narrative-heavy apps
art direction
educational game design and requirements for school-facing projects
design practices for VR and AR
how to deal with being interrupted repeatedly, and other apparently gendered behavior that is hard to call out in the moment
TADS, StoryNexus, StorySpace, Varytale, Twine, ink, Tracery, Texture, Unity, Unreal, GameMaker Studio, Hugo, Alan, Quest, Ren’Py, AIML, ChatScript, and assorted specific modding tools; how to plug these together, in some cases
physical object storytelling, both in terms of common practice and in terms of production methods
theme park design
assorted visualization tools, now mostly JavaScript-based, though at one point there was a trend for Processing
IF and narrative game publishing venues
government grant application processes
typography and layout
Tableau
public speaking skills
board games with a narrative or storytelling element
every “blockbuster” AAA game
natural language processing methods; NLTK, assorted online APIs
attend GDC, SXSW, PAX, PAX East, E3, IndieCade, Practice, GamesCom, Amaze, Develop, EGX, AdventureX, Feral Vector, ELO, ICCC, ICIDS, FDG, AIIDE, DiGRA, INT, et al. (yearly)
narrative content design for MMOs
history and current status of academic research programs in procedural narrative
trends and marketing concerns in children’s interactive ebooks
machine learning methods and tools
how to write a literary novel that would garner respect, e.g. by winning the Man Booker Prize
everything that would be taught in an undergraduate computer science course
immersive theatre, what the major shows are and how they work
assorted specific culture references, especially Westworld, Harry Potter, and Game of Thrones
advergaming and viral marketing game tie-in methods
how to write a popular novel that would make buckets of money and appear on the NYT bestseller list
assembly language
narrative design for free to play systems
alt controller design
how to wear clothes as a woman at an industry event
current market size and revenues from interactive fiction games and narrative-heavy games
Alexa skill creation
Personal Brand development
computational creativity theories and practices
dozens of books of writing and design advice for game writers, screenwriters, novelists, etc, etc
computational paralinguistics
which parties to go to at GDC and how to get in
detailed CV of the person I just met, who is no doubt famous, but unknown to me
C++
Zizek


https://emshort.blog/2018/09/02/an-inco ... -impostor/

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PostRe: [GRdev] Hobbyist game development
by lex-man » Sat Sep 15, 2018 10:29 am

I've just finished the next section Unity Game Development course I'm working through. It's taking me ages though and I'm not actually sure that I really want to make games anymore. I thinking about trying to get into Vertical Farming.

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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Sat Sep 15, 2018 11:38 am

lex-man wrote:I've just finished the next section Unity Game Development course I'm working through. It's taking me ages though and I'm not actually sure that I really want to make games anymore. I thinking about trying to get into Vertical Farming.


Is that one of the Udemy ones?

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PostRe: [GRdev] Hobbyist game development
by lex-man » Sat Sep 15, 2018 11:50 am

Tafdolphin wrote:
lex-man wrote:I've just finished the next section Unity Game Development course I'm working through. It's taking me ages though and I'm not actually sure that I really want to make games anymore. I thinking about trying to get into Vertical Farming.


Is that one of the Udemy ones?


Yeah, I've been at it for almost a year now I think.


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