Re: [GRdev] Hobbyist game development
Posted: Wed Jun 19, 2019 9:56 am
by satriales
I made a WebGL game for work where I built our data centre in 3D and created a first person survival game out of it.
Anyway I had the idea to build a Theme Hospital style game around the building and running of a data centre. So I took my existing game and had a look at what it might look in an isometric view:
Pretty cool I think.
I need to completely re-write the game from scratch as those models wouldn't work in a modular way, but this gives me some concept art to aim for.
Re: [GRdev] Hobbyist game development
Posted: Wed Jun 19, 2019 10:03 am
by OrangeRKN
That seems a cool concept! I've pretty much no idea what that would entail doing at a gameplay level though
Then again I'd have said the same about Theme Hospital
Re: [GRdev] Hobbyist game development
Posted: Wed Jun 19, 2019 10:16 am
by That
A mini game where your DHCP server just won't strawberry floating work even though I FOLLOWED THE TUTORIAL EXACTLY
Re: [GRdev] Hobbyist game development
Posted: Wed Jun 19, 2019 10:28 am
by Jenuall
Managing VLAN configurations across your CISCO kit could be a fun mini game. It would be like Pipe Mania / Pipe Dream except all of the pipes leak, they are all different sizes and have incompatible connectors!
Re: [GRdev] Hobbyist game development
Posted: Wed Jun 19, 2019 10:35 am
by That
You set up your whole LAN to use jumbo frames then someone needs to connect a legacy piece of kit that only has a 100 Mbit Ethernet port so you pour petrol on it all and hang yourself
The minigame is tying the noose
Re: [GRdev] Hobbyist game development
Posted: Wed Jun 19, 2019 10:40 am
by Lex-Man
What about a horror game based on an IT support worker. You've got to keep your sanity up while being inundated by stupid questions from users, random IT infrastructure changes and management speak. The more you endure the more you start to hallucinate.
Re: [GRdev] Hobbyist game development
Posted: Wed Jun 19, 2019 10:58 am
by satriales
Oh yeah also it's a colocation data centre as that's all I know. Was thinking of keeping it quite simple. You'd have to install power connections, backup generators, security to stop spy's or vandals, install sufficient cooling, kitchen and entertainment to keep customers happy, loading bay and enough room between aisles for customers to install their kit. Cleaners, tech team for research etc.
The biggest problem is going to be making it easy to understand what a colocation data centre actually is, and trying to make people want to play it. I do have a few ideas to make it more 'fun' and add some humour.
Re: [GRdev] Hobbyist game development
Posted: Wed Jul 03, 2019 9:48 pm
by Lex-Man
Re: [GRdev] Hobbyist game development
Posted: Thu Jul 04, 2019 9:29 am
by OrangeRKN
Looks neat! I like the low poly chess piece look, they could be 3D printed
Re: [GRdev] Hobbyist game development
Posted: Fri Jul 19, 2019 2:03 am
by McCoughlan
So I'm in the very early stages (read: barely even started) but I'm working on a fan project. It's called The Videogames Realm, and it's essentially recreating some of my favourite worlds in videogames, which will then be explorable when finished. Orange Rakoon suggested posting to this thread so I'll share updates on here. I'm using a toy-esque artstyle, to help keep the aesthetic of the older sprite-based games.
#Update 1 - a splash-screen poster from Ness' neighborhood, Onett (Earthbound, SNES)
Mobile version:
Desktop version:
Re: [GRdev] Hobbyist game development
Posted: Fri Jul 19, 2019 5:57 am
by McCoughlan
Also, just so you know what kind of art style the characters have. Taking a bunch of cues from the Paper Mario style as well as toy-aesthetic games.
#Update 1.5 - What's Up Doc
Re: [GRdev] Hobbyist game development
Posted: Fri Jul 19, 2019 9:51 am
by OrangeRKN
I think it'd be nicer to see it fully lit in daytime - especially because the photo-realistic moon looks a little out of place!
Are you planning on trying out texturing on any of the models?
Re: [GRdev] Hobbyist game development
Posted: Fri Jul 19, 2019 12:12 pm
by McCoughlan
OrangeRKN wrote:I think it'd be nicer to see it fully lit in daytime - especially because the photo-realistic moon looks a little out of place!
Are you planning on trying out texturing on any of the models?
Great point about the photo realistic moon
The next pic will feature daytime, this one was night time to reflect the beginning of Earthbound where it's night time.
Where would you suggest adding textures? Texturing is always good but what kind of textures can I do that keeps it looking toylike? Toys don't really have textures but if you know some places it could be implemented or have some ideas lemme know!
Re: [GRdev] Hobbyist game development
Posted: Fri Jul 19, 2019 12:45 pm
by OrangeRKN
I only ask about texturing because you already have some on the grass/earth. It contrasts with the trees for example
Re: [GRdev] Hobbyist game development
Posted: Fri Jul 19, 2019 12:52 pm
by McCoughlan
OrangeRKN wrote:I only ask about texturing because you already have some on the grass/earth. It contrasts with the trees for example
Ah, I see what you mean. The terrain textures are built into the game engine and can't be removed but I'll see what models can be edited to make it go together better. Thanks OR!
Re: [GRdev] Hobbyist game development
Posted: Sun Jul 21, 2019 6:28 am
by McCoughlan
#Update 2 - It's Not Melee!
and yes I took OR's advice about textures on board ^_^ Now if only these pics weren't all taken at night time. Soon.
OrangeRKN wrote:Are you planning on trying out texturing on any of the models?