[GRdev] Hobbyist game development

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OrangeRKN
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Wed Sep 16, 2020 12:24 am

Thanks for playing it Karl! I'm glad you liked it - I thought the story might stray too far into indie-like for your liking ;)

Karl_ wrote:Why is Jenuall's post so smug? ;)

"You're stuck already?"


:lol:

I divided up all the hint lines between everyone who has replied here. TNAG must apologise for having too long a name to fit nicely :capnscotty:

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That
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PostRe: [GRdev] Hobbyist game development
by That » Wed Sep 16, 2020 7:33 am

It's OK, this is clearly a doujinsoft, not an indie game. ;)

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PostRe: [GRdev] Hobbyist game development
by That's not a growth » Wed Sep 16, 2020 7:44 am

My name was designed in a 32 bit era, catch up granddad.

Done, really nice. Didn't realise at first the computer gave hints, but when I did it helped for the broom which I was really stuck with. I like all the individual bits of dialogue you gave each person if you tried to give them the wrong item, that must have been a pain!

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PostRe: [GRdev] Hobbyist game development
by Jenuall » Wed Sep 16, 2020 8:58 am

Karl_ wrote:Why is Jenuall's post so smug? ;)

"You're stuck already?"

I think he's really channelled my voice there! :lol:

Going to give this a try now :D

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OrangeRKN
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Wed Sep 16, 2020 11:21 am

That's not a growth wrote:Done, really nice. Didn't realise at first the computer gave hints, but when I did it helped for the broom which I was really stuck with. I like all the individual bits of dialogue you gave each person if you tried to give them the wrong item, that must have been a pain!


Thanks! It was definitely a pain, I sort of realised my mistake but then avoided counting how many lines I had to write so I wouldn't put myself off :lol:

Some of them are definitely more phoned-in than others. The real problem is the 13 character line limit - it's hard to get a word ordering that reads well but also fits in a natural way, given the text isn't justified. You don't want a single four letter word on a middle line for example because it looks wrong.

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Jenuall
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PostRe: [GRdev] Hobbyist game development
by Jenuall » Wed Sep 16, 2020 12:56 pm

Lovely stuff! :toot:

So many unanswered questions! When is the big opening ceremony for Raccoon's shack of secrets? What was the incident that got Koko banned from the village? Why is a witch pretending to make potions that are really just mushroom soup? Why did the antique dealer eat the broom? Does Bow Bow not care about the environmental impact of 3 baths a day?!

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Wed Sep 16, 2020 1:15 pm

:lol: Glad you enjoyed it!

There's a few side quest style things I'd like to add to increase the game's density, the raccoon shack is one of them although I'm not sure exactly as what yet (maybe some kind of treasure hunt?). I also want to make the signpost maze meaningful - my idea is that you'll be able to get an ocarina by completing it and learn a song from the rabbit that will let you warp back to the pond in the village (which is based on Manbo's pond) with a key press. I was going to do something with the dream shrine too, but I kind of like it just being a useless building you can never go in :lol:

The witch was one of my favourite characters to write, I especially like their final dialogue which sort of ties in with the mushroom soup!

I was sort of setting up a rivalry between Koko and Bow Bow, so the incident in my head is that they had a fight, but then I only ever gave Koko dialogue referencing Bow Bow so that didn't really get developed! My hope was really that alluding to things like that is a bit of fun and makes the characters feel a little more alive. That's why I wanted changing dialogue and locations for everyone really, so it wasn't just static other than the critical path of the trading quest.

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PostRe: [GRdev] Hobbyist game development
by That » Wed Sep 16, 2020 1:21 pm

OrangeRKN wrote:I also want to make the signpost maze meaningful

While it would obviously be better for the game this way, I have to admit I found the pointlessness of it really funny. "Finish!" Like, great, thanks. :lol: :wub:

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PostRe: [GRdev] Hobbyist game development
by That's not a growth » Wed Sep 16, 2020 1:24 pm

I, too, enjoyed the "strawberry float you" maze.

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Wed Sep 16, 2020 1:45 pm

:lol:

I thought having Papa sat in front of the final sign when you (probably) first get there was cruel enough!

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PostRe: [GRdev] Hobbyist game development
by That » Wed Sep 16, 2020 1:50 pm

And what exactly is the bunny doing in Marin's house? :dread:

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PostRe: [GRdev] Hobbyist game development
by Jenuall » Wed Sep 16, 2020 1:54 pm

Yeah the maze was a fun moment and I really enjoyed interacting with all of the characters and hearing their dialog change as the item trading progressed.

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Wed Sep 16, 2020 1:56 pm

Karl_ wrote:And what exactly is the bunny doing in Marin's house? :dread:


I think this is better left unexamined

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PostRe: [GRdev] Hobbyist game development
by Yoshimi » Sun Oct 04, 2020 11:31 pm

I've been looking at the Playdate and thinking it would be fun to learn how to make games for them. I like the idea of some technical limitations keeping projects fairly simple. The Playdate has a 1-bit 400x240px screen. I spent the last two evenings running through some Lua tutorials, and having a first attempt at 1-bit pixel art.

I've had a few game ideas. This one is a bit too elaborate for a first game, but I had fun mocking up a screenshot. It's a little dark souls/castlevania-inspired platformer. You'd use the Playdate's crank to lower the drawbridge, and raise/lower platforms.

Screen resolution...
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2 x resolution...
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Mockup of how it might look on the Playdate...
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PostRe: [GRdev] Hobbyist game development
by jawa » Sun Oct 04, 2020 11:38 pm

Yoshimi wrote:...
2 x resolution...
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...

That's terrific, Yoshimi! I like the style and the Playdate sure does look to be an interesting system.

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Mon Oct 05, 2020 9:22 am

Yoshimi wrote:I've been looking at the Playdate and thinking it would be fun to learn how to make games for them. I like the idea of some technical limitations keeping projects fairly simple. The Playdate has a 1-bit 400x240px screen. I spent the last two evenings running through some Lua tutorials, and having a first attempt at 1-bit pixel art.

I've had a few game ideas. This one is a bit too elaborate for a first game, but I had fun mocking up a screenshot. It's a little dark souls/castlevania-inspired platformer. You'd use the Playdate's crank to lower the drawbridge, and raise/lower platforms.


This sounds (and looks) very cool, especially with the crank usage. Do you have the playdate SDK? From checking the FAQ it's Mac only...?

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Jenuall
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PostRe: [GRdev] Hobbyist game development
by Jenuall » Mon Oct 05, 2020 9:31 am

I liked the Doom port for the Playdate where they used the side handle as the trigger for firing the chaingun! :nod:

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Yoshimi
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PostRe: [GRdev] Hobbyist game development
by Yoshimi » Mon Oct 05, 2020 9:54 am

OrangeRKN wrote:
Yoshimi wrote:I've been looking at the Playdate and thinking it would be fun to learn how to make games for them. I like the idea of some technical limitations keeping projects fairly simple. The Playdate has a 1-bit 400x240px screen. I spent the last two evenings running through some Lua tutorials, and having a first attempt at 1-bit pixel art.

I've had a few game ideas. This one is a bit too elaborate for a first game, but I had fun mocking up a screenshot. It's a little dark souls/castlevania-inspired platformer. You'd use the Playdate's crank to lower the drawbridge, and raise/lower platforms.


This sounds (and looks) very cool, especially with the crank usage. Do you have the playdate SDK? From checking the FAQ it's Mac only...?


They haven't released the SDK yet, but when they do it will be available on Windows and maybe Linux too.

I found out that it uses the Lua programming language (as well as C) and that Love2d is a good alternative to practice on for now.

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PostRe: [GRdev] Hobbyist game development
by Ironhide » Mon Oct 05, 2020 2:11 pm

Jenuall wrote:I liked the Doom port for the Playdate where they used the side handle as the trigger for firing the chaingun! :nod:


That sounds like a terribly impractical idea.

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PostRe: [GRdev] Hobbyist game development
by more heat than light » Fri Nov 20, 2020 8:03 pm

Hey dudes. I am in an awful state at the moment and it's making me re-evaluate a few things. Where would be the best place to start for someone with absolutely no experience at all to learn to make a simple videogame? Cheers in advance.

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