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xander
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« Reply #15 on: May 26, 2007, 05:12:27 AM »

June for the beta-test?

I guess it won't be as long as MMORPGs beta test so that mean we can hope to get the final game during holidays. Cheesy
My understanding is that Alec and Derek are shooting for a June release, not test.  Given that testing has not yet begun, I am a bit pessimistic about that, but I still imagine that the game will be out in the early summer, say July.

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« Reply #16 on: May 28, 2007, 11:55:16 AM »

I'd rather have the game a bit later than have it incomplete or unpolished in some way, just because they wanted to meet some self-imposed deadline. But I think Alec and Derek care too much about making a good game to let this happen anyway.
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« Reply #17 on: May 28, 2007, 09:56:41 PM »

Well, just look at Blood 2. Could've been a great game, if Monolith hadn't rushed it, hadn't scrapped the magic system, and had spent enough time in beta and QA to balance the weapons and work out all of the bugs. So yeah, more beta = fewer bugs = better game.

As for computers, my family has five: One old G4 upstairs, one old G4 that my mom uses for work, a Quicksilver G4 that my dad uses in his recording studio, a TiBook, and my gaming PC that I built (Athlon X2 4600+, GeForce 7800GTX). We're probably going to get another (MacBook Pro?), so my parents can have a Windows-compatible (i.e. BootCamp/Parallels) machine when I take my PC to college in August.

I know this is unrelated, but I for one would most definitely like to see some kind of mod system and level editor, a la Escape Velocity or Unreal Tournament (two of the most well-designed mod systems ever). User-generated content gives a product, especially an indie one with a dedicated fan base, a huge boost and major replay value. Darwinia, Uplink, the Escape Velocity series, and the Unreal series are prime examples of this.
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Alec
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« Reply #18 on: May 28, 2007, 10:00:36 PM »

Making the level editor user friendly would take a least a couple months. Smiley

So possibly in a later/separate release, but not in the first.
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blackzeroflame
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« Reply #19 on: May 29, 2007, 09:54:23 PM »

I'd rather have the game a bit later than have it incomplete or unpolished in some way, just because they wanted to meet some self-imposed deadline. But I think Alec and Derek care too much about making a good game to let this happen anyway.

Another game that did this was Advent Rising, i loved that game, but it caught a lot of flack because at had many stupid glitches and framerate problems that could've been fixed with an extra month or two of work and beta testing
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PiSketch
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« Reply #20 on: May 31, 2007, 11:20:49 PM »

Making the level editor user friendly would take a least a couple months. Smiley

So possibly in a later/separate release, but not in the first.
Even if it's never official, and even if it's extremely UN-user-friendly, I, at least, would use it.  Or try to, anyway.
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Alec
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« Reply #21 on: May 31, 2007, 11:34:38 PM »

I was considering that we could include in the game, but have it be something you have to unlock... like a hidden feature... So only the people willing to cut their teeth on it would give it a shot. Smiley

My main concern with doing that is finding a way to protect the main game content. I wouldn't want people to be able to edit the existing levels and find all the secrets.
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Zam
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« Reply #22 on: June 01, 2007, 01:03:36 AM »

Eh, I think that the level editor would have nothing to do with finding all the secrets. Unlocking them, yes. (if you have to solve a puzzle that is randomized, or beating a boss) But finding them...People are going to post guides and spoiliers. It's part of how the gaming community is right now.

Having to unlock the level editor, however, would be seriously cool.


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Alec
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« Reply #23 on: June 01, 2007, 01:07:11 AM »

Yeah, but with a walkthrough at least the player is still playing through the game and experiencing it, even if they can read about what's coming up. Its not the same as being able to see the whole map laid bare in the game engine itself.
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xander
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« Reply #24 on: June 01, 2007, 04:45:33 AM »

I was considering that we could include in the game, but have it be something you have to unlock... like a hidden feature... So only the people willing to cut their teeth on it would give it a shot. Smiley

My main concern with doing that is finding a way to protect the main game content. I wouldn't want people to be able to edit the existing levels and find all the secrets.
Would it be possible to encrypt the main game content?  I know that is what Introversion did with Uplink -- the main game content is editable, but you have to decrypt it, first.  It wouldn't necessarily be a huge burden to certain people, who have the time to hack it apart, but it would be a hurdle to get over.  Also, if you have a level editor, it is kind of nice to be able to see the original scenario, to see how the game was put together in the first place.  It is a good way to get hints for building levels.

That being said, I am more of the hack it apart mentality, and even if you don't include a level editor, I am liable to attack the files with a hex editor to figure out how it works, and what I can make (after finishing the game first, of course).

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Alec
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« Reply #25 on: June 01, 2007, 04:57:59 AM »

I just hacked up a Mod framework today. Smiley

The main content will be packed away. Then there's a mod directory, wherein mods can be created. It'll start off with a template mod that has a few levels and examples for people to start messing with.

The editor will be fairly cryptic - it was built for speed, but as long as people are willing to read instructions first, they should be fine. So with any luck we'll be able to include that in the release.
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Alec
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« Reply #26 on: June 01, 2007, 05:08:14 AM »

Update: More info on this thread



WIP Mod selection screen

Each mod directory has a ModIcon.png that can be set to whatever the mod creator wants.

Mod directories are rescanned when the mod selector is opened. The level editor can access both tile graphics from the main game content and the current mod directory's graphics folder.



"~" before a texture name means its found in the Mod directory's graphics folder, not main content.
(recently changed this to "@")



Creating a super lame level:



ModInit.lua gets called when the mod launches:



Latest: Changing the ~ character to @, since ~ may at some point be used in valid / non-mod paths.
« Last Edit: June 23, 2007, 01:59:05 AM by Alec » Logged

PiSketch
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« Reply #27 on: June 01, 2007, 05:23:21 AM »

Looks sensical.  Will this simply be ported to OSX along with the game itself, be within the game, or will the editor be redesigned for OSX?

Huh.  My spell checker recognizes "Sensical" as a word.  Lol.
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« Reply #28 on: June 01, 2007, 05:25:57 AM »

Editor's built into the game, so for the mac port we'd have to:

- figure out some directory crap

- reconfigure the keys to fit the mac keyboard better

In Mod mode you can hit TAB to switch between editing the level + playing it.
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PiSketch
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« Reply #29 on: June 01, 2007, 06:24:51 AM »

Quote
Editor's built into the game,

<Snip>

In Mod mode you can hit TAB to switch between editing the level + playing it.

These two points I find very interesting.  In a good way.

A Very Good way.

I love the idea of being able to rapidly change between playing/creating.  Something i've often wished for in EVN, and SketchFighter less so.
Oh, would it be possible to get around the Directory crap by storing the mods in the same folder (Or a subfolder thereof) as the game itself?  I don't know much about windows, and certainly nothing about the directory, but... Oh, i dunno.  You guys just do whatever's easiest/best.

« Last Edit: June 01, 2007, 06:28:14 AM by PiSketch » Logged

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