Author Topic: Dwell - Radical different game idea  (Read 12422 times)

0 Members and 1 Guest are viewing this topic.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Dwell - Radical different game idea
« Reply #15 on: October 17, 2010, 04:02:40 pm »
I really like the concept :D what should we expect in terms of gameplay?

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Dwell - Radical different game idea
« Reply #16 on: October 17, 2010, 04:09:41 pm »
Spoiler For Secrets:
Dwell has a lot of secrets, most of which are references. A example could be 'Ockhams Razor' which has inscribed on it "I left the inscription out". This refers to the philospohical method called ockham's razor (because it was invented by ockham) that says you have to eliminate everything that isn't strictly necessary for the point you are trying to make. "I left the inscription out" also refers to Rene Magritte's painting of a pipe which has written under it "Ceci n'est pas un pipe" (this is no pipe). With that Rene Magritte showed that his painting wasn't a pipe but a painting of a pipe which is just a copy of the real thing (or if we were to believe plato a copy of a copy making it ever more imperfect).

This gives you a sense of how deep some secrets go, I hop you enjoy finding them and tinkering over them!
Normally, what you do is write awesome spoilers and put a rickroll in the spoiler.

j/k

I like the ideas so far. One thing, though: if you add philosophical stuff, try to not make the game incredibly hard to dechiper either. I mean puzzles that are close to unsolvable and the like, kinda like Donut Quest for the 83+. Else the audience will be rather small.
Don't worry, there wont be many puzzles it is just the things that you find are a little cryptic, not all of them of course (iwas thinking about hiding a Axe somewhere :P)
I really like the concept :D what should we expect in terms of gameplay?
Well, most of the gameplay is puzzling and wandering around. I don't think I'll add in any enemies but I return for that you will get rather clever NPC's...i can't say too much about it atm because part of the gameplay is in the ambience and expectation so if I unveil too much it will backfire on the game...

Did I just say, the game?

never mind, I lost.
« Last Edit: October 17, 2010, 04:12:57 pm by matthias1992 »
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Dwell - Radical different game idea
« Reply #17 on: October 17, 2010, 04:19:31 pm »
that sounds excelently amazing :D Cant wait ^^ The world sounds very cool

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Dwell - Radical different game idea
« Reply #18 on: October 17, 2010, 04:39:14 pm »
It's sounding really cool :) Good luck!
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Dwell - Radical different game idea
« Reply #19 on: October 18, 2010, 10:11:54 am »
So here is a first mockup of the first level, The gate. It was designed using the (wip) tileset that is attached...
it's not a definite design and I left some secrets out :)

Feel free to criticise but keep in mind this is just a test area (an area = 4x3 rooms (a room is 10x8 tiles))


« Last Edit: October 18, 2010, 10:14:47 am by matthias1992 »
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Dwell - Radical different game idea
« Reply #20 on: October 18, 2010, 03:15:54 pm »
O.O

Looks great! Nice map layout. Only thing though, when resizing images use "nearest" as filter instead of "bicubic/linear/default" so the pixels won't become blurry when scaling them up.

How big are character sprites gonna be btw? The buildings doors makes me think something like 4x4

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Dwell - Radical different game idea
« Reply #21 on: October 18, 2010, 03:28:00 pm »
O.O

Looks great! Nice map layout. Only thing though, when resizing images use "nearest" as filter instead of "bicubic/linear/default" so the pixels won't become blurry when scaling them up.

How big are character sprites gonna be btw? The buildings doors makes me think something like 4x4
Hmm I made this in a program called 'Tiled' and there are no export options really so sorry for the bluriness but there isn't much I can do about it (plus I like it better when it is slightly blurred)

I didn't really think about the character size I had one at 8x8 but that is indeed to big, Ill rework my doors and make him 6x6.
Glad you liked it!
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Dwell - Radical different game idea
« Reply #22 on: October 18, 2010, 03:30:12 pm »
Oh ok. What is the link to the program btw? I remember someone said CalcGS has a tile cap of 216 or something so making large projects with more than 216 tiles was impossible.

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Dwell - Radical different game idea
« Reply #23 on: October 18, 2010, 03:38:57 pm »
http://www.mapeditor.org/

edit: this is a general purpose tilemapper, not for the calc! I will eventually write my own software for converting PNGs produced by this program to matrices...yep, I switched to Xlib, if it isn't fast enough or too big I might do it in axe eventually but I am too unexperienced for that atm.
« Last Edit: October 18, 2010, 05:18:38 pm by matthias1992 »
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Dwell - Radical different game idea
« Reply #24 on: October 18, 2010, 03:52:57 pm »
That is looking really cool! Great job on it :) Can't wait :D
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Dwell - Radical different game idea
« Reply #25 on: October 18, 2010, 06:31:10 pm »
Thanks for the encouragements! I'll be working on a tilemap-system with collision detection and masked sprites. If I ahve time I might be able to get some NPC's in there but I'll be happy enough with getting a small demo done at first.
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Dwell - Radical different game idea
« Reply #26 on: October 18, 2010, 07:51:57 pm »
Oh the project is xlib now? I thought you went with Axe. Maybe I am consuded with another forum member ;D

I hope you get decent speed. Thanks for the map editor link by the way :)

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Dwell - Radical different game idea
« Reply #27 on: October 18, 2010, 07:55:18 pm »
all right! Another xLib user! ;D
Sig wipe!

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Dwell - Radical different game idea
« Reply #28 on: October 19, 2010, 11:35:20 am »
So I got this problem with masked sprites, it took me the entire knight to fix it. Turns out you have to draw the tilemap and immediately after it the sprites meaning the entire tilemap will be updated every time the player moves around...
maybe I am still overlooking something but this is what I got and it works, if it turns out to be too slow I'll try something else but for now it runs flickerless on 15MHZ mode.

I plan on releasing a small demo today.

edit: I decided to add in enemies. I am just gonna tell that they are there, not where and when... *evil smurk*
« Last Edit: October 19, 2010, 11:36:10 am by matthias1992 »
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Dwell - Radical different game idea
« Reply #29 on: October 19, 2010, 02:34:25 pm »
Yeah sadly masked sprites require you to update the tilemap every frame. One thing you can do is store the tilemap content in a picture and recall that picture every frame with real(3,picnum,0,0

Demo sounds cool, I'll try to download it later :D