06-24-2015, 06:48 PM
Hello ladies and gentlebutts,
So my goals for this topic are changing but not without reason, my goal is still to expand the jam engine and it seems I'm more productive in doing that than actually expanding a game, I do intend for small prototypes to pop out of this but I'd rather polish the engine than polish a game
Thanks for reading,
Bombshell
I'll start off quick, with this,
Retro Fps Base built in my own Jam engine,
this is my retro fps base, a little messy in the code, but I'm cleaning it up as I type,
W, A, S, D - move
Up, Down, Left, Right - look
(I am working on UI elements at the moment, first on my list is pause and options, so you can remap the controls and set the display modes, the jam engine does have fitting modes ready, it was started as a pixel game engine)
My inspirations are xibalba and Delver by Priority Interupt
I'd played Delver before but I wasn't very good at it and personally didn't agree with some of its game design choices, xibalba I came across 2 days ago and it got the theme jammed in my head "this would take my life away with rpg elements", remembering Delver I decided to take the 2 games as inspiration for a project, a project which will also help me expand my Jam engine (I intend to use it during Uni, in place of the courses 1st year software GameMaker)
I have 2 Goals set for myself,
1) to expand the Jam engine with encapsulation, self-maintenance, webgl saftey and quick, easy use, in mind, with an end goal of being used for rapid prototyping
2) to create a retro fps experience with all the tender loving crippling addiction of a perpetual rpg, including an engaging world, ridiculous levels of power and ofc the retro fps secrets to put a cherry on top.
INTENDED LIMITATIONS!
each tile consists of 2 32-bit flags, though due to how javascript works, while in memory they are 2 64-bit floating points, the first 32-bit flag contains a ceiling height for each corner and ground height for each corner, the ceiling is cosmetic, the ground is physical, the player may not climb any ground a unit higher than themselves, the second 32-bit flag contains texture indexes for, ground texture, wall texture, ceiling texture and floating texture (is a wall from ground to ceiling, non-physical, useful for aesthetic and hidden passages)
EDIT: the room currently shown is a 64 x 64 map, end goal is for 4096 x 4096, with region loading and unloading
EDIT:I have had a brain storm of what I'd like the game to be,
I want a hub, with facilities to purchase items, modify / augment equipment and means to quick travel between areas, this quick travel I do not want as a teleport, I want it as a tram system, rolling you through areas you have conquered.
gunplay I'm unsure on at the moment, but I'm thinking bioshock-esque, 1 utility hand and 1 gun hand, utilities being things like flash, push, freeze, make enemy explosive? Guns will be modular, you'll have your core module determining what kind of gun it is (pellet, shotgun, missle, lazer) and then 3 modules modifying the weapon, be its damage, element, firing pattern, etc. Gun cores and Utilities should be earned through significant battles to reward the players progression.
Inventory I intend to make important, health items, armour pieces and resources for augmenting.
Enemies I want to have behaviours, perhaps the likes of which classic FPS's could not deliver, I at least want bosses to be significant figures who are unmistakable and formidable
... I dont know that I can come up with much more short of actually making it, but I figure its good to have an outline of where I'm going
I'm open to suggestions, at the moment, all I have in mind is, big psychic robot man conquering an ancient kingdom of atlantic-like technology and magics... okay so thats kind of a lot in terms of setting, but mechanics and how I will implement them are very much free to suggestion
thank you for reading
Retro Fps Base built in my own Jam engine,
this is my retro fps base, a little messy in the code, but I'm cleaning it up as I type,
W, A, S, D - move
Up, Down, Left, Right - look
(I am working on UI elements at the moment, first on my list is pause and options, so you can remap the controls and set the display modes, the jam engine does have fitting modes ready, it was started as a pixel game engine)
My inspirations are xibalba and Delver by Priority Interupt
I'd played Delver before but I wasn't very good at it and personally didn't agree with some of its game design choices, xibalba I came across 2 days ago and it got the theme jammed in my head "this would take my life away with rpg elements", remembering Delver I decided to take the 2 games as inspiration for a project, a project which will also help me expand my Jam engine (I intend to use it during Uni, in place of the courses 1st year software GameMaker)
I have 2 Goals set for myself,
1) to expand the Jam engine with encapsulation, self-maintenance, webgl saftey and quick, easy use, in mind, with an end goal of being used for rapid prototyping
2) to create a retro fps experience with all the tender loving crippling addiction of a perpetual rpg, including an engaging world, ridiculous levels of power and ofc the retro fps secrets to put a cherry on top.
INTENDED LIMITATIONS!
each tile consists of 2 32-bit flags, though due to how javascript works, while in memory they are 2 64-bit floating points, the first 32-bit flag contains a ceiling height for each corner and ground height for each corner, the ceiling is cosmetic, the ground is physical, the player may not climb any ground a unit higher than themselves, the second 32-bit flag contains texture indexes for, ground texture, wall texture, ceiling texture and floating texture (is a wall from ground to ceiling, non-physical, useful for aesthetic and hidden passages)
EDIT: the room currently shown is a 64 x 64 map, end goal is for 4096 x 4096, with region loading and unloading
EDIT:I have had a brain storm of what I'd like the game to be,
I want a hub, with facilities to purchase items, modify / augment equipment and means to quick travel between areas, this quick travel I do not want as a teleport, I want it as a tram system, rolling you through areas you have conquered.
gunplay I'm unsure on at the moment, but I'm thinking bioshock-esque, 1 utility hand and 1 gun hand, utilities being things like flash, push, freeze, make enemy explosive? Guns will be modular, you'll have your core module determining what kind of gun it is (pellet, shotgun, missle, lazer) and then 3 modules modifying the weapon, be its damage, element, firing pattern, etc. Gun cores and Utilities should be earned through significant battles to reward the players progression.
Inventory I intend to make important, health items, armour pieces and resources for augmenting.
Enemies I want to have behaviours, perhaps the likes of which classic FPS's could not deliver, I at least want bosses to be significant figures who are unmistakable and formidable
... I dont know that I can come up with much more short of actually making it, but I figure its good to have an outline of where I'm going
I'm open to suggestions, at the moment, all I have in mind is, big psychic robot man conquering an ancient kingdom of atlantic-like technology and magics... okay so thats kind of a lot in terms of setting, but mechanics and how I will implement them are very much free to suggestion
thank you for reading
Thanks for reading,
Bombshell