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Gamedev Lounge 0010
If one was to post such a creating, this subforum would be the place, yes.
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So I had this idea literally like a half-hour ago, and I'm still in the VERY early stages (i.e. concept planning). I'll be making a fanmade fourth game in the Gargoyle's Quest series. It will combine the platforming and form-change elements from Demon's Crest with the exploration and RPG elements of the two Gargoyle's Quest games. It will take place shortly after the events of Demon's Crest, focusing on an attack from the human world coinciding with yet another demonic civil war - at this point, it will most likely be Firebrand's friend (it's a logical end to their DC story arc) General Arma who attempts to take over. The crests, with all their form-changing, return from DC, but each crest will most likely be weaker than in DC when first received, requiring you to collect further upgrades (i.e. the Tidal Crest will just allow you to breathe underwater and fire basic projectiles initially, you need upgrades to allow you to swim upwards, swim straight forward, and fire explosive projectiles underwater - all abilities you receive by default in DC).

Any thoughts?
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These are words.
The Games Development sub-forum is more for actual content (assets, demos, etc) on a project rather than simply pitching ideas/announcing what you haven't done yet.
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Oh, sorry. (i am very bad about posting in wrong sections apparently)
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Merged it into the GameDev Lounge, as that's our place for dropping rough ideas and other bits and bytes that are too small for their own topic. Carry on~
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(04-08-2013, 11:49 AM)Previous Wrote: Merged it into the GameDev Lounge, as that's our place for dropping rough ideas and other bits and bytes that are too small for their own topic. Carry on~

Thanks! I also posted it over on Fusion Fangaming, so maybe I can get some support over there too.
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No offense taken, Lilfut! Just a FYI. Smile
Have you played Actraiser on the SNES? The kind of gameplay you describe reminds me of it. Keep us informed on any progress you make on your idea!
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Well I did make some WIP (particularly around the wings) overworld sprites.
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I'm also working on some FL Studio remixes:
Theme of Firebrand
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I think the body could do with some highlights like on the DC sprites, good start on the wings.
I'm no good at music, but your theme remix sounds not bad at all!
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(04-08-2013, 02:08 PM)Chris2Balls [:B] Wrote: No offense taken, Lilfut! Just a FYI. Smile
Have you played Actraiser on the SNES? The kind of gameplay you describe reminds me of it. Keep us informed on any progress you make on your idea!

I tried Actraiser not too long ago, but I didn't like it. Sure, nice music and stuff but holy crud, the physics are so rigid it isn't even fun

If it had a smoother gameplay like other action games, maybe it would be fun.
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To be honest, I haven't got past protecting the second town and I ragequit because of those flying bastards. Good idea and all but not my kind of game.
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There won't be simulation elements, just FYI. It's more like Zelda II with limited Final Fantasy-esque airship mechanics (Firebrand does have wings, after all)
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I guess I'm to post this here?



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Inactive stickied threads always make me uneasy when I want to post in them...

Anyways, I'm pretty sure this is where'd I'd ask this:

I'm curious on how you all structure the inner engine in your games. Like what sort of little bits of hidden manager type objects/code you have running behind the scenes.

I'm asking because the my last attempt at tried to code a game ended up unable to scroll a loaded level without lagging severely. I suspect the reason either I structured/sorted everything really badly or just horrid collision detection.

Even if its the latter, I think it'd be interesting to see how others do it. I just had an object manager class thing, and then a level manager that managed all the tile objects in the objectmanager... and I think thats where I messed up.

[quick edit] Should mention I'm using C++ and SFML.
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(08-05-2013, 10:23 AM)Terminal Devastation Wrote: I'm curious on how you all structure the inner engine in your games. Like what sort of little bits of hidden manager type objects/code you have running behind the scenes.

It has been a little while since i worked on the core engine of a 2D game. I used a component based system. This basically means that "unique" objects are created through aggregation/composition of smaller and unique behaviors/components. It allows for data-driven design too. It would be better for you to google than it would for me to explain these in detail.

Quote:I'm asking because the my last attempt at tried to code a game ended up unable to scroll a loaded level without lagging severely. I suspect the reason either I structured/sorted everything really badly or just horrid collision detection.

Although I don't have the slightest clue as to how you coded your game, my best bet would be the collision detection. Look into collision techniques, especially broad-phase collision detection. However, if you have a tile-based game going on, you can just check only surrounding tiles for an object. Also the ol' don't update or render anything outside of the screen area.

Quote:Even if its the latter, I think it'd be interesting to see how others do it. I just had an object manager class thing, and then a level manager that managed all the tile objects in the objectmanager... and I think thats where I messed up.

Do some googling. My entity system was "similar" to your vague statement. I had a Level class that contained *everything in the level, including a CollisionManger. This manager used all the collisionComponents of the level class and ...well did collision detection. -I should mention that the manager didn't just brute force test collision between every single object.

*I never got around to designing anything more than a "level". So this might not have been the best choice longterm.

I would show an example of the layout of how i implemented the system, but i think it would be better for you to just google and do a bit of research. Learning never hurts.
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