Discuss Scratch

Locomule
Scratcher
1000+ posts

serious game team forming - experience and skill required

Sounds like we should stop making assets and not worry about the code until you write the complete story out? The way you keep responding I get the feeling you have the impression that my version was the final version of the complete story which was not my intention. Maybe I didn't do a good job emphasizing that it was a compilation of all the ideas we'd had so far squeezed into a game time line for usage to starting the coding the game, a story line that actually was meant to be expanded as we develop the final version of the story? Sorry, that was the only way I could come up with to juggle creating the story while writing the code at the same time. If you just want to write out the entire story first, we can edit it later if needed to make it fit out RPG game structure. Just don't expect every detail being used in the final game, please. The more complex the plot, the less likely that will happen. In my experience and study, that is a main point of doing a storyboard after developing the main story. Not only does the text become image but you also condense the story into smaller, defined game chunks. Then the story and developed artwork function as a reference for all the details you add to the game during development. I know we are skipping through portions of this process but I think the closer we can adhere to the overall development structure the better for us in the long run.

Last edited by Locomule (Jan. 20, 2018 19:08:59)

Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

Locomule wrote:

Sounds like we should stop making assets and not worry about the code until you write the complete story out? The way you keep responding I get the feeling you have the impression that my version was the final version of the complete story which was not my intention. Maybe I didn't do a good job emphasizing that it was a compilation of all the ideas we'd had so far squeezed into a game time line for usage to starting the coding the game, a story line that actually was meant to be expanded as we develop the final version of the story? Sorry, that was the only way I could come up with to juggle creating the story while writing the code at the same time. If you just want to write out the entire story first, we can edit it later if needed to make it fit out RPG game structure. Just don't expect every detail being used in the final game, please. The more complex the plot, the less likely that will happen.
Yeah. Sorry, I'm kind of bad with communication, I guess. I misunderstood, definitely. So, that leaves us with two options, which are yours to decide from, since you're the leader and everything, and I feel like I've been taking more charge that I should be. There are probably even more than two options, these just seem the most obvious to me.
A). Finish the story, then do the game
B). Work on the game more than story, adding the story in when we can. (Not the best explanation, it's basically what your plan was. I assume you want to go with this one, but I can't be entirely sure.)
PintOfMilk
Scratcher
1000+ posts

serious game team forming - experience and skill required

Shall0w wrote:

Locomule wrote:

Sounds like we should stop making assets and not worry about the code until you write the complete story out? The way you keep responding I get the feeling you have the impression that my version was the final version of the complete story which was not my intention. Maybe I didn't do a good job emphasizing that it was a compilation of all the ideas we'd had so far squeezed into a game time line for usage to starting the coding the game, a story line that actually was meant to be expanded as we develop the final version of the story? Sorry, that was the only way I could come up with to juggle creating the story while writing the code at the same time. If you just want to write out the entire story first, we can edit it later if needed to make it fit out RPG game structure. Just don't expect every detail being used in the final game, please. The more complex the plot, the less likely that will happen.
Yeah. Sorry, I'm kind of bad with communication, I guess. I misunderstood, definitely. So, that leaves us with two options, which are yours to decide from, since you're the leader and everything, and I feel like I've been taking more charge that I should be. There are probably even more than two options, these just seem the most obvious to me.
A). Finish the story, then do the game
B). Work on the game more than story, adding the story in when we can. (Not the best explanation, it's basically what your plan was. I assume you want to go with this one, but I can't be entirely sure.)
Or
C) Even better work on the engine then finish the game /story in the meantime
Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

PintOfMilk wrote:

Shall0w wrote:

Locomule wrote:

Sounds like we should stop making assets and not worry about the code until you write the complete story out? The way you keep responding I get the feeling you have the impression that my version was the final version of the complete story which was not my intention. Maybe I didn't do a good job emphasizing that it was a compilation of all the ideas we'd had so far squeezed into a game time line for usage to starting the coding the game, a story line that actually was meant to be expanded as we develop the final version of the story? Sorry, that was the only way I could come up with to juggle creating the story while writing the code at the same time. If you just want to write out the entire story first, we can edit it later if needed to make it fit out RPG game structure. Just don't expect every detail being used in the final game, please. The more complex the plot, the less likely that will happen.
Yeah. Sorry, I'm kind of bad with communication, I guess. I misunderstood, definitely. So, that leaves us with two options, which are yours to decide from, since you're the leader and everything, and I feel like I've been taking more charge that I should be. There are probably even more than two options, these just seem the most obvious to me.
A). Finish the story, then do the game
B). Work on the game more than story, adding the story in when we can. (Not the best explanation, it's basically what your plan was. I assume you want to go with this one, but I can't be entirely sure.)
Or
C) Even better work on the engine then finish the game /story in the meantime
Another good idea. I'll do my best to adapt to whatever we choose to do.
BirdLover198
Scratcher
100+ posts

serious game team forming - experience and skill required

Question, is the rank, ideas open? Because I have a my stuff full of like 5 different unfinished ideas for games as proof I can do that stuff not much good at anything else, except maybe vector art
Locomule
Scratcher
1000+ posts

serious game team forming - experience and skill required

Shll0w, the choice is yours really because it really comes down to how you want to write the story.

One way is for you to wrote the story A to Z, start to finish, then we build as much of it as we can into the actual game.
The other way is to write the main plot points, like A, G, M, R, and Z, start building the game code around that and fill in the story to build up the game as we go.

I'm cool with either way so pick whatever suits you best.
Locomule
Scratcher
1000+ posts

serious game team forming - experience and skill required

BirdLover198 wrote:

Question, is the rank, ideas open? Because I have a my stuff full of like 5 different unfinished ideas for games as proof I can do that stuff not much good at anything else, except maybe vector art

Please give us links to at least 3 projects which you think best show off your ability to come up with game ideas.
Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

Locomule wrote:

Shll0w, the choice is yours really because it really comes down to how you want to write the story.

One way is for you to wrote the story A to Z, start to finish, then we build as much of it as we can into the actual game.
The other way is to write the main plot points, like A, G, M, R, and Z, start building the game code around that and fill in the story to build up the game as we go.

I'm cool with either way so pick whatever suits you best.
How about this, we start by coding and doing the assets in Harktown, since we pretty much have its story complete. Then I'll work on the next main plot point, likely arriving in Skyveil City. We can keep doing this until the story's basics are fully fledged, then we add the content between each plot point, starting with the early game trek to Skyveil and such.
Locomule
Scratcher
1000+ posts

serious game team forming - experience and skill required

Ok, I have to hit the road for a while, so in the meantime draft a story for Harktown and the assets to go with it. Backgrounds, in order from Rocky's room on, should come first along with whatever objects you feel like making as any can be added later. Mainly we want a few areas we can start to link together with game code and edit later as needed. I'll start on the code when I get back home.
Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

Locomule wrote:

Ok, I have to hit the road for a while, so in the meantime draft a story for Harktown and the assets to go with it. Backgrounds, in order from Rocky's room on, should come first along with whatever objects you feel like making as any can be added later. Mainly we want a few areas we can start to link together with game code and edit later as needed. I'll start on the code when I get back home.
Alright. I reduced the size of the house even more, since I think we were even then using too much space. Now I'm going to make a grass plane. I'm not sure what else to do honestly, maybe make dirt and path?
Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

I think it might be a good idea if I made the houses a LOT bigger, just so that an entire town doesn't just fit into one frame.
BirdLover198
Scratcher
100+ posts

serious game team forming - experience and skill required

Locomule wrote:

BirdLover198 wrote:

Question, is the rank, ideas open? Because I have a my stuff full of like 5 different unfinished ideas for games as proof I can do that stuff not much good at anything else, except maybe vector art

Please give us links to at least 3 projects which you think best show off your ability to come up with game ideas.

well I can't give three actual completed projects, but I can give you 2 project ideas and one WIP:

•1 Little one - a Survival Platformer
•2 Unnamed Buy, Sell, and Work Game
•3Bloby Farm

These aren't completed so some of them (especially #3) will be hard to understand, so I will have explanations in the projects about what they would be.

Also I don't know If I would actually join, but I could give you ideas if I qualify.
Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

So, I got the story for getting Jamison and Kara on our sides complete. I say we finish making that in the game and then I'll keep working on the story in Skyveil, specifically getting a character to join our side…. temporarily.
LocoHouse
Scratcher
10 posts

serious game team forming - experience and skill required

BirdLover198, I'll check those links out when I get a break from coding.

Shall0w, sounds good. I am working on the map editor now. Current features include what we already had, a play mode you can walk around in with working collision detection plus..
-pressing C in play mode switches the player sprite between Rocky, Kara, Jamison, and Yriza. A temporary sprite test feature that will become the character switching feature in the game later
-pressing M toggles between play mode and edit mode
-pressing C in edit mode opens a dialogue to change the current map being edited
-While in edit mode, the mouse cursor functions as the edit pen and has an object that hovers above it. The up and down arrow keys scroll through the available objects. What I am currently working on is the code that stores objects as list data that can be edited or used to spawn objects during map changes in play mode. Once that is finished, I will add the code to spawn objects during map changes in play mode and then the project will be ready to start early testing as I add more features like doors, warping at map edges, etc.

Last edited by LocoHouse (Jan. 21, 2018 19:33:57)

Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

If you haven't changed the collision box, could you change it so it's the same as in “Adjust Collision?”
LocoHouse
Scratcher
10 posts

serious game team forming - experience and skill required

I'm currently using both new maps and the old one from Jerald's room, just for development, so I already made new collision boundaries for the new backgrounds.

Last edited by LocoHouse (Jan. 21, 2018 22:13:40)

Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

I realized that we didn't have any boss fights in the story yet! So, I added two, one for each character. One is a Rat King, which, for anyone who sees this and doesn't know, is when a bunch of rats get their tails stuck together with something, with the amount being possibly very high. That one is right before you get Kara, and the other is “Kathrax of the Spawn,” a shadow-infested spider, right before you get Jamison. My ideas for the fights are as follows:

RAT KING: The player has to manage fighting four Rat Kings. At all times, at least one is attack-able. If any aren't, they deal AoE damage to you if you're nearby, emanating a plague. The other mechanic is attacking them sometimes causes a normal rat to be set free and attack you. The Rat Kings don't share Health, but do have somewhat low Health.

KATHRAX OF THE SPAWN: Kathrax's fight is similar, with it laying eggs that let out bursts of shadow, dealing AoE damage. These have to be killed before the map fills up. Killing them deals damage to Kathrax and summons spiders. Kathrax also disables your character every so often, so they have to be set free. Lastly, Kathrax can put web on the ground, which slows you when you walk in it.
LocoHouse
Scratcher
10 posts

serious game team forming - experience and skill required

Just got room objects loading in edit mode. Was laggy, just fixed that. Once I add it to play mode I will upload the latest version.
Locomule
Scratcher
1000+ posts

serious game team forming - experience and skill required

Ok, it may not look like much of a change yet on the surface but we are really close to having the map editor working. The new controls are in the project notes. Once the editing features are stable we can start adding doors, map edges, and other ways for the player to move from one map to another and then we can actually start building our RPG world. I'm excited!
Shall0w
Scratcher
100+ posts

serious game team forming - experience and skill required

Locomule wrote:

Ok, it may not look like much of a change yet on the surface but we are really close to having the map editor working. The new controls are in the project notes. Once the editing features are stable we can start adding doors, map edges, and other ways for the player to move from one map to another and then we can actually start building our RPG world. I'm excited!
I'm excited too, this should be awesome!

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