|
Title: TRTWNT [Looking for Voxel Artist] Post by: Code_Assassin on August 28, 2013, 02:05:52 PM (http://thecodeassassin.intellisenseless.com/trtwnt/titleBanner.png) (http://thecodeassassin.intellisenseless.com/trtwnt/) The Road That Was Not Taken TRTWNT is a board game with elements of FPShooters and RPG's. It relies on procedural generation in order to generate new experiences every time you play the game. Stats determine how the world and it's entities interact with the player. Looking For Voxel Artist I'm not going to bother with listing the feature set here, because it will probably change as development goes on. Have some pictures: (http://thecodeassassin.intellisenseless.com/wp-content/uploads/2013/08/example.gif) (http://snag.gy/a3mmL.jpg) Twitter (https://twitter.com/trtwnt) | Website (http://thecodeassassin.intellisenseless.com/trtwnt/) | IndieDB (http://www.indiedb.com/games/the-road-that-was-not-taken) To-Do List: https://trello.com/b/IkTTvIPt/trtwnt (https://trello.com/b/IkTTvIPt/trtwnt) Event Log -------------------- YEAR 1: MONTH 1: August 5th 2013 - Development Begins in Unity August 15th 2013 - GHPZ joins team. MONTH 2: September 6th 2013 - TRTWNT was put on IndieDB // LONG HIATUS DUE TO INJURY SOMEWHERE IN MONTH 2 MONTH 3: October 18th 2013 - Resumes Development On TRTWNT FAQ: Q: What are you using to make the game? A: Unity3D, C#, GIMP 2.8 and Sproxel Q: Who's developing the game? A: Code_Assassin(me) handles the code and art, and GHPZ handles the music and sfx. Others may join. (http://button.indiedb.com/popularity/medium/games/25974.png) (http://www.indiedb.com/games/the-road-that-was-not-taken) Title: Re: TRTWNT - The Road That Was Not Taken Post by: ToddersLegrande on August 28, 2013, 02:10:05 PM FIRST!!!!!!!!!!!!!!!!!!!!!
Looks cool! Can't wait for more updates! :beer: Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on August 29, 2013, 07:11:15 PM Working on an algorithm to generate random boards every time you play. Still needs more work...trying to flesh out the concept first before I bring it over to Unity.
(http://i.imgur.com/pGITaL4.png) Animated GIF for your viewing pleasure: (http://www.freeimagehosting.net/newuploads/fnv9d.gif) REVISION #2: (http://snag.gy/4jzfb.jpg) Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on August 31, 2013, 01:05:40 PM (http://snag.gy/OY5Il.jpg) (http://snag.gy/B9sfO.jpg) (http://snag.gy/BBAIC.jpg) So I've worked on the board generator and I think it's ready to be brought over to Unity now. I'm thinking the boards should have sizes to choose from. For example, if the user wanted to play a quick game of TRTWNT then he would want to play on a small board. If he want to play a long game of TRTWNT then he would pick a big board to play on. Title: Re: TRTWNT - The Road That Was Not Taken Post by: Connor on August 31, 2013, 08:29:34 PM cool, nice work!
Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 01, 2013, 12:16:18 PM cool, nice work! Thank you :) It's little comments like these that give me more energy to finish my game. I might write a blog post later on about how the generator works but it's pretty straightforward. Title: Re: TRTWNT - The Road That Was Not Taken Post by: kitheif on September 01, 2013, 05:48:55 PM Let's go code, you got this man.
Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 01, 2013, 05:59:00 PM Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 02, 2013, 12:30:44 PM (http://snag.gy/UZifM.jpg)
Working on bringing the algorithm over to Unity. It's not perfect yet, but it's getting there. Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 02, 2013, 03:08:54 PM I think it's finished :)
(http://snag.gy/voEiw.jpg) (http://snag.gy/T6j6x.jpg) (http://snag.gy/nT4p8.jpg) I'll probably be posting more about gameplay now. Title: Re: TRTWNT - The Road That Was Not Taken Post by: kitheif on September 02, 2013, 03:18:48 PM Yess let's hear about that gameplay.
Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 03, 2013, 08:54:46 AM I made a to-do list:
https://trello.com/b/IkTTvIPt/trtwnt (https://trello.com/b/IkTTvIPt/trtwnt) Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 05, 2013, 02:38:35 PM So I'm working on gameplay and I'm currently debating myself on the dimensions I should stick with. Everything is currently 2D but I think it would be interesting(and unique) if I merged 3D with 2D. If anyone has done this before and has any advice to give me I'd love to hear it. I don't want my game looking inconsistent, and I am fairly new to level-design.
I'm using a nice piece of open-source software called Sproxel (http://code.google.com/p/sproxel/) for the 3D Sprites. Unfortunately, Sproxel exports to .obj only (and a few other formats),but when I put the .obj in game it was textureless. Turns out that Unity does not support .mtl files so I converted the .obj's to .fbx's using a converter I found online. Here's a model I made: (http://snag.gy/V7Swn.jpg) For now the players will just be a bunch of heads, but I'll eventually give them bodies... after some practice with Sproxel ;) Title: Re: TRTWNT - The Road That Was Not Taken Post by: rocket5tim on September 05, 2013, 07:45:11 PM Have you tried Qubicle (http://www.minddesk.com/products.php)? It's not free or open source, but it might have an easier pipeline to Unity.
Off topic, that animated .gif in your first post looks like it has a ton of frames but the file size is only about 2.5mb. Do you have any tips for reducing .gif file size without loosing a ton of quality? I'm trying to export a .gif with 107 frames from PS CS6 and it's over 11mb! Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 06, 2013, 10:36:49 AM Have you tried Qubicle (http://www.minddesk.com/products.php)? It's not free or open source, but it might have an easier pipeline to Unity. Off topic, that animated .gif in your first post looks like it has a ton of frames but the file size is only about 2.5mb. Do you have any tips for reducing .gif file size without loosing a ton of quality? I'm trying to export a .gif with 107 frames from PS CS6 and it's over 11mb! I honestly have no money whatsoever, so Qubicle is out of the question. I might get it when I finally get the funds, or some kind soul gifts it to me - but until then, no. It is a nice piece of software though and perhaps the best voxel editor I've seen/used. I definitely did not hand-animate the gif you see in the OP, I used software called Licecap (http://www.cockos.com/licecap/). If you're trying to record gameplay or something I recommend you use that rather than PS CS6. If you don't want to do that there are some other options :) GIFTI (http://www.gifti.me/) - 10 MB LIMIT EZGIF (http://ezgif.com/) - 12MB LIMIT Title: Re: TRTWNT - The Road That Was Not Taken Post by: rocket5tim on September 06, 2013, 10:52:34 AM I definitely did not hand-animate the gif you see in the OP, I used software called Licecap (http://www.cockos.com/licecap/). If you're trying to record gameplay or something I recommend you use that rather than PS CS6. I just tried licecap and it's awesome, so much easier than what I was doing before. Thanks! Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 06, 2013, 02:12:49 PM I definitely did not hand-animate the gif you see in the OP, I used software called Licecap (http://www.cockos.com/licecap/). If you're trying to record gameplay or something I recommend you use that rather than PS CS6. I just tried licecap and it's awesome, so much easier than what I was doing before. Thanks! Hey no problem man, glad I could help out :) Also this is a thing now: (http://i.imgur.com/TvPMzwx.gif) Don't let him stare into your soul. Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 06, 2013, 07:07:58 PM TRTWNT is now on IndieDB: http://www.indiedb.com/games/the-road-that-was-not-taken
Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 07, 2013, 01:37:41 PM I modeled some more characters....
(http://snag.gy/ABcAE.jpg) (http://snag.gy/qepgz.jpg) Pixeling in 3D is a bit different than it is 2D. I need to experiment with depth more. I don't want my characters too flat. Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 08, 2013, 12:34:40 PM (http://snag.gy/DX01D.jpg)
This is full of win. LAN only atm, but I'm working on WAN. Title: Re: TRTWNT - The Road That Was Not Taken Post by: migrafael on September 08, 2013, 12:55:15 PM I'm using a nice piece of open-source software called Sproxel (http://code.google.com/p/sproxel/) for the 3D Sprites. Definitely checking out Sproxel. I used blender3d a lot but I have no time or patience for modeling/texturing right now. Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 08, 2013, 01:38:06 PM I'm using a nice piece of open-source software called Sproxel (http://code.google.com/p/sproxel/) for the 3D Sprites. Definitely checking out Sproxel. I used blender3d a lot but I have no time or patience for modeling/texturing right now. Awesome! I hope you like it. It really is a great tool :) Burly Man Creation Process: (http://i.imgur.com/GaYTiUx.gif) (http://i.imgur.com/17kx21U.png?1) Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 09, 2013, 08:23:42 PM (http://gifti.me/i/yapxJ.gif)
Playing by yourself sucks... but that's okay! :gomez: Will be adding more to the scene later. Also need to explore the concept of lag compensation. Going to be a fun week. Title: Re: TRTWNT - The Road That Was Not Taken Post by: Code_Assassin on September 15, 2013, 03:29:58 PM Looking for an artist(one which can pixel.... in 3D!). If anybody knows of someone who can do this please spread the word! I'm trying to get a build out for TRTWNT but unfortunately I am reaaaaally bad at making models for in game usage :(
(http://snag.gy/nNudr.jpg) my horrible attempt at art Anyway thanks for reading! Title: Re: TRTWNT [Looking for Voxel Artist] Post by: diegzumillo on September 15, 2013, 09:54:10 PM I don't know what's going on on those gifs and screenshots. But I like it.
Every time I see a project like this I have to hold myself from yelling I WANT TO HELP! I MAKE ART FOR COFFEE. But I barely have time for my own projects nowadays :~ Title: Re: TRTWNT [Looking for Voxel Artist] Post by: Code_Assassin on September 16, 2013, 09:56:19 AM I don't know what's going on on those gifs and screenshots. But I like it. Every time I see a project like this I have to hold myself from yelling I WANT TO HELP! I MAKE ART FOR COFFEE. But I barely have time for my own projects nowadays :~ :tearsofjoy: Thank you. I think the build I release will make people understand what the game is actually about and what it wishes to achieve. Still looking for an artist, but thanks for showing interest :panda: Title: Re: TRTWNT [Looking for Voxel Artist] Post by: Code_Assassin on September 26, 2013, 06:51:11 AM So still looking for an artist(doesn't really need to be a voxel artist... I'll voxelize the art by hand if you wish) , and have been bogged down with school work but will resume development this Friday :)
Title: Re: TRTWNT [Looking for Voxel Artist] Post by: s_l_m on September 26, 2013, 09:40:50 AM This kind of reminds me of the board game level in Gunstar, that is a good thing. I know it's a different style of game btw but it still seems cool
Title: Re: TRTWNT [Looking for Voxel Artist] Post by: Pineapple on September 26, 2013, 10:21:37 AM So still looking for an artist(doesn't really need to be a voxel artist... I'll voxelize the art by hand if you wish) , and have been bogged down with school work but will resume development this Friday :) I did some modding for C&C that included making tanks and things with voxels. (And I've played Minecraft, that means I'm practically a professional.) If you can pay anything for the voxels then I'm probably game. Title: Re: TRTWNT [Looking for Voxel Artist] Post by: Code_Assassin on September 26, 2013, 02:17:18 PM @_Madk
Thank you for showing interest, however I can't offer anything except my programming skills, but it looks like you've got that covered =) Thanks again though! Title: Re: TRTWNT [Looking for Voxel Artist] Post by: Code_Assassin on October 16, 2013, 11:45:48 AM Still Alive. I've been healing my injured shoulder(got x-rayed yesterday... results are coming) so I haven't programmed at all. I'm hoping this doesn't have to go on too long, because Indie Cade 2014 is just around the corner. Meanwhile, I've made a map for the first build, and have made a list of things I want it to include. Hopefully it'll clear some questions people have about my game, because it appears as if the description isn't enough ;)
Let's hope I heal fast! Title: Re: TRTWNT [Looking for Voxel Artist] Post by: Code_Assassin on October 19, 2013, 10:37:42 AM (http://i.imgur.com/90RhVdv.gif)
ugleh. will work on making more beaut. #EDIT2: A little effect I like to call "Kickz" has been applied to the logo. (http://i.imgur.com/oAtLbLI.gif) Title: Re: TRTWNT [Looking for Voxel Artist] Post by: Code_Assassin on October 20, 2013, 02:11:47 PM (http://gifti.me/i/z7OsTQHk.gif)
Me think finished. The space ship has 3 paths it randomly selects from. I need to make sure those path's start off screen. I was looking at the scene in free-aspect so that's why you're seeing it spawn :3 Not sure why I'm calling it space edition. Maybe I should say space edition 0.01B? Title: Re: TRTWNT [Looking for Voxel Artist] Post by: kitheif on October 20, 2013, 03:30:44 PM Make the game, Code. Make the game!
|