Thotep
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« on: May 14, 2014, 04:46:01 AM » |
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- fast-paced strategy
- randomized
- emphasis on mechanics
- short and replayable
It looks like this: So, I'm working on a game that is both strategic and real-time, but isn't an RTS in a traditional sense (like Starcraft). A single playthrough will take you about 15 minutes, if you're good. But the next one will be different. And anoter one as well. --- EDIT: Prophour23 is available now! Launch trailer: Humble Widget (comes with a Steam key!): http://prophour23.comSteam: http://store.steampowered.com/app/317610/Here's the browser build (rather outdated, but if you're curious...): Play (WebGL, Chrome recommended)
I created the game's site: Game siteAnd a trailer (with gameplay!) as well:
Vote on Greenlight It's greenlit already, thanks!
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« Last Edit: October 22, 2014, 10:18:47 AM by Thotep »
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Thotep
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« Reply #1 on: May 14, 2014, 04:59:50 AM » |
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Here's a small animation from the game:
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Voley
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« Reply #2 on: May 14, 2014, 05:39:24 AM » |
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Here's a small animation from the game: Animation looks nice. What is this game about? What is happening on the screen?
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Thotep
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« Reply #3 on: May 14, 2014, 06:22:42 AM » |
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Prophour23 plays on a single screen. There's an "organism" consisting of various organs (circular shapes with red/blue bars). You grow these organs, move them on the screen and connect to make use of them (e.g. you connect muscle organ to a stomach organ to make it work). There's a constant threat - insects wanting to destroy your organism; so you need to defend yourself as well.
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Thotep
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« Reply #4 on: May 20, 2014, 12:36:49 AM » |
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Another animation: the heart.
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skittlefuck
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« Reply #5 on: May 20, 2014, 01:17:21 AM » |
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This looks really cool!
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Ticebilla
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« Reply #6 on: May 20, 2014, 03:53:01 PM » |
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Aaaaand I'm sold.
This sounds super interesting.
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SafetySnail
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« Reply #7 on: May 20, 2014, 06:00:49 PM » |
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Digging that old biology diagram look! This seems super interesting, keen to see where you go with it.
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Rahrahrah
Level 1
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« Reply #8 on: May 22, 2014, 09:22:25 AM » |
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I really really love the look of everything. Nice Arts!
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Trying more and more to relate less and less to Sisyphus.
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Thotep
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« Reply #9 on: June 03, 2014, 01:54:06 AM » |
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I created the game's site this weekend: Game siteAnd a trailer (with gameplay!) as well:
The trailer was a bit of a hassle. I had a few gameplay movies and music, all I needed to do was to cut it up and splice together in an interesting way. I never edited any videos, so I had no idea what program should I use. I tried a few (free ones) on Windows and Linux, almost did it in Pitivi. Unfortunately, for some reason Pitivi crashed when I tried to render the output movie. I was suggested (half-jokingly) by a gamedev friend that Blender has a video editor as well. Guess what - I made the trailer in Blender, despite having no Blender experience whatsoever. And it took me 2 hours! (including learning, which took about 20 mins) It worked so well (comparing to all the other editors I tried) that I'm eager to learn more about Blender.
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Thotep
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« Reply #10 on: June 16, 2014, 12:07:38 PM » |
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As a part of ongoing polish work I wanted to animate bugs' death somehow. Here's how it looked like recently: It just disappears. Not very cool! I just got an idea how I want it to look like and I implemented it this weekend. The effect actually consists of 4 parts: 1. A dying insect breaks down into a few parts. 2. There's a simple particle effect on top. 3. A stain is created underneath. It is animated, so it "spills" from the insect. 4. The dead parts attract other small insects, which feed on such carcasses. The 4th part needs a little bit more work, but I'm quite satisfied how it all turned out.
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Code_Assassin
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« Reply #11 on: June 16, 2014, 01:06:51 PM » |
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saw a gif of this in another thread. Really reminds me of looking under a microscope.
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collider
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« Reply #12 on: June 16, 2014, 01:20:07 PM » |
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This looks really great! I saw on your website this is PC/Mac/Linux... this looks perfect for iPad - any reason you're not considering that? (or are you?) What are you programming this in? (just curious)
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Thotep
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« Reply #13 on: June 16, 2014, 10:50:43 PM » |
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collider--> I'm using libgdx (so, Java). I plan to start with desktop platforms, although I don't plan to stop there. I'm heavily considering tablets as the next platform.
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Impmaster
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« Reply #14 on: June 16, 2014, 11:52:41 PM » |
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o this looks cool im following it
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Thotep
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« Reply #15 on: June 17, 2014, 03:13:03 AM » |
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The stain below a dying insect is barely visible, but I had a lot of fun putting it together. Here's a breakdown of the stain effect: 1. A stain is actually a triangle fan. I start with a fan of 30 triangles and radius=1. The positioning and scaling are done in the vertex shader. Scale is animated, so the fan appears small and then grows a little (I colored triangles with different shades of grey, hope they're noticeable). 2. I needed to deform it somehow. So I made a simple, tileable 256x256 noise texture in GIMP (there's a checkbox in the noise rendering filter to make it tileable): Then, every stain picks randomly one row of pixels from this image. I read the pixel's color value in the vertex shader (before applying scale) and deform the vertex' position using this value. It was pretty good, but I wanted the circle to deform gradually - so I multiply the noise color value by a displacement factor (which is animated from 0 to 1). So: + = Note that there is no jagged edge between the first and last triangle (black and white ones). That's why I generated a tileable noise texture. Shader code: //read pixel from noise texture. u_displacement_row is the row chosen for stain (random 0 -> 1) vec4 displacement = texture2D(u_noise, vec2(v_texCoords.x, u_displacement_row));
//color values are between 0 and 1, I want it to be between -1 and 1 float displ = (displacement.x - 0.5) * 2.0;
//deform the mesh. u_displacement_factor means how much I want to deform, 0 gives a regular circle v_position.xy += (v_position.xy * (displ * u_displacement_factor)); 3. Then I just added a texture in the fragment shader and voilĂ !
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Thotep
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« Reply #16 on: June 21, 2014, 01:40:35 PM » |
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Cutting connections between organs. Like enemies, the deleted connections just disappeared: I wanted it to look like the vein was being cut. Considered making a separate rope-like structure and calculate the physics using box2d, but (as with many other effects) I went for something that looks "good enough" despite being entirely faked. I made a separate shader to render the vein parts after the cut, but it's still the same single-row triangle strip that I used for the vein before.
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and
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« Reply #17 on: June 23, 2014, 10:55:38 AM » |
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This looks awesome and really unique! I'll be keeping an eye on this
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Thotep
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« Reply #19 on: June 24, 2014, 11:08:30 PM » |
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Started adding sounds as well. I coded a simple sound system using scraps of code from old prototypes. I wanted to use http://freesound.org as my source of sounds, but someone on Twitter posted about http://www.universalsoundfx.com. That's a pack of 3000+ sounds for $20, with free updates and additions. I liked the demo, so I purchased it right away and put a few sounds in the game.
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