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Perfoon
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« on: June 16, 2014, 03:47:31 AM »

It’s time to reveal my personal project: World Remade.

It's about:
• Surviving with friends (online)
• Fast paced action
• Procedural world to explore (probably „unlimited“ size)
• Collecting resources
• Crafting and constructing

Pictures:


Concept of an upcoming enemy:


Inspiration:
I’m huge fan of Tiny Wizard, Skytorn, Factorio, Nuclear Throne and King Artur’s Gold.
Technology:
Made in MonoGame (Lidgren for networking).
Major platforms should be Win/Linux. Also considering Xbox and Mac but the last one requires Xamarin licence which is expensive.
« Last Edit: January 01, 2019, 10:45:15 AM by Perfoon » Logged

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Green Gospod
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« Reply #1 on: June 16, 2014, 04:37:04 AM »

I like the simple style.
I'm guessing each time you crash on a new different world? I hope there are going to be some nice  wildlife variations, flora and ancient alien artifacts/ruins/civilizations for each planet.
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Jeff Skyrunner
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« Reply #2 on: June 16, 2014, 07:34:23 AM »

Nice idea!

Would it be only multiplayer? Do you plan to have only online multiplayer or also LAN/hotseat?
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Perfoon
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« Reply #3 on: June 16, 2014, 08:34:28 AM »

I like the simple style.
I'm guessing each time you crash on a new different world? I hope there are going to be some nice  wildlife variations, flora and ancient alien artifacts/ruins/civilizations for each planet.
Thanks! The simplistic style is easiest to draw and animate. Unfortunately many players don't prefere pixelated games. Maby in the distance future I'll decide to redraw it like this:

The idea of different worlds souds great but I'll finish this one first.

Nice idea!
Would it be only multiplayer? Do you plan to have only online multiplayer or also LAN/hotseat?
Tnx! Multiplayer is like in Terraria -> host your server and invite friends.
At the moment it works Lan only because I haven't made masterserver functionality yet.
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Neeko
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« Reply #4 on: June 16, 2014, 09:26:42 AM »

Looks cool! Gotta love the pixel art style. Is any form of PvP being planned?
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Perfoon
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« Reply #5 on: June 19, 2014, 03:23:55 AM »

Currently working on XML based "prefab system" which allows me to add variety of objects without creating a new class for each. It also adds some moddability value.
What do you think, is it good that player can change almost every game aspect (player speed, enemy strength etc.) by just changing XML files?

Also a nice picture about spider mechs in game.


Looks cool! Gotta love the pixel art style. Is any form of PvP being planned?
Tnx! PvP would be nice and I would like to add it. Unfortunately it seems more difficult to implement than PvE. Right now I have client-side prediction going on that introduce synchronization issues between clients. So for PvP purpose I need to invent some sort of server-side time machine. I'll definitely write here when I'm doing it Smiley
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libertango
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« Reply #6 on: June 19, 2014, 04:30:01 AM »

I like the speed.  Smiley  I'm probably too impatient for the slow pace of many survival games. 
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Jeff Skyrunner
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« Reply #7 on: June 19, 2014, 05:34:35 AM »

What do you think, is it good that player can change almost every game aspect (player speed, enemy strength etc.) by just changing XML files?

I definetely would Tongue

Of course, in my opinion it shouldn't be mandatory, in order of not frustrating less skilled users...
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JosephElliott
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« Reply #8 on: June 20, 2014, 10:21:24 AM »

I love the fast movement on those spidermechs. They're creepy as hell, and it's awesome.

Also, you know, everything else looks good too.
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Perfoon
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« Reply #9 on: June 27, 2014, 03:03:22 PM »

Some firearms added.


Seems cool but not ready yet. I'll start working on:
• 360-degree hand animation (vertical shooting looks terrible right now)
• Network synchronization for bullets
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Perfoon
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« Reply #10 on: June 28, 2014, 01:49:21 PM »

360-degree hand animation Done!
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Slader16
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« Reply #11 on: June 28, 2014, 04:15:28 PM »

That looks really cool, following!
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« Reply #12 on: June 28, 2014, 09:17:08 PM »

fuggenkuuul
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Perfoon
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« Reply #13 on: June 29, 2014, 02:05:29 PM »

Today was a refactoring day. WARNING technical talk incoming.

I read an article about particle systems and ended up implementing one of the data containers described there. (http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/flexible-particle-system-the-container-r3701)

Basically I have two custom lists for dynamic data now:
Synchronization list is for objects which are synchronized over network (players, bullets etc). Each object has a certain id that coincide it's position in this list.
Look at the picture below:
1. In the server every new node is added to the first available spot.
2. When node is "destroyed", it's just marked inactive.
3. When client receives a packet about new node, it's placed in it's certain position.
Pros of this approach:
+ element positions in the list won't change
+ number of lookups when adding elements can be reduced by keeping track of the first empty slot

Recycle list is for dynamic objects which aren't synchronized (primarily particles). All active elements are located in the first part of the list and inactive ones are in the end.
Look at the picture below:
1. Every new node is put after last active node.
2. 3. When node is "destroyed", it's marked as inactive and swapped with last active one.
Pros of this approach:
+ When iterating over this list there no need to check null values or inactive elements.
+ All operations have constant complexity.
+ Inactive elements can be reused -> zero garbage.


Legend:
Green dot's - active objecs
Red dot's - inactve objects (nor updated or drawn)
White dot's - NULLs

fuggenkuuulhttp://
That looks really cool, following!
Thank you guys, it's really motivating. I'll keep posting updates.
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Perfoon
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« Reply #14 on: July 02, 2014, 02:25:32 PM »

Made a nice transparency effect when entity is behind obstacles.



I've seen it before in some 3D games but not in 2D so I had to figure it out myself. It's made by drawing images to different textures and blending them together with custom blend states. Unfortunately it takes three render target switches to produce the outcome (on Nvidia 570 it takes ~0.25ms). So it can't be used on too many entities.
« Last Edit: July 08, 2014, 11:10:28 AM by Perfoon » Logged

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Perfoon
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« Reply #15 on: July 03, 2014, 11:49:56 AM »

What do you guys think, is it worth keeping the authoritative-server architecture?

It seems that anti-cheating is the only advantage. Well you won't play this kind of game with stranges anyway.
Without authoritative-server I can skip inventory synchronization and some other nasty stuff alltogether. Perhaps I should keep current player movement synchronization because it works pretty well.
« Last Edit: July 08, 2014, 11:09:51 AM by Perfoon » Logged

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Perfoon
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« Reply #16 on: July 08, 2014, 11:08:52 AM »

Now it's done, I've made my server to non-authoritative.


Thank's to that it's already possible to fight against enemies with friends.
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jonbro
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« Reply #17 on: July 08, 2014, 11:40:34 AM »

this is looking super beautiful! I think the pixel art style is great, and it seems like you have dumped a bunch of time into it already, but the more vectory style is neat too. Maybe you could try doing hq2x as a starting port for the upres? might work out alright.

I think I am noticing some layering issues with the trees and the cliffs, I have had so much pain dealing with that on my game.
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Perfoon
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« Reply #18 on: July 12, 2014, 12:35:26 PM »

Got mining and woodcutting working.


this is looking super beautiful! I think the pixel art style is great, and it seems like you have dumped a bunch of time into it already, but the more vectory style is neat too. Maybe you could try doing hq2x as a starting port for the upres? might work out alright.
Tnx. I think that the upscale stuff is exactly what i'm going to do. I'm going to pre-scale all images using xBR-3x (it looks best for me) and add option to turn it on and off in case somebody likes the current look Smiley. I hope it works.
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Perfoon
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« Reply #19 on: July 17, 2014, 01:29:08 AM »

I'd like to add decent exploring and resource gathering features. Here are some new plants and their collectibles.
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