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TIGSource ForumsCommunityDevLogsFlotsam: A survival building sim in a flooded world
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Author Topic: Flotsam: A survival building sim in a flooded world  (Read 174350 times)
bithead
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« Reply #60 on: March 04, 2015, 06:30:00 AM »

Great art style, love the vibe! I too enjoyed the setting of Waterworld, and I think it makes an awesome game context. Can't wait to see what you do with the underwater aspects.
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The_Observer
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« Reply #61 on: March 04, 2015, 03:38:10 PM »

Whoa guys, thanks for all the replies! It pleases us very much to see people interested in Flotsam. Thanks!  Beer!

@triplevisiongames Yes, same feeling here. Glad to still have you with us though!
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The_Observer
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« Reply #62 on: March 07, 2015, 08:56:00 AM »

The last days I've been experimenting with adding moving waves and buoyancy to our floating buildings.
I'll have to tweak the settings and code somewhat, but I'm getting there.
The effect has been exaggerated for demonstration here though.

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Osteel
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« Reply #63 on: March 07, 2015, 08:57:49 AM »

Exaggerated? That looks awesome! Are you going to have storms?
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Juwdah
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« Reply #64 on: March 07, 2015, 09:05:27 AM »

Exaggerated? That looks awesome! Are you going to have storms?

Unsure, we would love to experiment with it though.
« Last Edit: April 24, 2017, 04:41:40 AM by Juwdah » Logged

wazeau
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« Reply #65 on: March 08, 2015, 06:07:47 AM »

Environment update!

I've made a few new concepts for the houses where you flotsam people will be sleeping, because I wasn't really satisfied with the placeholder we had now.

As you can see I use a lot of round shapes made with boat parts for these, so they feel a bit smaller, cozier and different than the bigger craftsman buildings. I think houses will probably need the most variations in-game because you will need a lot of living space, so I might end up making most of these designs in 3D Tongue But if you guys have a favorite, feel free to tell me so I know where to start modeling!

Each building will also have a big part under water like an iceberg. Not sure how we will do this yet, probably with some separate models we can reuse a lot, because we don't want these to take up too much of our polygon and texture budget.

You can also see a preview of what we think construction might look like (in bottom left corner). The builders start with a floating skeleton and gradually add more stuff to it till its complete. Since our buildings have a lot of loose building blocks, this should be easy enough to implement.

Now on to the 3D modeling!

Click for BIG size
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Juwdah
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« Reply #66 on: March 14, 2015, 06:15:29 AM »

Hey guys!
It's screenshot saturday again!
Here's one of our flotsammians poking around Smiley

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Seaport
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« Reply #67 on: March 15, 2015, 03:01:48 PM »

What a great idea and art style, I'd play this
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Paul
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« Reply #68 on: March 16, 2015, 12:38:56 PM »

Looking really good! The style is awesome
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and
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« Reply #69 on: March 16, 2015, 12:42:20 PM »

Is that guy dead?

Oh dear.

I love how you seem to be really capturing the style of the concept art in the 3D models. Can't wait to see more of this!
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The_Observer
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« Reply #70 on: March 17, 2015, 10:18:36 AM »

Thanks guys!
Yes, he's dead. My Word!
Which brings us to another question. How can we portray dead in a less morbid way?
From the start we wanted Flotsam to be not so serious and more a comical game. We also want dead to be a part of the game. Yet showing some of your former drifters floating in the water makes Flotsam a more serious game than we want it to be. Any ideas on making this a bit less heavy in tone?
Also with this last animation there were people who thought it was a kid floating in the water. Anybody else who thought this as well?


To cheer things up I've got a look behind the scenes!


What you see here is our waypoint-system that I've made for pathfinding. The green squares are waypoints and the green lines are a visualization of the connections each waypoint has.
If anybody wants to, I can make a more detailed post about the pathfinding system I wrote and why I'm doing it this way.

Read you later!
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crusty
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« Reply #71 on: March 17, 2015, 11:30:09 AM »

If you don't wanna get weird with it, maybe just have him sink lol.

If you DO wanna get weird with it, let the player use the corpse as chum.
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SKGoldsmith
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« Reply #72 on: March 18, 2015, 07:47:34 AM »

The whole idea reminds me a lot of WaterWorld. I think in that movie the dead are used to fertilize what little land exists, although a less morbid way to handle death would be to maybe use a floating pyre?
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Whyman
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« Reply #73 on: March 19, 2015, 03:52:03 AM »

Thanks guys!
Yes, he's dead. My Word!
Which brings us to another question. How can we portray dead in a less morbid way?
From the start we wanted Flotsam to be not so serious and more a comical game. We also want dead to be a part of the game. Yet showing some of your former drifters floating in the water makes Flotsam a more serious game than we want it to be. Any ideas on making this a bit less heavy in tone?
Also with this last animation there were people who thought it was a kid floating in the water. Anybody else who thought this as well?


Please dont take the guy pikring the dead body out of the game. Thats funny. Also im thinking sharks coming up and swallowing the bodies could be comical if done right. Or a giant bird picking up the body and flying away with it, some variation would be cool.
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JobLeonard
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« Reply #74 on: March 19, 2015, 04:11:06 AM »

This looks great!

Death is part of life. It shouldn't be sugarcoated, I think. No need for gore or "edgy" stuff either, but keep what you have in the game, please! There's a beautiful innocence to it.

Also, will there be visiting nomad fleets? Diving expeditions into the deep? Because I what I see right now gives me the feeling of being this tiny surviving colony floating in the great unknown, with so much more to discover just beyond the horizon or below the surface, and I love it.
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wazeau
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« Reply #75 on: March 19, 2015, 05:24:39 AM »

@crusty We probably don't wanna get that weird Smiley

@SKGoldsmith Yes, we were thinking of a similar idea with burning boats like the vikings did. Things might get cluttered this way though if too many flotsammers die at once, so were not sure. Then again that could be funny if your whole base burns down because of it. Smiley

@Whyman Note that this was just a silly animation our animator wanted to make for funzies, to make a gif Tongue We'll see if we can keep it in in some way though.

I like the bird idea :p We definitely would love some funny deaths, especially if it is the players fault, so they feel extra guilty. I recently played Oddworld New 'n Tasty, and laughed my ass off when I accidentally killed some friendly NPCs. Would be awesome to get stuff like that in the game.

@JobLeonard I agree, we were just a bit surprised by some people who were offended by the dead guy, mainly cause they thought it was a kid I guess.

And yes, we are planning on having visitors to your base, you're not alone in the world.
You will be able to let your people dive in some ways, mostly to pick up stuff from the seafloor. Things like crabs, lobsters and building materials. If you meant underwater basebuilding (like in Anno 2070 for instance), that might be a bit too much work for the 3 of us right now Tongue

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JobLeonard
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« Reply #76 on: March 19, 2015, 05:35:21 AM »

Nah, I meant diving as in just visiting, exploring and looting, like you suggested. To me that concept kind of has the same sense of wonder to it as space exploration, but into the deep oceans instead.
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Gear
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« Reply #77 on: March 19, 2015, 05:50:05 AM »

What if his face looked more comical? His eyes could be Xs and his tongue could be sticking out, for example.
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jboxx
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« Reply #78 on: March 19, 2015, 06:29:52 AM »

Survival building sim?  Genius.  Keep up the progress.
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The_Observer
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« Reply #79 on: March 21, 2015, 03:45:49 PM »

@JobLeonard We're still looking how much is possible. If we'd do it, we'd like to do it right.  Wink

@Gear Yes! That was also something we were thinking about.  Grin

@Tox2000
Thanks, there's no stopping us now!

Anyway, on the request of wazeau I've implemented a new construction system. Since wazeau creates the different constructions from a whole lot of different parts I wrote a little script that gradually builds up the constructions from these little parts. Some examples you can see here, without burly building sailors for now.  Wink

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