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Community => Cockpit Competition => Topic started by: ElTipejoLoco on February 21, 2009, 04:19:36 AM



Title: Cogito Machina
Post by: ElTipejoLoco on February 21, 2009, 04:19:36 AM
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha1.png)

Just a template for what I'm trying to sprite at the moment, for this.

Ideas follow:
  • A mech semi-FPS. Capable to be done in 2D.
  • Meant to be played with a mouse, but should be able to be played with the keyboard alone.
  • Ability to see and shoot behind you, via an additional 'rear-view mirror' screen.
  • May be a boss battle gauntlet instead of having minor enemies/mid-bosses leading up to a major boss; if time does not suffice, may incorporate only one boss.
  • Small plot to go along with it- ending changes depending on performance of player.
  • Impossible to obtain a game-over, but better performance is rewarded.
  • Melee + Shooting + Grappling?
  • Two-player mode? Co-op? Versus?
  • Inspiration from Battle Clash / Metal Combat: Falcon's Revenge.

If anyone's interested in helping me out, it'd be appreciated. In the meantime, I'll just make sprites.


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 21, 2009, 11:52:37 AM
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha2.png)

Getting somewhere, but I'm too sleep deprived to keep my eyes open at the moment. I still need to finish the cockpit itself, and then sprite both the mech's arms and all the poses the pilot herself can take... hrmh.

P.S.- Does anybody need a link (http://www.youtube.com/watch?v=IGoFqMyFaZI) to the games (http://www.youtube.com/watch?v=VtH3A0rXg2k&feature=PlayList&p=7D6FB1B7B0B520E4&index=0&playnext=1) I'm being inspired by? (Warning: Second link may be an annoyingly voiced Let's Play. Alternative. (http://www.youtube.com/watch?v=1WZhxSFGRBQ&feature=PlayList&p=872EF89AC18FF596&index=0&playnext=1))


Title: Re: Cogito Machina
Post by: Synnah on February 21, 2009, 03:01:35 PM
P.S.- Does anybody need a link (http://www.youtube.com/watch?v=IGoFqMyFaZI) to the games (http://www.youtube.com/watch?v=VtH3A0rXg2k&feature=PlayList&p=7D6FB1B7B0B520E4&index=0&playnext=1) I'm being inspired by? (Warning: Second link may be an annoyingly voiced Let's Play. Alternative. (http://www.youtube.com/watch?v=1WZhxSFGRBQ&feature=PlayList&p=872EF89AC18FF596&index=0&playnext=1))
Has there ever been a Let's Play video that isn't annoyingly-voiced? Because I haven't seen one!

Nice mockup so far, anyway!


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 21, 2009, 11:27:07 PM
I just tried my hand at coding and realized I haven't the foggiest how to program this game. I'd need a tutor and the entirety of tomorrow (with food, if possible) to figure it out, at least as far as C++ w/ SDL goes.

And I keep modifying the templates instead of making ACTUAL sprites.

Maybe I should make the boss/one of the bosses/a RANDOM ENEMY/something that I can shoot at to relief my frustration/puppies/something for the other side of the cockpit.


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 22, 2009, 03:51:46 AM
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha3.png)

Alright, NOW my template is done.

The game's entirety will take place within the cockpit of a giant mech. Those green/yellow/pink things are screens with which the pilot will receive communications, look outside, and notice whether she is being attacked from behind or not. I plan to implement a dual screen type thing soon, but I want to finish spriting her back first.

Again, this is JUST a template- though it looks pretty spiffy all neon-y like that. I could keep it that way if I wanted, but I'd rather flex my spriting muscles (since it's all I can do until someone tries to lecture me in the finesse of actually implementing what I want to do).


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 22, 2009, 06:02:43 AM
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha4.png)

Getting somewhere, maybe... Definitely getting sleepy. :tired:

Man, I don't like that robot arm at all.


Title: Re: Cogito Machina
Post by: Mikademus on February 22, 2009, 08:30:54 AM
This game has my juices going :) Nice concept, and I'm really curious about how you're going to solve the wide/360 degrees view!


Title: Re: Cogito Machina
Post by: professor dead on February 22, 2009, 08:37:35 AM
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha4.png)
Man, I don't like that robot arm at all.

i like the robot arm :shrug2: is nice, yes?


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 22, 2009, 08:53:59 AM
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitconcept1.jpg)

This game has my juices going :) Nice concept, and I'm really curious about how you're going to solve the wide/360 degrees view!


Title: Re: Cogito Machina
Post by: Inanimate on February 22, 2009, 09:00:11 AM
I love the art! Fantastic!


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 22, 2009, 09:20:33 AM
I love the art! Fantastic!

The concept art, or the impromptu-template-slowly-turning-into-actual-sprites art? Either way... :-[ Thanks!


Title: Re: Cogito Machina
Post by: Inanimate on February 22, 2009, 10:47:34 AM
Erm, mostly the concept art. The other art is great, too! Especially the dragon!

Maybe you could just make the sketches INTO the art style of the game? Like, convert them to the actual graphics? Because, frankly, I love the style.


Title: Re: Cogito Machina
Post by: genericuser on February 22, 2009, 10:52:12 AM
I wouldn't mind that art style either; it kinda reminds me of Another World:

(http://www.classicamiga.com/images/stories/jreviews/games/A/another_world_03.png)


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 22, 2009, 11:01:13 AM
Egads, I'm slightly torn on where to go now.

a) I'm still missing a programmer.
b) I'm now worried that for showing people my templates, they'll expect my game to look decidedly more retro (or flat shaded) than I meant to. Also, now I kind of want to use sketches instead.

Drat.

I think I'll sleep this self-sabotage off. Hopefully my mental mind-rays will fish me a coder.


Title: Re: Cogito Machina
Post by: professor dead on February 22, 2009, 11:03:08 AM
Egads, I'm slightly torn on where to go now.

a) I'm still missing a programmer.
b) I'm now worried that for showing people my templates, they'll expect my game to look decidedly more retro (or flat shaded) than I meant to. Also, now I kind of want to use sketches instead.

Drat.

I think I'll sleep this self-sabotage off. Hopefully my mental mind-rays will fish me a coder.

i code...but have never done 3d and am too scared to try (in gm :wtf:)


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 22, 2009, 11:14:02 AM
prof: Battle Clash and Metal Combat: Falcon's Revenge aren't 3D- I don't know how to code in 3D and would not even consider doing something I'm sure I can't do on my computer (such as running 3D modeling software).

The idea was to make the game a 2D first person game- sort of an on-rails experience like Lethal Enforcer or Sunset Riders or whatnot.

Sadly, my only experience with coding was a short platforming thing I tried to do for the CPB compo, but never released even a demo of it due to self-discouragement. :shrug2:

I IMAGINE I could do something with that knowledge- replacing the player character with a cross hair, but then the cross hair would be controlled with the arrow keys and I wouldn't know where to go from there, I think.

Are you... offering? :eyebrows:


Title: Re: Cogito Machina
Post by: Mikademus on February 22, 2009, 02:09:42 PM
As I offered in the cooperation thread, I can help with 3D (theory, design, OGRE, Irrlich, OpenGL, Direct3D, whatever). But only by assisting, I won't have time for being official programmer or something to that effect, I already have too many projects going and other stuff occupying my time.

Nonetheless, bloody hell, forget 3D models, draw some more on paper, scan it, paste it on billboards in the game and you'll have a bleedin' awesome art style going for you! The best of 2D and 3D combined!


Title: Re: Cogito Machina
Post by: professor dead on February 22, 2009, 02:15:27 PM
As I offered in the cooperation thread, I can help with 3D (theory, design, OGRE, Irrlich, OpenGL, Direct3D, whatever). But only by assisting, I won't have time for being official programmer or something to that effect, I already have too many projects going and other stuff occupying my time.

Nonetheless, bloody hell, forget 3D models, draw some more on paper, scan it, paste it on billboards in the game and you'll have a bleedin' awesome art style going for you! The best of 2D and 3D combined!

i was starting raycasting in gm :) :handthumbsupR:  i'm not new to c/++ but i am new to those api's.


Title: Re: Cogito Machina
Post by: magnum_opus on February 22, 2009, 02:25:52 PM
it doesn't really matter, Metal Combat is a strictly 2D game.
It's a HUD, an enemy robot on the screen, a scrolling background, and mouse input.

I'd offer to do it but right now my mingw install is broken and the installer refuses to work either. though I might be able to throw up a prototype in GM I suppose, or not use c/++.


Title: Re: Cogito Machina
Post by: professor dead on February 22, 2009, 02:32:17 PM
it doesn't really matter, Metal Combat is a strictly 2D game.
It's a HUD, an enemy robot on the screen, a scrolling background, and mouse input.

the line "i was starting raycasting in gm" was indicative ;)


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 22, 2009, 10:49:03 PM
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha5.png)

Latest mockup!

(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha1.png)(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha2.png)
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha3.png)(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitalpha4.png)

I think I'm doing good graphical headway, here, maybe? Spritevolution! :gentleman:


Title: Re: Cogito Machina
Post by: eigenbom on February 22, 2009, 11:57:58 PM
ETL, It's coming along nicely, I like the clean art style.

If you are looking for a coder, then I'd be willing to help out. I don't have too much spare time, but I should be able to spend at least a couple of hours a week on it. I agree with Mikademus about using a 3D engine but keeping most of the assets in 2D.

cheers,
ben


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 23, 2009, 12:19:56 AM
I'm waiting to see what prof. dead (I assume he's at least one or both of the two heads that compose iconic ghosts) does with the HUD sprite sheet I sent him, since he offered first. I'll just have to see how he feels this whole thing, well... feels to him them?, since from what I've seen, his experience has been with platformers only so far. If he feels confident enough, we're going places!  :beer::handthumbsupR:

I'm only relatively familiar with Game Maker, though, and since I only have the free version I always feel slightly discouraged when using it. I'm better versed in C++, but not well enough with the SDL libraries yet (still been reading up on Foo's Tutorials)- so even though I would love to be mentored in any shape or form, I'm a bit bummed there.

If this gets finished, it will be the first complete game I've made a concept and sprites for, and my first complete compo entry. :handshakeL:;D:handshakeR: Assuming I don't tinker around with coding, at least.


Title: Re: Cogito Machina
Post by: Mikademus on February 23, 2009, 05:18:48 AM
I'm only relatively familiar with Game Maker, though, and since I only have the free version I always feel slightly discouraged when using it. I'm better versed in C++, but not well enough with the SDL libraries yet (still been reading up on Foo's Tutorials)- so even though I would love to be mentored in any shape or form, I'm a bit bummed there.

Well, though I myself use OGRE, which is the best FOSS 3D framework atm, I'd recomment Irrlicht becaues it is cleanly designed in C++, fast and easy to get into, and has an active IRC channel. OGRE has a huge-ish threshold to get over, and the tutorials are all based on a "ExampleFramework" class structure that is only slightly less sucky than MS's Direct3D demo framework.

If you go for moving about in a 2.5D world the only things you'll really need will be billboards (quads always oriented toward the viewport/camera) and a ray/plane (or ray/sphere) intersection algo for testing collisions (while you'll always already find in any decent 3D framework's library).

Then again, if you have something dead simple or whatnot, go with that unless ya really want to get into 3D development :)


Title: Re: Cogito Machina
Post by: Traveller on February 23, 2009, 08:55:08 AM
Battle Clash and Metal Combat: Falcon's Revenge

I loved these games so much.   ;D


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 24, 2009, 05:01:00 AM
(http://i18.photobucket.com/albums/b116/ElTipejoLoco/TIGSource/CockpitCompo/cockpitconceptchara1.jpg)

Edit: Our heroine's name is Tess Aias.


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 25, 2009, 07:45:19 AM
Bollocks. It seems the good professor has momentarily disappeared on me.

I'll have the updated sprites up after class today (i.e.- in about 11 hours), and then I guess I'll try to code something in C++, or maybe try to learn Irrlicht.

Though I think I need to make some space on my comp- I'm not sure 2.3 GB of free space is, uhm... Irrlicht-space-friendly. :concerned:


Title: Re: Cogito Machina
Post by: Pixelfish on February 25, 2009, 08:30:50 AM
Your artistic style is great. From the screenshots it looks like you've reflected that style perfectly. I can't wait for this one.   :handthumbsupL: ;)


Title: Re: Cogito Machina
Post by: professor dead on February 25, 2009, 03:01:33 PM
Bollocks. It seems the good professor has momentarily disappeared on me.

shame on you.  shaaaaaame.  shun the nonbeliever.  shuuuuuuun.

lemme do my thang gurl :wizard:

nah, expect it late tonite, i gots works to do.


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 25, 2009, 03:10:04 PM
Okay, a) Charlie the Unicorn reminds me too much of myself and the personalities that surround me, and b)...

:tearsofjoy: Now I don't have to slave over a hot stove Visual Basic C++ 20086 on my birthday and can go back to concentrating on spriting glorious spriting.

I should really rev up notepad sometime soon to get the plot written and out of my noggin, though. I've been pretty much keeping its specifics under wraps because I'm thinking that, on my own, I would only be able to make about, say... one enemy in time for the compo's deadline. :durr:


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 25, 2009, 05:31:23 PM
I'm in the classroom right now, thinking about stuff. Stuff like "I have no idea how to use Game Maker, I wonder if seeing what prof. dead does in it will inspire me to pick up the free version", and "if I have to choose between C++ and C#, which would be better?", as well as "that 48 LoFi RPG compo thing is coming up soon, I wonder if I should do anything for it".

That aside, there's a bunch of plot stuff still in my head, but I'm more concerned about how to tell it in the game. Should I make everything skippable the first time around? Or should I force the player to watch cutscenes the first time they appear (and then maybe add 'press SPACEBAR to skip' on repeat scenes)? Should I have a 'story-lite' option that automatically skips the cutscenes? Will I even HAVE time to have cutscenes in there?

There's a very thin line when you plan to keep all of the events going on inside the cockpit as to what can constitute as a cutscene and what not. Ideally, I would like the dialogue to flow during gameplay in an uninterrupting manner, but I would also like the choice of letting people, well, finish reading the dialogue before they fight. Probably an honor type thing, maybe (the enemy will wait until either the dialogue is over or you shoot first, then begin fighting)? Would all of this be too ambitious?

With two screens, it's very hard to resist the temptation of using one of the screens for additional cutscenes and the like (a-la DS style), but I think it would be interesting to watch the same scene from two perspectives simultaneously (though it wouldn't be anything fancy like the cutaways in Killer 7 or No More Heroes). But should I give into temptation and do it? And if I DO use cutscenes (i.e.- stuff outside of the mech), should I actually just draw them, or keep them represented by sprites? A consistent art style is good, but I should also be able to switch it up, perhaps?

  • Difficulty levels versus control schemes: For example, gamepad support would not be able to use the whole "CURSOR IN SCREEN B TO ATTACK THE BACK". Should consider asking prof. dead to make a Starter.exe type thing to set up a config.sys thing, maybe.
  • Should I let people choose where to put each screen? How hard would that be to implement? (I.e.- horizontal screens versus vertical screens, Front being on bottom or right side instead of the default top or left)
  • How many weapons should I have, and what control scheme should I use if I allow keyboard support? Should I have a bunch of hidden weapons on the keyboard for anyone willing to mess with it long enough, or set up an "Equip before battle" system so that people can choose their favorite four weapons to set to ASZW (maybe allow for more setups they can change between using Q and E- these are the keys I use in ZSNES and would be easy to translate to a GamePad).
  • Should I keep the game small for the compo, or go for a full game, complete with secrets? Or should I just add onto the game post-compo?
  • Shall I search for a musician or try my hand at Musagi? Is there a program that can detect what notes/pitch it hears from a .wav (i.e.- I hum and make noises in a recording and the program could tell me what notes and pitch it recognizes so I could reproduce that song digitally)? Or should I follow a suggestion and peruse freesound.org?
  • I have too much free time. Maybe I should write the plot down.
  • How far should I go to hold the player's hand if I don't want them to be able to lose? Is there a clear way I could make it known to a player who skips all the cutscenes whether their performance was good or not without them viewing the ending or the cutscenes in between?

Brainstorming isn't hard- brainpicking is.


Title: Re: Cogito Machina
Post by: Traveller on February 25, 2009, 05:40:08 PM
For skippable cutscenes:  Remember that the 'first time' someone plays your game might be their tenth time, on a different computer--or maybe their machine crashes and doesn't save that they watched it!  Always, ALWAYS make them skippable.  But make the key an awkward one, like backspace.  Only thing worse than unskippable cutscenes is skipping them accidentally.


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 25, 2009, 05:58:38 PM
Crud, that's true.

Okay, making cutscenes skippable from the get-go is a good idea. Mapping it to a key that is not used for anything else, also a good idea.

But, if given the choice, which sounds better- in game dialogue that can mix with the gameplay (assuming you can't one hit kill the enemy, thus ending the dialogue early), or cutscenes that interrupt gameplay? I'm leaning towards the former, but the latter gives me the chance to play around with the double-screen concept a little, maybe.

Of course, if I'm to apply gamepad support, then the double-screen concept doesn't work very well in that medium- it would be better to have a single screen and map the R3 button (for a 360 pad, I suppose it'd have to be another button for different control schemes- I'm partial to the SNES control, and I suppose I'd use X or SELECT for that there) to switch to the back-camera screen.

Maybe that's too ambitious though, but I'm just brainstorming and picking out good ideas from the storm.


Title: Re: Cogito Machina
Post by: Traveller on February 25, 2009, 06:03:04 PM
Mixing the narrative in with the story is <i>awesome</i> and totally makes you cooler.

Though I guess it depends on how long the cutscene is.

If it's short, totally go for it!  If it's long, well, then you have to wonder "do I make the enemy invulnerable during his cutscene?" and stuff.


Title: Re: Cogito Machina
Post by: ElTipejoLoco on February 25, 2009, 06:34:55 PM
Making the enemy invulnerable might be a good idea for, let's say, someone that IS supposed to be invulnerable (or really important dialogue), but it might not be such a good idea if I implement the whole 'enemy will start attacking when you do' idea (i.e.- you start getting attacked by someone you can't hurt until he's done talking, a.k.a. DBZ logic).

I think it might be a more interesting idea to make the dialogue (if it's not important enough) become interrupted- and the dialogue changing accordingly ("What?! How dare you!" "Enough talk! Have at you!").


Title: Re: Cogito Machina
Post by: professor dead on February 25, 2009, 09:42:21 PM
when i work, i don't listen to anything but http://www.youtube.com/watch?v=w8y0JLPQl94

Difficulty levels versus control schemes: For example, gamepad support would not be able to use the whole "CURSOR IN SCREEN B TO ATTACK THE BACK". Should consider asking prof. dead to make a Starter.exe type thing to set up a config.sys thing, maybe.

doable ;D :handthumbsupR:

I have too much free time. Maybe I should write the plot down.

do.  although, narrative and making a text box is new to me.  seems professor cake already wrote stuff for our 48 lofi submission.  will use that then.

I'm in the classroom right now, thinking about stuff. Stuff like "I have no idea how to use Game Maker, I wonder if seeing what prof. dead does in it will inspire me to pick up the free version", and "if I have to choose between C++ and C#, which would be better?", as well as "that 48 LoFi RPG compo thing is coming up soon, I wonder if I should do anything for it".

buy gm, submit something for the lofi.  competitions are a good way to find support for actually starting "game programming."  short competitions are a way to tell you if you're actually enjoying trying to make a game.  idk what i'm saying, just...

How many weapons should I have, and what control scheme should I use if I allow keyboard support? Should I have a bunch of hidden weapons on the keyboard for anyone willing to mess with it long enough, or set up an "Equip before battle" system so that people can choose their favorite four weapons to set to ASZW (maybe allow for more setups they can change between using Q and E- these are the keys I use in ZSNES and would be easy to translate to a GamePad).

i have never played either of the games that are influencing this project, i've only watched them.  i believe these questions are entirely for you.  but i do like the equip before battle.  levels are just a series of battles, correct?  so it should have a load-out sequence like the thief games.

in addition, make cutscenes skippable.  thinning the plot sounds silly whenever the cutscenes are skippable ;)

unfortunately i sleep now.  must...recover...must...fuck


Title: Re: Cogito Machina
Post by: trabitboy on March 11, 2009, 06:41:08 AM
art style is great  :)
really makes me hungry to play  :handknifeR: :handforkL:  ;)


Title: Re: Cogito Machina
Post by: genericuser on April 10, 2009, 02:09:38 PM
What happened to this? It looked really promising...  :-\