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October 25, 2020, 06:11:49 PM

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TIGSource ForumsCommunityDevLogsDauntish
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Author Topic: Dauntish  (Read 1583 times)
Suttebun
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« on: July 24, 2020, 06:43:18 AM »

Daun†ish

Dauntish is to be a collectathon checkers-like game from the first person, for your phone. Hand Pencil BlinkBlink

Nothing is set in stone.


 


DO NOT POST YOUR OWN IMAGES ON MY DEVLOG!
DO NOT MAKE SUGGESTIONS TO ME ON HOW TO MAKE MY GAME.

I don't like it  Cool

« Last Edit: August 14, 2020, 12:13:06 PM by Suttebun » Logged

Rogod
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« Reply #1 on: July 24, 2020, 07:04:31 AM »

Heh, wibbly :3
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JobLeonard
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« Reply #2 on: July 26, 2020, 07:12:17 AM »

I have no idea what I'm looking at but it looks so interestingly weird
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Suttebun
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« Reply #3 on: July 27, 2020, 12:46:40 PM »

Castle
« Last Edit: August 03, 2020, 09:38:27 AM by Suttebun » Logged

Suttebun
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« Reply #4 on: August 02, 2020, 12:13:25 PM »



NEWS: I'm learning to animate in Blender, and am writing a 3D camera on SmileBasic (3ds) to prototype Dauntish.


Hand Pencil Also I just got a grip on using math with programming Hand Joystick
>point_distance - The distance between two points, or Pythagorean theorem.
>point_direction - The angle of two points, or atan(rise/run) 57.2958 degrees is 1 radian


As for the 3D camera in SmileBasic,
I have my World Space, which is a three dimensional Cartesian space. Easy as XYZ.
And then a Camera Space, which is the projected view of the world's space. It must draw according to the screen's top left center.

____#___                  ________                  _REC.___
________                  #_______                  ___#__
__#__#__                 __#[email protected]                 ________
________                  ________                  _#__#_
[email protected]____                 ________                  ________

world:top                 world:side                   camera

The camera has a frustrum, which is where I will get my sense of perspective from.
The closer and farther points are from the screen will not be visually provided through scale, I am drawing these points as points on the screen and both a far point and a close point are a single pixel.

A view of points aligned straight on will render all but the frontmost point invisible.

When the camera is lowered slightly on it's z axis (height) the further out point will move faster. This speed will be played with through the Camera's Frustrum Variables.

Rotations! (Degrees come from the Babylonian's base 60 number system Blink)
When the camera rotates on it's YAW axis, or horizontal neck turning, the points represented as #'s will draw themselves is the right place according the the camera's rotation. This means that to translate the world view to the camera's view.. I need to keep track of the distances and angles of the other objects in the scene from the camera to find the draw positions for the camera view. This is where point_direction and point_distance will be most useful.

I'm don't understand it fully, but when the camera rolls, or ear to shoulder "whaaa" motion - the frustrum should draw the points correctly SMB Mario

Let's get it Wizard
« Last Edit: August 03, 2020, 09:32:38 AM by Suttebun » Logged

JobLeonard
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« Reply #5 on: August 03, 2020, 02:23:59 AM »

Oooh, sketched update! Kiss

Getting the hang of the 3D camera?
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Suttebun
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« Reply #6 on: August 03, 2020, 07:57:23 AM »

Yeah! I'm drawing the 3d from scratch with a couple draw functions and math in Basic.
« Last Edit: August 03, 2020, 09:41:22 AM by Suttebun » Logged

Prinsessa
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« Reply #7 on: August 04, 2020, 04:06:53 AM »

Hello! Blink

Like I said over in my thread, DS stuff sounds super interesting. So you're prototyping on the DS but the game isn't actually for DS? How come you ended up doing it that way? Smiley

As for the game itself, I am equally intrigued!! Jelly people and ice cream folk? Shocked Gonna have to keep tabs on this mystery.

(also I have actually never played real checkers Embarrassed)
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Suttebun
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« Reply #8 on: August 04, 2020, 10:36:13 AM »

Hey Prinsessa, welcome to my part of town.

It feels sooo good playing your own game on the 3ds.
Programming tools and ways to send geometry to your PC through audio is just a wild FEZ like dream that makes me so happy.  Gomez
-
A big thing is, I know that game design is  i n f i n i t e  and that there's always a new room to dream up..
So even though I'm using Unity, I can continue to explore ideas and thoughts with the 3ds.



And shoot, I challenge you to online checkers.
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Suttebun
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« Reply #9 on: August 07, 2020, 05:18:32 PM »



demo Wizard
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Suttebun
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« Reply #10 on: August 07, 2020, 09:06:31 PM »

So I'm going to be real open about my inspirations.

I enjoy Quake, Doom, Nintendo, Redshift's The Quest, and the systems behind many other games and the progress made in the background as a whole.

My goal is to tackle a new genre. A new thing, for the purpose of making a sweet game.
But most especially - to show that we can do new things.

I want to nail verticality 
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JobLeonard
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« Reply #11 on: August 08, 2020, 12:26:24 AM »

Verticality? Like those infinite jumping games?
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Suttebun
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« Reply #12 on: August 08, 2020, 11:15:29 AM »



@JobLeonard
No no, I mean more on the lines of.. Look up.
Wherever you are. What do you see?

Now what if there was a tiny door there?
How would you get there?
What else would you find while looking up?

Making that something to always check.
« Last Edit: August 11, 2020, 04:25:21 PM by Suttebun » Logged

Suttebun
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« Reply #13 on: August 08, 2020, 04:12:57 PM »

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Suttebun
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« Reply #14 on: August 08, 2020, 05:06:07 PM »

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JobLeonard
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« Reply #15 on: August 08, 2020, 11:59:20 PM »

I think I get it, kinda, but it won't really click until I see it in action Wink
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Suttebun
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« Reply #16 on: August 09, 2020, 10:33:09 AM »

The term verticality comes from the experience of games over the years, and after a while the levels and the movement through them had come to a point where their motions were blending.

Moving in a new way allows you to see through secret walls that you weren't bound to see before Gomez
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JobLeonard
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« Reply #17 on: August 09, 2020, 11:00:32 AM »

Are you suggesting this will be a "platformer's platformer", where you need to kinda really know platformers to really get what kind of design ideas you're playing with? If so that's cool, I like experimentation like that Smiley
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« Reply #18 on: August 09, 2020, 12:46:41 PM »

So will this be a platformer or a black&white God simulator?
Are you going to be in fps mode and move a character on a platformer with your hands/aim?

And is that the latest character inspired by doctor Robotnik from sonic lol?

For the love of Mike, you got to give us something
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Suttebun
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« Reply #19 on: August 09, 2020, 04:45:24 PM »

So will this be a platformer or a black&white God simulator?
Are you going to be in fps mode and move a character on a platformer with your hands/aim?

And is that the latest character inspired by doctor Robotnik from sonic lol?

For the love of Mike, you got to give us something

I'm going for a turn-based first person single finger game for the phone.
One where you can fall on your back, role a couple times, and then throw a rock - never leaving your eyes.
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