July 14: More Random Thoughts
6 years ago
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Status: I hurt my foot at some point
█ I really shouldn't let these things lapse for so long, buuuut that' just part of how my brain operates I guess, but I'm sorta back! Though, not sure what being back means too much specifically. I do have a backlog of submissions I'll be uploading over the next few days, and maybe I'll be taking commissions again afterwards.
I'm considering setting up the FA shiny tipping system, and I have a bunch of thoughts in regards to that I'll probably elaborate on in a future journal; always gotta need money and all that jazz, which does also lean into me opening up commissions sooner than later.
Though with that said I've been working on my programming skills some more as of late, and may attempt to put together another game. One thing I've learned about programing and design over the past few months is that what I'm doing is essentially working on a fractal. When you start work on one thing, it branches off into smaller bits of detail, and each of those branches will break off into even more into infinity. Something I've gotten a bit better as such is building the major required branches and to not worry too much about the smaller things because you can literally work on the minute details forever and there will always be even more tiny details to work past that. Don't know how much time and energy I'll be able to put towards it, I need to put together a proof of concept together first anyways.
When I do go back to drawing and such I'll probably be streaming it. I did some troubleshooting a few weeks back and I think I've managed to fix the connection issues I had when doing it. In short the wireless signal my tablet was getting wasn't strong enough and I used the soda can hack to boost the wireless signal.
Hope you all are having a good summer! Personally I can't wait for winter to come back, I just don't like the heat and the mosquitoes! Like the one that's been buzzing around in my room that I have yet to smite.
|██████████|ENERGY
Status: I hurt my foot at some point
█ I really shouldn't let these things lapse for so long, buuuut that' just part of how my brain operates I guess, but I'm sorta back! Though, not sure what being back means too much specifically. I do have a backlog of submissions I'll be uploading over the next few days, and maybe I'll be taking commissions again afterwards.
I'm considering setting up the FA shiny tipping system, and I have a bunch of thoughts in regards to that I'll probably elaborate on in a future journal; always gotta need money and all that jazz, which does also lean into me opening up commissions sooner than later.
Though with that said I've been working on my programming skills some more as of late, and may attempt to put together another game. One thing I've learned about programing and design over the past few months is that what I'm doing is essentially working on a fractal. When you start work on one thing, it branches off into smaller bits of detail, and each of those branches will break off into even more into infinity. Something I've gotten a bit better as such is building the major required branches and to not worry too much about the smaller things because you can literally work on the minute details forever and there will always be even more tiny details to work past that. Don't know how much time and energy I'll be able to put towards it, I need to put together a proof of concept together first anyways.
When I do go back to drawing and such I'll probably be streaming it. I did some troubleshooting a few weeks back and I think I've managed to fix the connection issues I had when doing it. In short the wireless signal my tablet was getting wasn't strong enough and I used the soda can hack to boost the wireless signal.
Hope you all are having a good summer! Personally I can't wait for winter to come back, I just don't like the heat and the mosquitoes! Like the one that's been buzzing around in my room that I have yet to smite.
No one likes being too hot or too cold, but were I to choose one over the other, I'd go for too cold.
but yeah, cant wait for fall/winder again, heat is no good Xd
Yes. Summer sucks. I rather freeze to death, than melting from heat.
I tend to go with modular design personally, but I haven't really accomplished much x3
It may not be to the letter but you need to know what different features you plan to put in your game, and make them specifically possible while you are working on engine to have less time fighting with what you wrote and more trying to input those features. After that make some study on games you like then read on how they built.
Like your metroidvania had good concept, but too fast clunky jumps that moved screen suddenly and too much. Felt more like tight platformer, and really had strange ranges, feeling frustrating to play. Good concept but inexperience matters(or having more time to put such small things that might not exist in first hodge podge proof of concepts but should be added soonish as they scew that feeling of how it feels to play game.)
Now imagine things to fix, add short 0.2-0.5 seconds accounting for platform check while jumping so technically you could still jump after you got of platform. few pixels accounting that you landed but requiring for you in same 0.2-0.5 seconds to land. Some let ins for attacks making them just few pixels longer.
Or such important thing like proportions of game speed to asset sizes ratio. Like in game with the small sizes like megaman you can go fast make enemies move fast, because there is enough screen space to react. There is a upper limit, but it is still faster then in games like metroidvania, where enemies are stationary slow or predictable, always slow down, and there is relatively few fast enemies and they are predictable in their movement or where they appear.(would mention more about it later). And this game more relies on not zooming of the screen enemies and more of you walking in to slow enemy and then they signal their attack and you need to dodge/block it and read it in time. Looking on the game classics and trying sorta fit in those speed/size ratios is a good thing sometimes.
speaking of enemies appear suddenly. Sorta if player may near where they appear unless it is a target to cause feeling of being unfair or frustrating, like with pumpkin heads in castlevania I know it maybe wasn't super intended in terms of gameplay, but it sorta fitted in. The telegraphing of something is about to come out is good thing, or show player in safe environment that something can come out, so he could try to stay away from such places. Ofcause such desings not rooted and up to experimentation but it is better have them and turn them on and off to see how it feels with and without them.
generally simple things like that easy to implement most the time, but usually causing huge effect on gameplay. Every genre has those. Card games too, board games too.
As for programming you are taking right approach of engine and framework first rest is after. Just to help you to keep with least hussle as much robust and universal you framework I would recomend to use objects, or something that allows easy branching off. And keep all similar data to keep together in structure or in whatever analogue. (like sprite, weapon data and such) so if you would want to branch you could convert it easily without too much work into object or class.
For example if there is class for status effect, you can always branch it off to create completely different status effect or partially different you almost didn't account. Basically building structure for your program is as important. Thanks for hearing me out and sorry if I told banal things. Would be looking for your game to see how it would end up.