voxn

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Posts posted by voxn


  1. thanks z!

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    fog (clouds?) of war, moving units around, and other things I'm forgetting!

    sh4q0JL.png

     

    started drawing the rest of the cast + progress on the first three:

     

    SJGqu7z.png

     

    though I've discovered it becomes increasingly difficult to maintain a strong likeness the more rendering you do >:-I

     


  2. awesome progress! the pipes are becoming prettier daily.

     

    as a next step I'd suggest playing with ambient light. Shading with pure black (ie 0 color/saturation) tends to look rather ugly. Here's a quick edit of your colored pipes:

     

    M7tdeCv.jpg

     

    got a bit over-saturated, but hopefully it's a helpful comparison! And if you wanna get really fancy you can start building pipes with complementary color schemes, but maybe that's a bridge too far :-P


  3. today I added mouse scrolling (thus: giant map), a handful of new tiles, structure/unit databases, a bevy of unseen code, and began a spreadsheet to figure out mechanics -- which I'll make public and throw in here once it's a little further along. Coming up with units is a lot of fun. So far every one is an idle thumbs reference, but they get a little, uh, esoteric, and I'm curious if people will be able to puzzle them out.

     

    Kc46oZZ.jpg


  4. 8 hours ago, phill said:

    Simultaneous turns are my favourite thing. Ever play Frozen Synapse? That game was fantastic! Keen to see how you tackle it, I'm sure you're right in that there will be a few weird edge cases that will be annoying to deal with.

     

    nope, I'm a mega novice when it comes to (non-roguelike) turn-based games. Looks fascinating though, I'll download it tonight.

     

    thanks nappi! now if only this junk-ass forum software didn't resize all my precious aliased pixels *shake fist*


  5. *wiggles eyebrows at jake*

     

    and thanks phill, I hope so!

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    progress! Looking less eye-wateringly honeycomby, plus a fair bit of under the hood coding. Objects are now built from a little json database - as opposed to being hard coded - and clicking one sets it as the focus, popping up buttons for each action it has. No idea what those actions actually are yet, but I'm sure it'll be useful!

     

    currently I'm thinking the main gimmick of the game will be simultaneous turns. You'll have a small handful of slots to assign actions: move, build, etc. Then, when you end the turn, it executes all your/the ai's actions

    at the same time. I'm sure there's a lot of unforeseen programming challenges to this, but I can fall back on more standard turns if it proves too tough. 

     

    61EX2EW.jpg


  6. continued work on the hexes, trying to make a nice looking board. Random vertical shifting on all the tiles made for some interesting texture:

     

    JqqmN1R.jpg

     

    but I decided I'd rather it look a little less obviously board-gamey - so I made each individual tile more subtle, and ditched the shifting for now:

     

    NV5luSa.jpg

     

    looks like honeycomb now, but I think if I erase a few of the borders it'll create nice zig-zaggy patterns and start to look more like natural terrain. 

     

    I also started adding objects to the tiles (as evidenced by the mountains), but haven't dove too deep on that yet. In the meantime, another character joins the cast!

     

    Q5ZfCtT.jpg

     

    need to give her a slightly fiercer expression though ( * ^ *  )


  7. thanks everyone! Ideally the game will look completely serious to anyone unfamiliar with thumbs lore, which is proving an interesting challenge, haha

     

    On 11/19/2016 at 6:55 PM, Rilen said:

    Are you drawing any inspiration from Barlowe for that art style?

     

    not directly; in an effort to keep things light & speedy I didn't lay much groundwork (collecting reference, etc) before starting. I just enjoy sticking horns and floaty bits on everything :B


  8. starting off! whipped up some hexes, and got them drawing in the right place. I'm using gamemaker, so in theory I can export to html5 and host it on itchio, which will be pretty slick if it works:

     

    gZJ9y0g.jpg

     

    next was (my real passion) some art. Shooting for full thumbs roster representation, here's the initial lineart for Remo The Infinite and The Great Bird:

     

    hUwnDEm.jpg

     

     

     

     


  9. pitch: in a confluence of terrible/overambitious ideas, I'm going to try and mix idle thumbs (a video game podcast) with solium infernum (a hex-based strategy game, where nightmare demigods vie for control of hell). Since the two are so similar I don't expect any hiccups.

     

    solium is entirely about player manipulation and politicking, which ai can't handle, so predictably there's no singleplayer. As multiplayer is way beyond me, I'm going instead to try and create a (very basic) turn-based strategy game, which should be plenty adequate to stretch my meager ass programming skills to breaking. But mostly I wanna focus on that sweet demonic flavor!


  10. tragically, I discovered you can disable the guard rails entirely only after I'd placed all the paths.

     

    and it's a, uh, danger gap!? Polishing your park to withstand street view scrutiny requires rather a lot of finesse. Fixing all the clipping, gaps, and awkwardness could be an hours long process that strides uncomfortably close to a polish pass on an actual game you're working on :-P and same deal with constructing props. A reasonably complex custom building could take hours, because you really are just using 3D modeling tools, except with prebuilt chunks rather then raw vertexes.

     

    this game is going to be some peoples 'this is all I need for a decade' creative outlet, but I'm a bit curious how much staying power it'll have for a more casual audience.

     

     


  11. hey! bought this when nick first streamed it, and didn't realize it was playable yet. First impressions are real strong. I started with challenge mode ($8k starting cash iirc?) and this is where I'm at after ~4 hours:

     

    g2IEpnS.jpg

     

    weep, ocd park designers, at my desert labyrinth

     

    tjKwNqD.jpg

     

    I made all the rides black/orange for an industrial equipment look, and spruced up the desert props with enigmatic black pyramids

     

    plhqwn7.jpg

     

    so many great aspects to this game, and every feature you build gives you ideas for others. Already thinking my next park will lean on all the little real-time lighting props -- they look incredible at night (and you can lock the time at any point).

     

    worth noting though that this game is heavily weighted towards sandbox rather then sim. I've found it trivial to keep my park in the green, and elaborate coasters are the only thing that costs a substantial amount.


  12. fascinating idea for a game! That typewriter is great, and aiming for a very specific aesthetic will be really valuable.

     

    chair scene would look fantastic with some simple textures and better rendering (cast shadows/less banding/some diffused light) but having to wait 6 months to do significant work seems like it'd be a severe knock to motivation.

     

    good luck either way!


  13. oh no, sad to see this axed!

     

    I started rereading the series when the podcast was mentioned, and just finished. Was somewhat apprehensive about how it would hold up - especially after the extremely light first novel - but the core of these books is as radiant as I remembered.

     

    had no idea there was a new play out, which, judging by the reactions, was for the best. Though it was probably the catalyst for the podcast in the first place?


  14. I decided to embrace catastrophe and am learning the game on a harder difficulty. Three colonies deep so far:

     

    Vampireshire:

    lasted until summer where a critical mass of sadness/heatwave had most of the colony wandering around naked and unresponsive.

     

    Neo Hogwarts X:

    overran by raiders. Previous raiders were easily dispatched tribals - so I skimped on defenses - then a five man squad arrived with automatic weapons and frag grenades. The most badass conceivable lady, an 84 year old woman w/ pump shotgun and pet fox, almost fought them back, but the colony was so crippled I gave it up.

     

    House of the Anime Queen:

    I was absolutely crushing this game; loads of guns, heavily fortified, people who did things, orbital trading, a cemetery of dispatched raiders. Surely I can take down this lone Trumbo.

     

    Owl Shrine:

    current game! Had an amazing storyline where I captured a raider in an early skirmish, and finally convinced her to join the colony after months of resistance. The best warrior by magnitudes, she died defending the colony from another raid only weeks after the restraints came off, singlehandedly winning the battle by flanking around a mountain with a broadsword she'd forged herself.

     

    owl shrine lives on though, and has survived almost a year now, taking down multiple organized raiding parties, a herd of mad mufallo, and surviving a fire that consumed almost the entire map.

     


  15. watching the latest Rimworld stream archive, and I'm confused. Your base was below freezing / everyone was dying of hypothermia and you didn't build more heaters? I haven't played Rimworld, and you kept saying there was nothing you could do, so I'm probably missing something?

     

    really enjoying the streams though - especially Nick's sculptures - and just bought the game myself. Going to try the ol 'crank the difficulty and see how long I can survive' approach.