Posts posted by Zirrrus
I love those little details, often much more fun to work on than core gameplay/features.
This was a neat experience!
The sound was especially weird and interesting.
Chamfering corners was a lot more tricky than I had though, but it works now:
And I made it generate windows(plus one door for every face of a building):
The weird blocks are placeholder decorative items, and the self-intersecting buildings are absolutely normal, if a bit avant-garde.
Problem is: I don't really feel like working on this anymore. The most interesting challenges are solved, apart from dynamically generating new parts of the city - which seems like it'll be a pain.
It's hot outside, I'm lazy and have very low energy. I'll try to get it to a "playable" state and upload it.
It was really fun working on this though, maybe it's just my mood atm. Thank you for the encouragement, everyone!
With the outline and the art this is looking very good!
I found the green holey blocks pretty off-putting(it sort of triggered my trypophobia), the new sprites are very nice, super crisp.
Really neat idea, and stunning pixel art!
Polygons were mistakenly identifying themselves as their neighbors, causing a whole bunch of issues. Merging triangles works now, only issue I'm aware right now is edges being offset in the wrong direction. That happens because edges use their polygon's center to determine the direction for the offset. While it's not optimal it actually causes interesting features like cul-de-sacs, so it'll stay this way for now.
Tomorrow I want to get some beveling on on the very pointy bits of the polygons, and then instantiate placeholder doors and windows on the buildings.
After that it's art, art, art. And maybe I'll add some gameplay?
This is really cool. The idea is super neat and it's actually pretty fun, even when you keep failing.
Got polygons working...mostly.
Insetting works most of the time. But when forming clusters of triangles and then merging them into polygons it occasionally fails. Especially the part where it tries to "walk along" the edges of the polygon to make sure it actually is a closed shape. Well, progress is slow but maybe I'll crack that nut tomorrow.
The version where building get created inside the triangles is done. For now they are just made up of planes. And triangular. I've looked into merging them together, but polygons are a lot more difficult to handle since they can have all sorts of weird shapes. Maybe tomorrow.
Then I created a simple FPS controller and went in there...
Because of the strange angles the city has a rather alien feel to it at the moment. But I'm happy with the result so far.
That seems to be coming along very nicely!
Ah, cool, I was hoping you'd keep going with this. Looks even better now!
That is a very cool selection of abilities, especially love the steam hover/cleaning shoes.
What do the piano shoes do?
Also, the detail of the ears bending back during movement is just too cute.
Today I managed to finally solve the remaining issues with the script. First I spent some time writing myself a library for 2D geometry functions and such though. That was fun, if not necessary for advancing the game.
Now I can generate a point set and properly triangulate it, like this:
The plan is to maybe randomly remove some edges and then create walkable streets along the lines in the diagram(adding some curviness). So every vertex in the diagram is an intersection. That will most likely lead to many Flatiron-type buildings, but I'm not going for realism.
Another way would be to generate the buildings offset inside the triangles, that would automatically create the streets in between. Adding curves to them would be difficult though...but should be overall a lot easier.
I'm still figuring out what data structures would be good to keep track of everything, once I have that squared away I can start generating the streets along the edges. The next challenge after that is properly connecting streets at intersections.
And then comes some art, making a variety of doors, windows and other features for the buildings.
I spent most of the day writing and then debugging the triangulation. It's still wrong and broken but until half an hour ago was doing just nothing.
Good thing it doesn't have to be very efficient because I implemented(well, tried to) the Bowyer-Watson algorithm, which is very naive and pretty much brute-forces the triangulation by just going over everything over and over. Hopefully I can finish this up tomorrow because it's a fairly small part of the project.
Your art, both drawn and pixelled, is once again brilliant.
This looks amazing already!
I think those aliens would probably really enjoy photic sneezing.
You really nailed the Barbie house McMansion look
After trying my hand at a heavily authored "experience" last time, it's time to go back to what I like and know-ish: procedural generation.
My plan is to have an infinite city where you walk along streets with buildings on both sides and occasional landmarks.
I've done a little bit of prototyping and have a basic system for generating a curved road between two points with blocks of varying size as building placeholders.
(and there already is a bug...)
The big problem right now is how to generate points with connections between them that obey certain rules so the streets don't cross/intersect in weird ways. I've implemented Poisson disc sampling for picking points that are not too close together and now the best step seems to be using Delaunay triangulation to turn that into a net-type thing. Implementing a weird mathematical procedure seems pretty daunting.
- generate a city-like map of points and lines
- properly connect streets at intersection points
- generate building facades out of parts
- add special features like open squares etc
- cull/hide streets you can't see for performance
- dynamically delete old and generate new sections of the city
- cutting scope for time reasons
I found the writing and music very effective at setting the mood. It's great how much you managed to convey without being verbose.
I love the (by now)series of Inspector Fetchem games! The art is just brilliant and perfectly fits with the writing and simple but fun gameplay.
This was a thing...I did not achieve most of my goals and once again mostly cobbled something together.
Other stuff encroaching on my jam time and also just still being a distraction when I did have time was mostly to blame. As always I also overscoped quite a bit.
Going for cutscenes without any prior experience wasn't smart either. At first I was using Unity's CharacterController which just completely refused to have its camera controlled. So I made my own, much simpler but still fairly stubborn. And I didn't want to actually use any proper animations and instead just used lerping between positions/values. It shows, it's all clunky, but ended up at least working. The scripts that coordinate everything are just the worst though.
Because the new sequence is so linear I included the old scene so you can also just walk around for a bit and enjoy the creepy music by Joel.
It could have gone a bit better. This week was absolutely terrible and I didn't get very much done.
The car chase is there in structure, now it needs to be bedazzled with graphics and sound effects. I won't get any more than that done this weekend, so my entry will be a 1 minute cutscene with a little bit of interaction. During the week before the showcase I'll probably do some more work on it, but who knows what could happen next? The last two Wizard Jams have been harbingers of doom for me.
JoelWmusic in Slack has made some really cool atmospheric music for me, it really improves the atmosphere a lot when just walking through the fog.
Oh, and #wizardjam gave me the town you are coming from:
Too bad you have pressing business in Fresno...
Eww, I like it. Gameplay looks
Looking very good already and that concept is very intriguing.
[Dev Log] Walking an unfamiliar city alone
in Wizard Jam 9 Archives
I've come to a decision: I won't submit my game to the jam.
It's neither fun, nor interesting, nor bad in a funny way. It's just plain boring, infinite bowls of oatmeal.
The tool which generates the stuff is pretty neat, and I'm happy with what I created there. But that then gets turned into something pretty lame and not anywhere near interesting enough to spend a few minutes with. With a bunch of decorations and better(and more noticeable) variation, as well as a goal, it might be okay, but I have neither the time nor drive to make those adjustments.
Before the next jam I need to figure out what I'm good at and what like to make. I'm noticing a strong trend towards failure by lack of motivation/momentum in my game projects and that I start losing interest as soon as the basic systems and data structures are done and I have to work on gameplay and content.
If you want to check it out regardless visit: https://zirrrus.itch.io/wauca
The password is wj9