Collaborative Effort

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338 Replies - 16768 Views - Last Post: 13 October 2014 - 05:53 AM Rate Topic: -----

#316 alapee  Icon User is offline

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Re: Collaborative Effort

Posted 25 June 2014 - 12:09 PM

The descriptions. That is the github link. I just haven't been on in awhile.
I need to add the link and the Role Call to my Sig........

This post has been edited by alapee: 25 June 2014 - 12:09 PM

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#317 modi123_1  Icon User is online

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Re: Collaborative Effort

Posted 25 June 2014 - 12:12 PM

Okay.. because you said "Oh if you have been working in the github directory let us know what you been working on. " and I wasn't seeing anything when going to that link.. and wondering if I was missing a login or what not.
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#318 alapee  Icon User is offline

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Re: Collaborative Effort

Posted 25 June 2014 - 12:14 PM

no, I put working in github on hold until we had a better design spec and idea.
Now I foresee lots of activity in it.

..There my sig looks better.


Addendium: This just came through the feeds.
Why Software Builds Fail.

This post has been edited by alapee: 25 June 2014 - 12:21 PM

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#319 Ntwiles  Icon User is offline

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Re: Collaborative Effort

Posted 26 June 2014 - 01:57 AM

I definitely think if we're going to throw out where we feel the most comfortable offering up our skills, the 'Game Structure' category needs to be MUCH more specific. Some people will want to jump on UI, some will be happier with the engine, some will want to design the AI systems, etc. That being said, I'd be more comfortable in the first two than I would working with AI.

Nathan / ntwiles
Game Structure/Art/Story
C++/Python 2 years
C#/Java/PHP/Javascript 6 Years
Table Top Game Design (I DMd literally two games, but I did really well and damnit I'm throwing it in)

This post has been edited by Ntwiles: 26 June 2014 - 01:57 AM

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#320 alapee  Icon User is offline

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Re: Collaborative Effort

Posted 26 June 2014 - 08:26 AM

So I figure we can do this in Stages:
Stage 1: "Hey it Works"
Generic "Soldier" that moves and Attacks
Generic Interface with Place Holders for Inventory,Stats.
Generic Background

This is just to get the base down. ntwiles, since you choose art, it can just be a general 8 bit soldier on a green background for the art.
The rest of us: it just needs a general feel to it, the ability to move and attack


Stage 2: "Skeletal Systems intact"
Theoretically this is where we get into fleshing out the interface, inventory, and stats screen. Maybe have a more permanent Title screen and closer feel on the "Soldier" Art and Animations.
The first generic monster should be created and interactions with generic npcs should start to form

Stage 3: "Its starting to get flesh"
By this stage we should be focusing on Generating Monsters, Weapons, Abilities, and start fleshing out the story. By now we should be seeing a Pre Alpha version of the interface and the Player Character should start to look about what it will in Alpha. Mechanics like drop, Ability Effects, will start showing up here.

Stage 4: "Its alive"
This stage we continue to flesh out the game and start polishing it. By this time the features and mechanics should be in place and we should be getting ready for the Alpha test. Storyline finishing should be almost complete and the PCs should be looking like there alpha version.

Stage 5: "What happened?"
This the alpha test stage, tweaks and more polish based on testing.

Stage 6: "We did it"
Maybe a little more polish and tweaks but over all the game should be in beta testing and have only a handful of bugs and glitches.


Right now we are Stage 0 "Development", and we are attempting to move into Stage 1. Moving between stages should take some time (except for maybe at the end). So i am not expecting fast movement through them, after all slow and steady wins the race.
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#321 BetaWar  Icon User is offline

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Re: Collaborative Effort

Posted 08 July 2014 - 08:35 AM

Alright, hopefully everyone had a nice break over the last week and is ready to continue on this a bit. Here's a current break-down of those who have stated they want to help and where.

                             +
Game Structure (Programmers) | alapee, BetaWar, ReohnXXV, rgfirefly24, ntwiles
                             +
Story Line                   | BetaWar, ReohnXXV, rgfirefly24, ntwiles
                             +
Artwork                      | ntwiles
                             +



There are also some tasks that everyone should complete (the earlier the better):
0. Install git, get familiar with it, and post your Github username/ link so we can get a CollaborativeDIC org set up and running.
1. Download and Install Unity3D (the free version)
2. Look over Unity3D and become at least familiar with the interface
3. Look at C# if you don't already know it and become familiar with it

Off the top of my head I can come up with a few tasks for each group as well (obviously this isn't exhaustive, but if we approach the problem in an agile mindset we will determine more tasks as we go and eventually solve the problem).

Artwork
1. We will need a basic grass tile, this should be easy enough to do, but it will be useful to see if we can get the tile engine to properly draw tiles.
1.a. If we could also get a stone/brick tile we could start drawing patterns with the tiles to ensure that the tile engine is working.
2. We need a "main character" sprite, initially it can be basic -- walking animations in the 4 directions we allow movement in (up, down, left, and right). This is obviously a bit more complex.
3. We need an "npc" sprite this can be pretty much the same as the "main character" sprite.
4. A basic enemy sprite (lets say a skeleton or something like that). Walking here is fine too.
5. Extend the "main character" sprite to, say, be able to swing a sword
5.a. Will also need said sword

Game Structure
1. We will need a tile engine, that is probably first and foremost.
2. Next is sprite capabilities and animations
3. Movement based on keyboard input
4. Ability to interact with NPCs
5. Ability to attack enemies (both dealing and taking damage)
5.a. This will mean we need to have health for any non-immortal NPC and the character.

Story
1. We have a basic idea for the beginning and the end. Time to start filling in the large details we want in the middle.
2. Start working on some of the initial quests/missions/whatever we call them
3. Need to come up with what various NPCs say when they are interacted with.

Now, the story side is a bit more nebulous as to where we are going, but I believe that it also requires a bit more out-there thinking (at least from a logical engineering perspective). So if you have any suggestions on that front please feel free to bring them up.
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#322 modi123_1  Icon User is online

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Re: Collaborative Effort

Posted 08 July 2014 - 08:54 AM

Quote

Artwork
1. We will need a basic grass tile, this should be easy enough to do, but it will be useful to see if we can get the tile engine to properly draw tiles.
1.a. If we could also get a stone/brick tile we could start drawing patterns with the tiles to ensure that the tile engine is working.
2. We need a "main character" sprite, initially it can be basic -- walking animations in the 4 directions we allow movement in (up, down, left, and right). This is obviously a bit more complex.
3. We need an "npc" sprite this can be pretty much the same as the "main character" sprite.
4. A basic enemy sprite (lets say a skeleton or something like that). Walking here is fine too.
5. Extend the "main character" sprite to, say, be able to swing a sword
5.a. Will also need said sword

Did we determine what we were aiming for? Top down like
Posted Image
or less isometric and more proper topdown?

Did we get a standard unit of size for a square?
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#323 alapee  Icon User is offline

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Re: Collaborative Effort

Posted 08 July 2014 - 09:06 AM

That is what I was thinking we started discussing the top down with a field of view.
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#324 BetaWar  Icon User is offline

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Re: Collaborative Effort

Posted 08 July 2014 - 09:07 AM

I was thinking top-down like the image you posted.

I am pretty sure that we had said something like 60 degree point of view for normal play and bosses would alter to a different (30 degree?) point of view.

As far as isometric vs. not, I think it would probably be easier overall to go with not since this is all of our first game project -- especially as a team... simple is probably best for now :)

<edit>
I actually was able to track down some information on my above statements. We were planning about 60 degrees for standard view, and a bit different for boss fights (though it isn't specified). Nothing about isometric is stated.
http://www.dreaminco...cussion-points/
</edit>
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#325 alapee  Icon User is offline

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Re: Collaborative Effort

Posted 10 July 2014 - 07:46 AM

Good thing I went and took notes on our discussions.

I think I need to redo the Github depository

This post has been edited by alapee: 10 July 2014 - 07:47 AM

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#326 astonecipher  Icon User is offline

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Re: Collaborative Effort

Posted 03 August 2014 - 12:23 PM

Is this still in the works? Granted I am not involved, but I am still watching with interest.
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#327 rgfirefly24  Icon User is online

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Re: Collaborative Effort

Posted 03 August 2014 - 01:19 PM

I'm not sure, but I hope it keeps up. I was thinking that we could try something like this: ludum dare
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#328 alapee  Icon User is offline

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Re: Collaborative Effort

Posted 04 August 2014 - 05:54 AM

It is still being worked on, I just haven't had the time to lay down the general structure for github, outside of setting up git hub, Though I do need people to send me github requests to work on it.
Right now I have a primary focus of finding a better job and family, but I have few minutes here and there at work while reports are running that I can work on it.
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#329 rgfirefly24  Icon User is online

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Re: Collaborative Effort

Posted 04 August 2014 - 06:42 AM

I will send you a github request today. Also I hope that you meant that you needed to find a better job and spend time with your family. ;)
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#330 alapee  Icon User is offline

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Re: Collaborative Effort

Posted 04 August 2014 - 07:19 AM

Yes, Firefly that is what I meant. I am also working on my BA, so it can get quite hectic around here.

Today's task:
Get a Base Line Unity Push for the general Structure and Push the FAQ_Notes.txt to the Directory.
I will also check on the applications for workers on it through out the day and try my best to do better ad checking on it periodically.
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