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Development => Works in Progress => Topic started by: time-killer-games on January 28, 2014, 09:56:43 am

Title: Dungeon Blabber
Post by: time-killer-games on January 28, 2014, 09:56:43 am
Dungeon Blabber... ...is a classic pre-rendered 3D, first-person, point-and-click, puzzle, adventure game with well-known, old-school, Myst-like gameplay. Not to be released for quite some time as this is my first "serious" project that I fully intend to work on until it's complete and spotless. What do you guys think? =)

(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/Screenshot%202.png)(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/Screenshot%203.png)(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/Screenshot%204.png)(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/Screenshot%200.png)(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/Screenshot%200.png)(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/Screenshot%200.png)
Title: Re: Dungeon Blabber
Post by: DaSpirit on January 28, 2014, 10:12:25 am
Okay, well, the purpose of high contrast is to make it easier to see. However, it seems like you are overdoing it, which does the opposite. With too much contrast, it becomes harder to see because everything starts turning black and white. That's essentially what I think you're missing from your game - color. Asides from two screens, you only have white, black and blue. It needs more variation.

Also. judging from your screens, it might be difficult for the player to explore. I love the point-and-click puzzle game genre, but it usually takes place in a house, mansion or even outside where there is a more variety of objects. Your place looks like a cave or temple, and those places are usually empty.

Anyway, I hope you do well. I really like that last screen of yours, that place looks really cool. I'll definitely give this a try when you finish a demo. Good luck!
Title: Re: Dungeon Blabber
Post by: time-killer-games on January 28, 2014, 10:56:37 am
Thanks man for the kinds words. I intend to perhaps tone the contrast down a bit I don't know why I like it so much the way it is I feel retarded since everyone seems to see something I don't. but yes as painful as it may be I'm going to lower it down for consideration of those who are going to play it. =)

Edit: forgot to mention this project is inspired from when I saw the second Hobbit movie. Though it's still very different and it isn't at all a direct or indirect rip of that movie since almost everything is different there's just one concept they have in common - a large underground fortress. In the hobbit if I remember right it is a whole city underground inside a mountain. But in my game It's not an entire city, just a castle.

About the story: you take the role of a 23 year old woman who spends her life hiding from the outside world by isolating herself in her father's well hidden underground castle. Everything she needs is there, food usually consisting of small rodents and self-cleansed well water to keep her alive. She hides in fear of death. Her father was captured by an evil force and thus abandoned her when she was little. She ever since has been crying out day and night for her father's return and for the war to be over. She is protected day and night by her guardian spirit and here and there he will make himself visible to her to comfort her and let her know he's still there so she won't feel alone. However she can't always see him, spirits can't usually be at all detected by the senses but he has a special gift that when he focusses his mind hard enough to be visible, he becomes temporarily visible but it requires draining his energy so he's not always strong enough to do it. But when he can do it also enables him to destroy possible threats that may harm her, such as wild animals or intruders.

Since it's an entire castle it's not just a "temple" or dungeon there's also going to be bedrooms, a large dining room and kitchen, primitive plumbing, etc. Also the lights are powered by fire magic - not technology.
Title: Re: Dungeon Blabber
Post by: Josh @ Dreamland on January 28, 2014, 11:09:34 am
Have you considered just rendering a few of your models in that contrast? You seem to be attached to the way it makes some things look, while ignoring the fact that other objects into unrecognizable meshes of light black and white. The final render you posted looks beautiful; the two before it can't be understood visually. The skulls in particular look good with the high contrast, as it brings out the texture.
Title: Re: Dungeon Blabber
Post by: time-killer-games on January 28, 2014, 11:26:12 am
Alright I'm going to make the contrast only apply to objects that look good with it and we'll see what I'll have then and I can make further adjustments if need be. Thanks Josh! =)
Title: Re: Dungeon Blabber
Post by: Goombert on January 28, 2014, 06:39:08 pm
Yes now I have to agree with everyone else, too much contrast. However, I can't help but feel all of us are saying this based on our gut feeling, and not appreciating what the graphics may be trying to convey.
Title: Re: Dungeon Blabber
Post by: time-killer-games on January 30, 2014, 08:02:32 pm
I'm still working on redoing all those old renders but
at least I have something new to share. More of my
artwork in progress. I still need to model some trees.

(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/dungeonblabber31.bmp)
Title: Re: Dungeon Blabber
Post by: DaSpirit on January 30, 2014, 09:41:10 pm
I think that looks pretty cool. Can't wait to see those trees.
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 02, 2014, 03:37:38 pm
The trees are done. It took long enough, that's for sure.
To see it in action, check out these links. Click and drag
the cursor to rotate the screen. Requires HTML5.

Interactive Spoiler 1 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example/html5/MonkeyGame.html)
Interactive Spoiler 2 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example%202/html5/MonkeyGame.html)
Interactive Spoiler 3 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example%203/html5/MonkeyGame.html)

If your browser is outdated or doesn't  support HTML5
here's a Flash version for each spoiler, it may run slow.

Interactive Spoiler 1 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example/flash/MonkeyGame.html)
Interactive Spoiler 2 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example%202/flash/MonkeyGame.html)
Interactive Spoiler 3 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example%203/flash/MonkeyGame.html)

Also note: an explaination will be provided in-game
about the trees. They don't grow leaves because
they don't rely on sunlight. Instead, their bark
magically lights up the cave with a dim neon green.
Title: Re: Dungeon Blabber
Post by: DaSpirit on February 02, 2014, 04:27:36 pm
I just tried the demo. I think you should change the colors of the ledge. They seem to blend in with the water. It also somewhat looks blurry (like the textures are low resolution).
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 02, 2014, 05:33:20 pm
The smallest texture(s) are 512x512 and most of them are 1024x1024 and the actual cylindrical panoramas rendered are 2048x2048 these two panoramas by themselves took more than 48 hours to render and it ate up all the resources thus I haven't been able to do anything on my PC that I needed to for days. I actually agree with you but I have a schedule to keep and I can only have the patience to do but so much. I hope down the road when this game is long past completed I'll have the time for touch-ups such as you requested. =) Or maybe after I have a break from this scene and go on to something else I can revisit it.

Thank you for the feedback as usual! =)
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 05, 2014, 12:17:00 pm
Alright, so here's the deal. I updated the OP so that is will only showcase the semi-official screenshots for this game. As you can see there are technically two screenshots displayed now. Where you see "more screenshots coming soon" future screenshots when released will replace those images just how it also will on my website. So four screenshots are yet to be released unless I change my mind, no more than 6 screenshots total will be shared, as I don't want to completely spoil the surprise! =)

However each screenshot will be of a completely unique area in the game to give variety in my advertising. The skull chamber I intend to make changes to the throw rug, since that scene particularly renders much quicker. The rug doesn't look realistic at all, it has no natural form, wrinkles, creases, or rug-like texture to it. This will be fixed shortly. I will update my website more frequently than this topic, so to be more up to date as well as see my other work check out my website. =)

http://www.timekillergames.tk/ OR
http://timekillergames.weebly.com/

Edit: rug now looks more realistic.
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 05, 2014, 10:12:27 pm
The trees are done. It took long enough, that's for sure.
To see it in action, check out these links. Click and drag
the cursor to rotate the screen. Requires HTML5.

Interactive Spoiler 1 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example/html5/MonkeyGame.html)
Interactive Spoiler 2 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example%202/html5/MonkeyGame.html)
Interactive Spoiler 3 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example%203/html5/MonkeyGame.html)

If your browser is outdated or doesn't  support HTML5
here's a Flash version for each spoiler, it may run slow.

Interactive Spoiler 1 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example/flash/MonkeyGame.html)
Interactive Spoiler 2 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example%202/flash/MonkeyGame.html)
Interactive Spoiler 3 (https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/panorama%20example%203/flash/MonkeyGame.html)

Also note: an explaination will be provided in-game
about the trees. They don't grow leaves because
they don't rely on sunlight. Instead, their bark
magically lights up the cave with a dim neon green.

Added another spoiler. =) Now I'm moving on to my
next scene. I'm really excited to model this bad boy.
Title: Re: Dungeon Blabber
Post by: Goombert on February 06, 2014, 06:51:31 am
Why no playable demo? Your water looks nice, btw, all of your renders remind me of this old school voxel engine.

(https://lh6.googleusercontent.com/BREUgqWtarUVtD0jY3pWa9qnNzCsMkdjqJF3mWeUxU2sKYs3lt1xr90OXr1ENl58_rdJcR6uhzn6SUkLuDdANe9uWJOakWAOItrlq-wLbE31QAo4rXU)

I don't mean that in a bad way, I am a huge fan of voxel graphics!
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 06, 2014, 08:26:57 am
Thanks. =) unfortunately I won't be able to produce a demo for a while, 4 weeks minimum. Because every time I render 1 single 2048x2048 panorama or 1024x768 frame it takes hours/days+ to render depending how complex my scene is and how many light sources are being used. The demo will have about 50 renders at least, and perhaps some videos (In Bryce videos are exported as AVI and I'll have to convert it all to multi frame sprites). The music is and will be completely home made by me - an original sound track. Right now I have 1 soundtrack but I plan to have dozens and dozens in the full version about half a dozen in the demo. Right now I have 8 2048x2048 panoramas and 1 1024x768 render so 9 renders total. With this small amount of renders, you can't do much other than walk around and click on things that trigger text messages and/or sound effects. I have many puzzles in mind but I've got a long way to go before they can actually be played and solved.

When I render I can't do anything else on my PC but wait for the renders to finnish because Bryce hogs up all my resources and anything running other than Bryce could slow the render down and/or cause an aborting error message which are really annoying because I have to start over.

The screenshot you have looks neat, Robert, are those gravestones/fences 2D sprites or 3D models? I can't tell because they look like sprites a glance but they seem to have correct 3D perspective so IDK.
Title: Re: Dungeon Blabber
Post by: daz on February 06, 2014, 04:37:35 pm
Hours to render a single frame? Either your computer is sub-par or you've got the quality settings jacked to heaven.

Also in the latest demo some of it looks unfinished (untextured and more polygonal than smooth). Not really a problem being a demo I guess. Interested to see how this ends up playing.
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 06, 2014, 05:06:08 pm
@daz: It's not technically a render, it's a preview render which at it's current settings is less quality than a standard render (not to mention high quality). My PC is relatively new, actually. I'm using the lowest quality ani-aliasing. So I really have no idea what to think.
Title: Re: Dungeon Blabber
Post by: daz on February 06, 2014, 06:02:02 pm
Do you have a decent GPU? Most 3d programs will make extensive use of it. Other than that I have no idea.
Title: Re: Dungeon Blabber
Post by: Goombert on February 07, 2014, 02:01:34 am
I've seen his hardware specs, they aren't glamorous but they are good, bout the same as mine. It really shouldn't be taking that long TKG.

Quote from: TKG
and perhaps some videos (In Bryce videos are exported as AVI and I'll have to convert it all to multi frame sprites).
If you use DirectShow I can write you an example that will thread video playback.

Quote from: TKG
When I render I can't do anything else on my PC but wait for the renders to finnish because Bryce hogs up all my resources and anything running other than Bryce could slow the render down and/or cause an aborting error message which are really annoying because I have to start over.
What is Bryce? :\

Quote from: TKG
The screenshot you have looks neat, Robert, are those gravestones/fences 2D sprites or 3D models? I can't tell because they look like sprites a glance but they seem to have correct 3D perspective so IDK.
Actually, sort of, they are 3D sprites, by that I mean they are a 3D bitmap, like you see in MRI scanners, the technique is called voxel rasterization. It died when ever Direct3D came out and vector graphics for 3D became more popular.
https://en.wikipedia.org/wiki/Voxel#Rasterization
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 07, 2014, 07:49:21 pm
untextured...
Thank you for noticing. The next thing on my to-do list is to add a more visible texture to the coffins.

...and more polygonal than smooth
And for this it would be a royal pain in the butt to fix, as all models this applies to I would have to re-model from the ground up all over again, at least if I add a more detailed texture and material should help mask that imperfection. I don't plan on fixing this as I'm not going for realism - I'm going for a Myst-style game and if you ever look at the original Myst game it is far from realism (it too has polygonal meshes).

Okay because I'm a lazy butthole I wanted to add another cave scene and re-used a cave model from a project I canceled a while back. But I did change a few things about it.
(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/Screenshot%204.png)

Quote from: TKG
When I render I can't do anything else on my PC but wait for the renders to finnish because Bryce hogs up all my resources and anything running other than Bryce could slow the render down and/or cause an aborting error message which are really annoying because I have to start over.
What is Bryce? :\
It is 3D modeling/rendering software, much like Blender, while infinitely easier and quicker to work with while not nearly as powerful.
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 08, 2014, 12:09:02 am
Why no playable demo? Your water looks nice, btw, all of your renders remind me of this old school voxel engine.

(https://lh6.googleusercontent.com/BREUgqWtarUVtD0jY3pWa9qnNzCsMkdjqJF3mWeUxU2sKYs3lt1xr90OXr1ENl58_rdJcR6uhzn6SUkLuDdANe9uWJOakWAOItrlq-wLbE31QAo4rXU)

I don't mean that in a bad way, I am a huge fan of voxel graphics!

His kind of game would be perfect candidate for dynamic external resource handling especially when dealing with big files.
Personally if I made this type of game I would be using external resources and making good use of threading.
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 08, 2014, 12:16:17 am
Thanks. =) unfortunately I won't be able to produce a demo for a while, 4 weeks minimum. Because every time I render 1 single 2048x2048 panorama or 1024x768 frame it takes hours/days+ to render depending how complex my scene is and how many light sources are being used. The demo will have


Wow, I haven't touched Bryce in ages.  If you don't mind me asking, do you use some pre made resources or all designed from scratch ? Those look custom.  I've purchased a few add-on packs a while back for Bryce, never really gotten to using Bryce as my computer was too slow back then.
That sure is a long time to render, what's your setup ?

Quote
about 50 renders at least, and perhaps some videos (In Bryce videos are exported as AVI and I'll have to convert it all to multi frame sprites).

Why would you do that ? That will be a memory resource killer.  Do you mean videos as cut scenes ? Why not have them streamed by the built in video commands ? Personally I use TMPGEnc Video Mastering Works for all my video conversion needs, multi-core and latest CUDA ready, it's blazing fast and high quality.

Quote
The music is and will be completely home made by me - an original sound

Original music, very cool.  Will you use voice overs what would be a myst like game without voices :)

Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 08, 2014, 12:23:34 am
I've seen his hardware specs, they aren't glamorous but they are good, bout the same as mine. It really shouldn't be taking that long TKG.

Isn't Bryce slow by nature ? I never really liked the interface that much, never gotten used to it or had much time to use it. Spent money + purchasing add-ons I ended up never using.  I'd like to make these type of games, maybe I should dig back my Bryce.

What version are you using TKG ? Any add-on packs ?


Title: Re: Dungeon Blabber
Post by: time-killer-games on February 08, 2014, 12:01:09 pm
Wow, I haven't touched Bryce in ages.  If you don't mind me asking, do you use some pre made resources or all designed from scratch ? Those look custom.
Right now I am using only 3 premade materials but I modified them like crazy so you won't easily be able to tell they were a part of the Bryce distribution. They might be replaced because I want everything to be made by me, but I'm not sure if I want to do that yet. However if I do use pre-made materials by the time I release the official playable demo, I intend to use pre-made things as little as possible and when I do use them they will be greatly modified. The 3D models are all 100% by me from scratch and I do not at all intend to use a single pre-made model in this project.

Why would you do that ? That will be a memory resource killer.  Do you mean videos as cut scenes ? Why not have them streamed by the built in video commands ? Personally I use TMPGEnc Video Mastering Works for all my video conversion needs, multi-core and latest CUDA ready, it's blazing fast and high quality.
Because though I am making this project in ENIGMA for the desktop platforms AND I'd like to keep things GMS compatible because I'm going to use the same project file for exporting to mobile with GMS which doesn't support video playback. I would much rather use a video than a large PNG sprite but I have no choice due to Studio's lack in video support. It really sucks because the file size is going to be so much bigger because of this it's not even funny.

I've purchased a few add-on packs a while back for Bryce, never really gotten to using Bryce as my computer was too slow back then.
I never used add-ons for Bryce before, and could care less about investing in them, they're not worth it (except for maybe the spherical panorama one that I've had my eye on). I use Bryce 7.
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 08, 2014, 01:41:37 pm
Personally have nothing against using pre-made models/textures,content, :P most games now use licensed content / pre-made engines.  You can have all the pre-made stuff but what it comes down to is the programming / building of the game and how good the game is, as long as there is some original aspect to the game, I'm sure people won't judge based on whether the content is made from scratch or not.

Have you ever used DAZ3D Animation Studio Pro ? they offer it FREE now  (limited time), or POSER, be good for adding live characters.  Personally I am a complete novice with all the 3D stuff !

As far as PNG,I really would love to see how you pull that off, I don't think big multi frame sprites handles well.  Read a few posts about this on GMC and people claim the same thing, even read a post here, about GM:S and handling of large sprites / large files.  I tried it myself just for the fun of it, and confirmed what people claim, it did not work :).  Also PNG is image only, you would have to then play the video/audio in sync.

If you pull this game off with GM:S without issues I will be amazed.

I think from what I am reading here and on GMC and the general feeling is that Game Maker is not optimized for making big games.  I don't know if it is because of their IDE itself - perhaps the compiler itself can handle things, but getting the stuff into the IDE perhaps is what most people complain about.  Keeping in mind it's still a 32bit app and can only access 2gb at once, so you would be surprised at how much RAM those big projects can gobble up once run.
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 08, 2014, 02:36:31 pm
I have made multiple large projects with many HD multi frame sprites but I quit those projects due to motivation. I don't know what you are reading on the GMC but I have never had any problem with this. And I doubt I ever will. I've had no problems on PC, Mac, and Android, which is all I'm targeting btw.

I could care less about RAM. This is going to be a big game, just like people play Skyrim and not care about RAM neither should anyone care when playing my game (my game won't be near as complex obviously but I hope you catch my drift) as I intend to publish hard copies via Multimedia Fusion,  file size / RAM won't even remotely be an issue. =P

As for mobile versions they will be shipped on the same hard copy too with an installer doc of how to get it on your android device.
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 08, 2014, 03:13:08 pm
I know what you mean about motivation, all so well.  :D

As far as the GMC, over the years I was reading about people not being able to import large files into the IDE, and here as well, I'm sure I could pull those posts if I searched for them.  I use a program that converts video to GIF/PNG etc, and i recall experimenting a little by rendering a 3D animated logo and using this as intro.  After reading how it failed with some members I tried to emulate that, and it failed for me too.  When using import and picking the file, the IDE would crash, if not crash it would slow to a crawl.  Keep in mind I have an P8Z77-V Pro + Intel core i5-3570k OCed to 4.2, 16GB of RAM + EVGA GTX660Ti+SuperCLocked 2GB, handles all latest games just fine, so CPU/GPU/RAM is not an issue, besides GameMaker is still and probably will always remain a 32bit program :)  So the problem is the software itself, not the rig.  If I wanted to make a large game I too would not care about resources, but the program would have to let me make full use of my gear. 

I tried this a while back and yes it was with GM Studio, there have been several updates since, maybe I should go try it again, perhaps things were changed ?
Can you give me an example / spec of a PNG file you use so I can try it, what resolution, what's the frame rate, etc.

So are you using those MF PNGs as full screen cut scenes ?

Besides, isn't the PNG file stored uncompressed in RAM ? as opposed to a video file that is compressed and gets streamed from disk and not stored in RAM and as you know, uncompressed raw video frames @ a decent frame rate takes some serious disk space.  You would really have to compromise on the quality of the video (bit depth, frame rate and resolution).

Many have requested video functions in GM:S but they absolutely don't want nothing to do with that function they made it clear.  Kinda makes you wonder why ?  Why is it a function that is available in other programs and not in game maker..... If you search the bug mantis and forums you will find mention about importing or handling large files and asking yoyogames to implement some video playback function......You might find some of my posts in the mantis as well......and on the forums. These requests date back years and some are recent, all met with a categorical "NO!", they basically are telling people if they want added functionality to make it themselves.

How nice of them to say that to people who have spent hundreds of $ over the years supporting their software.


Title: Re: Dungeon Blabber
Post by: time-killer-games on February 09, 2014, 12:09:15 pm
If you use DirectShow I can write you an example that will thread video playback.
If you'd do that it'd be amazing. I tried playing videos a while back but they only played when in full screen AND looping. Which is nearly useless. Was that a bug or was I not doing something right?
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 09, 2014, 12:19:27 pm
Also I've come to realize this scene looks like total crap:

(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/Screenshot%204.png)

The screenshot doesn't look that bad but if you see it from a different angle/perspective the bridge/stairs platform looks very rushed, sloppy, ugly, and unrealistic. This is going to change. It needs propperly aligned nails/bolts and/or rope holding it together, instead of those weird spheres holding it together. Some of the stone steps I discovered are floating, have no wood supports. So that's ugly. And the models appear to intersect rather than to be properly connected in a way that makes sense.  I'm also thinking about whether to change the texture of the cave, it looks nice in a colorful artistic sense but it's very unrealistic. It's supposed to be a "magical" cave that holds ancient secrets but IDK the vibrant colors for something dark and colorless like a cave even in a fantasy sense just isn't doing it for me. Plus the texture is a modified version of something shipped with Bryce so yeah I have a lot to change. More detail to add. Imperfections to fix. The water looks really good but not for cave water. If that water was ocean water in the Caribbean or Hawaii that'd be a different story. It's just not appropriate for the setting.
Title: Re: Dungeon Blabber
Post by: Goombert on February 09, 2014, 12:28:42 pm
Hah that don't look half as bad as Super Mario LSD.
(http://i.imgur.com/BcytwMT.png)
lol it was the buggy version of Project Mario before it was fully fixed up.
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 09, 2014, 12:30:23 pm
Lol thanks. =) so what's going on w/ direct show?
Title: Re: Dungeon Blabber
Post by: Goombert on February 09, 2014, 03:05:46 pm
Not going atm, discussing future of LGM. :P
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 10, 2014, 01:52:07 pm
I'm taking a break from this project for a little
while so I can recreate a small blast from the past.

(https://dl.dropboxusercontent.com/u/79893663/Mark%20the%20Penguin%20HD/MTP.gif)
Mark the Penguin is back and better than ever.
Title: Re: Dungeon Blabber
Post by: Jimmy_D on February 14, 2014, 11:15:18 pm
Not going atm, discussing future of LGM. :P

AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!

What future is that young man ?

Do share with us lads your wee plans for this stagnant pile of poo.....

I'm anxious to read what you have to say on that matter.

Title: Re: Dungeon Blabber
Post by: Jimmy_D on February 14, 2014, 11:17:01 pm
I'm taking a break from this project for a little
while so I can recreate a small blast from the past.

(https://dl.dropboxusercontent.com/u/79893663/Mark%20the%20Penguin%20HD/MTP.gif)
Mark the Penguin is back and better than ever.

This is the best decision you took so far !  You decided to take a break from your shitty game nobody will bother playing (boring ass game), shitty graphics and
retarded story.

Your new game is just as bad and highly retarded as your first, boy you really outdid yourself.

your graphics suck my dick !

Title: Re: Dungeon Blabber
Post by: Jimmy_D on February 14, 2014, 11:19:41 pm
Who are you shitting ?  More like best candidate for worst attempt at an indie game !  Don't think he will need external handling with all those shitty graphics.
it would be more of a waste of resource in the first place, meaning the whole game.
the best thing he could do for this game is not releasing it and spare himself of the mass mockery ! :D

Why no playable demo? Your water looks nice, btw, all of your renders remind me of this old school voxel engine.

(https://lh6.googleusercontent.com/BREUgqWtarUVtD0jY3pWa9qnNzCsMkdjqJF3mWeUxU2sKYs3lt1xr90OXr1ENl58_rdJcR6uhzn6SUkLuDdANe9uWJOakWAOItrlq-wLbE31QAo4rXU)

I don't mean that in a bad way, I am a huge fan of voxel graphics!

His kind of game would be perfect candidate for dynamic external resource handling especially when dealing with big files.
Personally if I made this type of game I would be using external resources and making good use of threading.
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 14, 2014, 11:27:55 pm
Haha you must be really upset, masterbate and come back in a better mood so we can have a sober discussion. The screenshot you quoted I didn't make - Robert posted that.
Title: Re: Dungeon Blabber
Post by: Jimmy_D on February 14, 2014, 11:46:12 pm
Haha you must be really upset, masterbate and come back in a better mood so we can have a sober discussion. The screenshot you quoted I didn't make - Robert posted that.

I know that you eeeedeeot.

I was quoting your new found fuck mate, when he mentioned your garbage is good candidate for using external calls or something like that.  your game would not even be worth such luxury anyway !

Oh I am sober motherfucker, and don't worry lad I can handle the drinks,
you go have some tea now english boy.

Title: Re: Dungeon Blabber
Post by: time-killer-games on February 18, 2014, 10:32:42 pm
Now, this time I'm taking a break from Mark the Penguin so I can work
on Dungeon Blabber again. This is the first official character in the game
that you may talk and interact with:

(https://dl.dropboxusercontent.com/u/79893663/Dungeon%20Blabber/LongLive.gif)

The story has changed completely. The game will almost be like an in-depth,
interactive book, but without taking away from focus on the actual gameplay
and end-user satisfaction. Again, all 3D modeling is purely my work.
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 18, 2014, 10:49:04 pm
What kind of narrative ? Will it be text interaction or text / voice over, etc......... ?

Title: Re: Dungeon Blabber
Post by: time-killer-games on February 18, 2014, 11:10:58 pm
There will be a dialogue system. Voice actors? I wish, don't know anyone who would both be willing to record their voice, unpaid AND have a voice appropriate sounding due to their assigned character's role in the story. Pretty hard to find people like that in my case, not worth the trouble.

So here's the plan, there will be a black bar at the bottom of the screen with white text on it when either someone is talking currently or when you are asked a question or have a question to ask it would be like multiple choice, click a question or answer you have relative to the discussion, there you have it. whatever question/answer you press, there's no right or wrong answer, but if you IE. click on a question that has a significant answer to it, you might want get that answered. So the more you talk with the characters and actually comprehend the conversations, the better. If you click through and skip all the talking you could miss important info on what to do next or where to find hints possibly.
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 18, 2014, 11:53:39 pm
There will be a dialogue system. Voice actors? I wish, don't know anyone who would both be willing to record their voice, unpaid AND have a voice appropriate sounding due to their assigned character's role in the story. Pretty hard to find people like that in my case, not worth the trouble.

Well you could record your own voice and use one of many software to tweak your voice (add reverb and other cool effects, alter pitch, change voice tone and other shit like that.). Ideal would be a game with live characters (as video) inside the game environment, much like you are probably familiar with MYST type games, Temujin, etc.  More people would be willing to contribute freely,than you think, if only in exchange to have their name in the credits and link to their site, etc.  But it's about finding the right voice.

Quote
So here's the plan, there will be a black bar at the bottom of the screen with white text on it when either someone is talking currently or when you are asked a question or have a question to ask it would be like multiple choice, click a question or answer you have relative to the discussion, there you have it.

yes, the old school method where space was an issue and everything was done text.  Personally I have nothing against such games, but for your type of game, voice and text would be far better.  There are micro tasks sites out there where you post micro jobs and hire people against a couple of bucks for their trouble......you can easily find people to record their voices, it's amazing what some people would do for little to no pay.

Quote
whatever question/answer you press, there's no right or wrong answer, but if you IE. click on a question that has a significant answer to it, you might want get that answered. So the more you talk with the characters and actually comprehend the conversations, the better. If you click through and skip all the talking you could miss important info on what to do next or where to find hints possibly.

Great that's the way things were done back then, reminds me of some very popular adventure games, where you had so many choices of things irrelevant, but click on the right answers/questions and you could uncover important information about the game.  I can't remember all the names, but I played lots of these games.  Sometimes you had to just abort and come back to the character and go through an entire dialog until you found the right combination of things to ask and say in order to get them to give you an item you needed lol fun times.  That's why I said old school, some of these games were heavy in text/dialog.  Now modern games don't use as complex dialog system, you won't find much of these great games anymore !

BTW,  have you ever played Under a killing moon ?
Came on 4 CDs, featured live video characters merged with game environment and full interaction (dialog/text/voice).  These type of games were very popular, and would be fairly easy to build with ENIGMA if you have a multi million $ budget to hire professional actors :D Otherwise if you are after voice recordings / no video, you could probably find some people online willing to help.
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 19, 2014, 07:59:19 pm
Hey guys just so you know this game is going to have nothing to do with any religion so if my games in the past have turned you off because it had religious content, I'm informing you, just to be clear, this game is actually from an evolutionist's perspective, as I am having mixed feelings on whether I should still believe in god.
Title: Re: Dungeon Blabber
Post by: Goombert on February 19, 2014, 08:33:29 pm
lol, TKG, there's no need to be politically correct, I am open minded and could enjoy any sort of tale really. Your devily art does kind of scare me though, quite literally. But it doesn't matter what you make, so long as it kicks ass.
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 19, 2014, 09:43:18 pm
Thanks man, but again I meant what I said. =P The story at this point is completely shaped around evolution. I don't want to give too much away, but that most recent animation I shared two posts above this one, is a neanderthal that "died" but the "essence of life" hosting it's body remained trapped in the rotting karcus, due to no new scientifically compatible bodies to host. Being the last of the neanderthals, for well over thousands of years this body is nearly dry bone, just some intestines on the ground and brains growing through the skull. The flesh would've long past decayed if it wasn't for the essense still hosting the remains. The bones can still move as though muscles were there, but it takes much effort. The flesh and bones still there was preserved thousands of years by the creature's essence still present.

This "essence" evolves overtime and much more rapidly than the bodies it hosts do. The essense is what gives all things life.  every species has their own unique essence of life. Every essense has it's own scientific boundaries determining which bodies they are compatible with to host. The essence are so very different from us, they aren't visible, we can't detect their existense with any of the five senses. On rare occasions however the essence have discovered the human race were a specicies they've waited trillions of years for, one that can be communicated with, but only when the conditions are right, it requires a human that is abnormally intelligent. So abnormal, the essence have gone many years asking humans if they could hear them, only to get no response just about every time.

All living things fight and struggle for survival, why? Well, why do the essence host bodies? As the essence evolved dating back when shortly after they were originally formed, we're talking about like when the earth was very young and developed water for the first time, anyway, the essense were miserable, so they invented bodies to shield pain. The "bodies" they invented were single celled, and very primitive. Once they all entered their first body, the bodies came to life, and had a mind of their own, the bodies didn't only shield the pain, they shielded the essence and it's entire consciousness. The essense didn't know this would happen, but now as time went on they recycled through many bodies, evolving from one species to the next, both the body and essence evolving overtime. When an essense doesn't have a body, it is miserable beyond human words. The only way to make that pain go away is to competitively find a new body to host that isn't already hosted, one that is fresh, young, and developing in the womb (well, in a mamal's case)

The essence didn't know the body would eventually require food as evolution continued, which means for one body to live, another must die. When they do die, such lifeless bodies are no longer useful to the essense they instantaneously must find a new body to host, to mask their pain, but with so many essence, there isn't always a body available or compatible to host, and new bodies can't be created ouside of reproduction anymore, due to required materials being harvested clean off the face of the earth.
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 19, 2014, 10:38:53 pm
Hey guys just so you know this game is going to have nothing to do with any religion so if my games in the past have turned you off because it had religious content, I'm informing you, just to be clear, this game is actually from an evolutionist's perspective, as I am having mixed feelings on whether I should still believe in god.

I am open minded too, a game is a game, a movie is a movie, personally I am the opposite, with all the shit happening lately world wide, I would not be surprised if even the atheists start believing.  But in any case religion is a personal thing, to each their own.  Having religious elements in a game is playing with fire.  There is a fine line to draw, if the game is perceived as propaganda and "selling" a religion that is bad.  Some people get offended for minor things, so personally I would leave all form of religion out of a game :D
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 19, 2014, 10:49:43 pm
Well if you check my last post on the previous page, you'll see I did just that. =) i 'm an ex-christian, do you think I actually want to continue making religious games at this point? =P
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 20, 2014, 12:19:19 am
Well if you check my last post on the previous page, you'll see I did just that. =) i 'm an ex-christian, do you think I actually want to continue making religious games at this point? =P

Well they do still make religious movies and they are hits.... Putting them in games might be tricky but doable although the game has to be done in a way as to not offend other religions or use it as a propaganda tool.  I know some very good games that included religious elements and did well, scenes in church, confession, etc. 

Also I am thinking of making a game eventually hopefully in this lifetime or another :P  Controversial in nature.  Is hell eternal or is there redemption ? Hell has an escape, it would be up to the player to find it through platform gaming, puzzle elements, dialog, strategy, action and much more.  Of course this is an example of a game, and there would not be ANY reference to any particular religion, it will be up to the player.  along with big twists.

Besides you really don't have to justify yourself to anybody, nobody is forcing people to play a game, people have free will.  I will play games that have religious elements depending on the story and where it's going.  I will NOT play games that mocks, offends,
degrades, or get you to worship another religion / sell you / convert you, etc.Those are not games but propaganda tools :D There's enough of that shit on fucking TV hosted by charlatants who are filthy rich living in mansions with people's money ! 

So how long do you think it will take you to finish this game of yours ? What do you expect the game play will be in hours ? (short game ? Long game? ) Difficulty level ?
Title: Re: Dungeon Blabber
Post by: time-killer-games on February 20, 2014, 08:42:58 am
@DarkStar:
Quote
*imagining the game to be remotely religious*
It sounds like you are still either misreading what I've been trying to communicate or you are misinterpreting my intentions. You might not be aware of this, because I don't think you joined this site until a little while after all this happened, but I've worked on several games (two of which were horror based) in the past that I advertised here, where the games had a story that was completely religious. =P Those games I canceled.

I wanted to clarify this game wasn't like that at all because a skeleton with with a glowing rib cage, eyesocets with "spiritual" looking beams of light coming out of the eyesockets, and glowing guts on the ground and brains coming out of it's head and sitting on a throne inside a dark cave at a first glance looks like a depiction of a chamber in hell, which hell is religious shit, not at all what this game is after. =P I already explained in depth this is far from anything to do with a damn religion. If it was too much to read, I can't blame you. =)

The story I posted at the bottom of page one in this topic is the new story, and it is a story I have been creatively coming up with and revising for about a several weeks now.

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Will it be a long game?
Yes.

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demo gameplay duration?
The demo will be very short compared to the full version. 45 minutes to beat it if you suck at the puzzles worst case scenerio.

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full version gameplay duration?
The full vsrsion gameplay should take a bare minimum of 5 hours to complete, due to difficulty level and the actually duration and amount of puzzles, story, environments to explore, books to read (A lot of the pages ripped out or smudged/wet I'm not writing multiple full length chapters books for one game =P ).

Quote
demo estimated release date?
At the rate I'm going the game will have an unofficial demo ready in a few months.

Quote
full version estimated release date?
The full version should take a year starting now to complete if I'm lucky, but it will more likely take nearly 2-3 years, these estimations are more like guesstimations so I really don't know for certain how long all this should take, but the timeline I gave for how long it will take before release (both the demo and full) might not be completely accurate but we'll see.
Title: Re: Dungeon Blabber
Post by: Darkstar2 on February 20, 2014, 02:17:18 pm
It sounds like you are still either misreading what I've been trying to communicate or you are misinterpreting my intentions. You might
....
the past that I advertised here, where the games had a story that was completely religious. =P Those games I canceled.

Don't worry I read and understood you from the start, and no I was not aware of your other games as I joined recently.  I knew you from the GMC, but was not aware of those games. 

The point I was trying to make, was referring to general examples and not your game or yourself, since religion was mentioned, I thought I would add my 2 cents.

Content in games and movies can be subjective.  Some people can find religious elements in places that were not meant to be or that have none.

To me, a game would be just a game, to some the game would be interpreted differently.  To each their own.

If I were to make a game or movie where I would feel it would be of sensitive nature, I would place the respective warnings, and from there, it's up to people to decide.  Having worked such industries, behind the scenes, I know for a FACT that people will always break your film or game to pieces and interpret things their way etc.  Having worked with public before I know that and so be it.  If I were to make a game of a blue square chasing a red square, just an innocent game, and made it available to the masses, I am sure that I would get bashed along the way and that some people would be offended and associate the colors of the squares to gangs or religion or the harming of squares ! LOL.

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throne inside a dark cave at a first glance looks like a depiction of a chamber in hell, which hell is religious shit, not at all what this game is after.

Hell is open to several interpretations.  Some think of it as a physical place, some think of it as a state of mind / state of being.
With all the shit happening in today's world, I do think hell does fucking exist and it's on earth :D  Or hell could be under the crust of earth, we are just at the surface above. ;)  That is an example of individual interpretations. 

Keep in mind religion is man made, and "HELL" is not a religion actually, and not limited to one specific religion. 

BTW, you would be surprised at some of the shit I have seen in my days (horror films) and all the violence / movies / games I played/watched, and I turned out ok.  It's all about the mind and when people can make a difference between fiction and real world.

About your past horror games which I was not aware of, did people complain or were offended ?  Now you almost want me to try those games to see for myself :D  I am sure if you were to make a game with pink flamingos someone out there would be offended.  That's what happens when you deal with the general public, you will always have negatives no matter what.

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=P I already explained in depth this is far from anything to do with a damn religion. If it was too much to read, I can't blame you. =)

Read it fully understood, again.  Can't wait to play your game and give my honest opinion :) 

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demo gameplay duration?
The demo will be very short compared to the full version. 45 minutes to beat it if you suck at the puzzles worst case scenerio.

LOL ! That would be me, but I've gotten so much better. but still, I don't recall an adventure game that I could finish on my own, maybe because back then I was not as patient and got frustrated quite easily with some puzzles and being stuck :D

Quote
full version gameplay duration?
The full vsrsion gameplay should take a bare minimum of 5 hours to complete, due to
difficulty level and the actually duration and

5 hours minimum, that sounds good by today's standard :D

Quote
full version estimated release date?
The full version should take a year starting now to complete if I'm lucky, but it will more likely take nearly 2-3 years,

Wow, that's about par with an actual commercial game dev time, and that is with a whole working team !   For your type of game if you worked full time on it you'd probably manage to get it done much sooner, but realistically if this is done on your spare time as a hobby, could probably take longer.

In any case good luck and hope it works out great.

Title: Re: Dungeon Blabber
Post by: time-killer-games on February 22, 2014, 11:11:55 pm
Thank you DarkStar for your kind words. =) I'm gonna do my best.