• DD VIDEO GAME
    273 replies, posted
The scale has to be reduced substantially, it's fine people are throwing out ideas but only so many can actually be used. [editline]7th October 2014[/editline] I agree with tcb we need a live group chat
i think for now the focus should be on buying, producing and selling all the basic drugs (weed and shit) then when that framework is in place it'll surely be easier to make missions and other drugs (since there's already a type of template) which will allow the game to be expanded more and more over time cars aren't [I]that[/I] essential, they could still work with isometric you'd just have to give up the ability to control them with your own input, you could just choose your destination and get there quickly, or you could jump in a car that follows a predefined path and you simply choose when to start and stop it (for when you spot customers or have to get out)
What fun gameplay mechanics will be in a game about producing and selling drugs. Congrats you planted your seeds and set up your basement grow op correctly with enough lights. Wait 2 months. Stand on corner sell weed.
Then don't be a boring kid who grows pot in his room? Be the crazy motherfucker that bakes meth and tries to sell it to kids on the street [t]http://i.imgur.com/vLL8qiW.png[/t] [editline]6th October 2014[/editline] I vote to stick with top down since cars are gonna be awesome,[I] think of the police chases[/I]
[QUOTE=MadPro119;46170269]What fun gameplay mechanics will be in a game about producing and selling drugs. Congrats you planted your seeds and set up your basement grow op correctly with enough lights. Wait 2 months. Stand on corner sell weed.[/QUOTE] [I]the MONEEEEY[/I] you can build your own goddam new jack city crack enterprise or your own breaking bad meth empire or you can just grow loads of buddha the possibilities are endless for the tru hustlaz
I'm going to start developing a Garry's Mod gamemode based on this concept. If anyone would like to help with the project and knows a decent amount of Lua let me know! Steam: [url]http://steamcommunity.com/id/boostedgamingdotnet/[/url] I haven't actually started yet, but I'm almost sure i'll be developing this, I've got a nice dedi to host the server/dev server on.
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/THING_zps5f951eee.png[/IMG] shenanigans have begun
I've got the skeleton of the code done, basic 2d movement and a start screen with soundtrack. [t]http://i.imgur.com/1iaZObJ.png[/t] If you want to contribute to the code, let me know and I'll add you to the dropbox.
So we've decided to go with making it a gmod gamemode, or are we developing a base in there and then porting the script to our later decided platform?
No I think somebody else decided to do a gamemode, we're going with LOVE2D
I can't say I've done much lua coding. But I've messed with Java, Javascript, php, c#, c++, actionscript, VB, AutoIt, SQL, and probably other languages. All with varying amounts of experience. I've also messed with Photoshop, Flash, ZBrush, Maya, 3DSMax, Excel, After Effects, Game Maker, Construct 2, FL Studio, Cubase, and other creative software. Again, varying experience. I blame my ADHD. I also don't hold interest very long, and jump around. [editline]7th October 2014[/editline] [QUOTE=cody8295;46171178]No I think somebody else decided to do a gamemode, we're going with LOVE2D[/QUOTE] Oh, I can't say I have heard of that framework. Other than maybe hearing of it's name in passing before. [editline]7th October 2014[/editline] I am now interested in this Love2D, and might even remake my Carmikaze game in it. If I find I enjoy working with LUA, I would love to aid you in this quest.
[QUOTE=Garb;46170747][IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/THING_zps5f951eee.png[/IMG] shenanigans have begun[/QUOTE] If you guys are set on top down, I can create some placeholder models, or even recycle ones that I'm using for a project to help you produce some sprites / vectorial designs
Examples?
that's a sexy art style, that car looks goooood [sp]maybe eventually we can make this game mobile[/sp]
Wow, you guys are actually legit working on this Good luck with your project and all :) !
[QUOTE=Garb;46170747][IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/THING_zps5f951eee.png[/IMG] shenanigans have begun[/QUOTE] Think it's possible to have this as a mask, and then have a base which can be any colour. That way, we can have any color car, without making individual graphics for each.
Have you ever set up masks in love?
Hey guys, nice you started and all but i STILL think this is a little bit rushing it. We're planning to have NPCs and stuff and with cody's base it looks like player movement and graphics and stuff is hardcoded. You'll have to restructure code later. I'm all up for the following: - Steam group for group chat and stuff - Deciding a language based on how much of us programmers know it, and how much stuff we can get done with it in the shortest time and with as less technical limitations as possible - Creating a rough game workflow diagram, for example bases for all stuffs that will be eventually implemented and how they all interact with each other and splitting the work among programmers. To be realistic there can't be 2 or more working on the same thing in same time. - Creating a github project page, this can be done with dropbox too, for example a git project is put in dropbox and everybody puts stuff they have done into that folder and somebody commits that later.
i can set up a dropbox, i've got like 25gb space
[QUOTE=TCB;46175129]i can set up a dropbox, i've got like 25gb space[/QUOTE] You don't have to, you could use github directly and push/pull changes from there.
[QUOTE=cartman300;46175024]Hey guys, nice you started and all but i STILL think this is a little bit rushing it. We're planning to have NPCs and stuff and with cody's base it looks like player movement and graphics and stuff is hardcoded. You'll have to restructure code later. I'm all up for the following: - Steam group for group chat and stuff - Deciding a language based on how much of us programmers know it, and how much stuff we can get done with it in the shortest time and with as less technical limitations as possible - Creating a rough game workflow diagram, for example bases for all stuffs that will be eventually implemented and how they all interact with each other and splitting the work among programmers. To be realistic there can't be 2 or more working on the same thing in same time. - Creating a github project page, this can be done with dropbox too, for example a git project is put in dropbox and everybody puts stuff they have done into that folder and somebody commits that later.[/QUOTE] Have you ever worked with love? Also it's probably one of the better choices considering ease of use and seems as though many people are relatively comfortable with lua.
I've done a couple of 2D sprites just for the fun of it, I was planning to make some fantasy thing but yeah. Here's how they looked: [url]http://imgur.com/a/93ckV[/url] [url]http://imgur.com/a/Jz44e[/url] Tell me how you want the characters to look, maybe I can help.
[QUOTE=cartman300;46175024]Hey guys, nice you started and all but i STILL think this is a little bit rushing it. We're planning to have NPCs and stuff and with cody's base it looks like player movement and graphics and stuff is hardcoded. You'll have to restructure code later. I'm all up for the following: - Steam group for group chat and stuff - Deciding a language based on how much of us programmers know it, and how much stuff we can get done with it in the shortest time and with as less technical limitations as possible - Creating a rough game workflow diagram, for example bases for all stuffs that will be eventually implemented and how they all interact with each other and splitting the work among programmers. To be realistic there can't be 2 or more working on the same thing in same time. - Creating a github project page, this can be done with dropbox too, for example a git project is put in dropbox and everybody puts stuff they have done into that folder and somebody commits that later.[/QUOTE] Well it is just the very first touch into development for the project, it can easily be modified later. [QUOTE=Garb;46175572]Have you ever worked with love? Also it's probably one of the better choices considering ease of use and seems as though many people are relatively comfortable with lua.[/QUOTE] You keep saying that; are you genuinely asking these questions, or are you implying that it's rather difficult to accomplish these tasks? I'm not quite sure on the limitations of Love2D, I haven't had the chance to dick around with it yet.
Hey guise, i made a group. [url]http://steamcommunity.com/groups/ddevs[/url]
[QUOTE=Joscpe;46176052] You keep saying that; are you genuinely asking these questions, or are you implying that it's rather difficult to accomplish these tasks? I'm not quite sure on the limitations of Love2D, I haven't had the chance to dick around with it yet.[/QUOTE] I was genuinely asking that [QUOTE=Garb;46173606]Have you ever set up masks in love?[/QUOTE] This was a genuine question I wanted to know if you knew how to do masks with love. Sorry if it seems like I'm pushing this hard/rushing we just gotta start gettin shit done.
[QUOTE=Garb;46175572]Have you ever worked with love? Also it's probably one of the better choices considering ease of use and seems as though many people are relatively comfortable with lua.[/QUOTE] I did work a few times with it, but i can't get over myself and make something bigger in it because i somehow consider it toyish because i don't like dynamic languages for something bigger and more serious unless for scripting. But it's not like i wouldn't work with it if you guys decide to work with it.
If somebody brings up another language that would suit this project better, I'm all ears. So far Love2D looks like it can get the job done.
[thumb]http://i.imgur.com/JKy2Ift.png[/thumb] 2 minute demo in C# and SFML, works on linux too (just have to compile for) and you have the advantage to use pure OpenGL if you want to. 3.6 mb bin folder with no additional dependencies (including image).
Can you post a screenshot of the code? I'm curious how easy SFML is in C#. A change to C# would be pretty neat, I have some experience but the SFML library is one I've only ever glanced at.
[QUOTE=cody8295;46177080]Can you post a screenshot of the code? I'm curious how easy SFML is in C#. A change to C# would be pretty neat, I have some experience but the SFML library is one I've only ever glanced at.[/QUOTE] [url]https://gist.github.com/ef7a4a18823f0437e354[/url] Output [url]http://i.imgur.com/BvxQCPa.png[/url]
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