lainchan / inter

(untitled)

Jens Hansen · 2018-11-10 01:05
hello lainons, i thought it would be cool to have a thread to talk about the aspects of game development and to show and talk about game dev related projects we are doing.
Judge Fang · 2018-11-13 04:14
I'm interested in creating a MUD essentially from scratch and on my own, but I know next to nothing about that process. I don't know if I can say I'm properly dedicated, but I've spent quite a bit of my free time in the last while studying virtual world design. Bartle and Koster make for interesting reading even if my project never gets anywhere. Both writers would probably argue that it's inappropriate to mention this in a game design thread, but seeing as this thread has so far failed to get off the ground...
Joe Bloggs · 2018-11-13 16:47
Im creating a totally tripped up fps(like game), i wont elaborate but i will present it here when i got to show something decent for myself. Work has been going well recently i want to continue those successes.
Erik Johansson · 2018-12-23 05:31
i've made two games. One was a interactive fiction game i made for a game jam where you are being hunted down by a pug that wants to kill you and the other was a terminal game a made in python with the curses library. they are both hosted on itch.io. i'm currently working on a html5 game inspired by adventure for the atari 2600.
Special Agent Bob · 2018-12-23 17:21
I've worked on a game in the past, it was a dating simulator that was reminiscent of the ones on Newgrounds when flash was around and other early 2000s eroge. Each girl was a poorly written parody of moe tropes and even the UI graphics were made to be bad on purpose. I didn't finish it due to laziness, but when I tried to work on it again there were strange python bugs that couldn't let you progress despite not being there before. Probably weird updates to python2. I'm currently working on a different game in RPG Maker as a team with someone else, not my preferred engine to make it in due to bias but it's what they wants. Learning Javascript for the first time is kind of rough because I'm a dumbass but it works. Hope to release it soon.
Koos van der Merwe · 2019-01-08 02:36
I've been working on my own CHIP-8 development tool for a ways now and I've been giving a good deal of thought to the games I'd like to write with it. Attached to this post is the tool loaded with the only public program I've written with it; it's just a fizzbuzz, although the only CHIP-8 fizzbuzz I'm aware of, and I just wrote it to be small. The next game I want to write is a tennis game; I want to see how many variations and options I can fit in a kilobyte and I want to make use of self-modifying code where I can. After that, I have plans to implement Berzerk and Gunpey, both using Super CHIP if only for the larger screen resolution. Both of these present unique challenges and I believe once I've implemented a few games in CHIP-8 I'll be struck by a novel idea or few, perhaps. The primary challenges under CHIP-8 are the two colors and rather small screen dimensions. I so want to develop something novel, but it's almost as if all of the simple games have been written already. I need to get more experience with the platform and what I can do with it before I have an idea for a novel, yet simple little game I can implement in it. I'd also like to try my hand at games more complex in some ways, under say the Atari VCS, but that's a ways off for me. I don't even have a 6502 targeting for the tool, yet. Lastly, I've found a good deal of fun in taking games and documenting them extensively with my tool; it's rather pleasant, to document precisely how a game functions, ways it could be modified, what the probabilities of things actually are, among other qualities. I enjoyed MIT's Platform Studies series, reading the book covering the Atari VCS, Racing the Beam: The Atari Video Computer System, and that dealing with the Famicom/NES, I Am Error: The Nintendo Entertainment System. It was an excellent highlight of the sheer differences between the two platforms to see how Pitfall! stored its levels with a reversible number generator whereas Super Mario Bros. had a page-based system that would generate the levels from a compressed and rather specialized representation and render them off the screen. The value of having an entire book dedicated to documenting a single game in such detail at the machine and abstract levels is perhaps unclear, if only because I've never seen it done before, but I believe that would have clear archival value, at the very least. Such a book would permit not only understanding a game and perhaps encouraging modifications or experimentation, but would preserve it.
Judge Fang · 2019-03-23 19:12
>>1681 Thats awesome Lain, keep up the good work