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Autism Project Punishment / Fundamental Punishment - a Fundamental Fangame

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oi, do you plan on making your project open source?
I had that idea but at this point, where we are right now, no, not really.
I may do that in the future after it's fully released considering that it's a fangame with no original property and it could be a good exercise to learn coding and also ridicule my code.
If I make it open source though, probably won't be on GitHub, maybe a self hosted Git service. And it'll probably be open source by the time the game is fully complete so I never have to update the repo ever.
>this game is cereal! you can't stop to look at my well crafted avatar and scenary! you have to skip through the entire level
The game is not designed for you to stand still and do absolutely nothing most of the time because it is a stealth game and guards are searching for you.
A certain point in the game will require you to do a task under a time limit aswell.
And this is le bad? I don't want to look directly at a corridor. I like if it looks slightly angled while walking towards it
The camera is supposed to be outside of the level, looking in, a corridor shown in a black void, with the primary focus being on your player, other objects and the enemy that is chasing you.
Maybe an on rails camera or a game-controlled camera would be better, but like I said before, a freeform camera is not possible due to how complex it is. I'd have to make 4 more skeletons with their own animations, or maybe just 2, idk, to capture the 8 directions which would just be too tedious for me to do.

The camera isn't really something I'm worried about right now however.
But thanks for your suggestions anyways.
 
I might just give certain rooms a completely fixed camera, where as the 90 degree angle cam is just for corridors.
Overall, my focus is to have players care more about their character, their enemies and the gameplay rather than focus on the environment. So a freeform camera, I think would take away from that heavily.
 
yeah but nobody is playing the game like this.

View attachment 28276
90 degree cam essentially makes players not want to play that way because it's annoying.
the game is also very corridor based like i said so it makes no sense for it to be free form. if you've played old maze / dungeon crawlers you'd understand.

the scene is a tight corridor school with no outside world, its an action based stealth game, where you have to complete actions on time and not get caught.
if you want a game that lets you admire scenery you should play a walking sim or an open world game.

Analog Sticks can often over shoot and you'll never be able to get a 90 degree angle on one due to getting 91 degrees or 89 degrees or 93 degrees but never 90 degrees.
Mice are more accurate, but the game is not intended to be used with a mouse.

This is wrong, it was MGS3 which swapped for the over the shoulder camera, specifically the re-releases of the game and not the original version for the PS2.
Also a 90 degree camera angle is not the same as Tank Control fixed angles.

To answer more questions: essentially having a freeform camera does not mesh well with the 2.5D aesthetic of the game, characters will move one way but will look like they're moving in a different direction, causing sprite misalignment and player confusion. Having a freeform camera also means that the other animations are redundant and it would take more time to rotate the camera to your desired angle, compare 1 button press to like a second of camera rotation in a chase sequence and you can understand how bad that is.
walkcycle in ohio💀💀
this game just aint it for me nigga
 
Just make it fixed or on rails or whatever. Most people will prefer that over the 90 degree camera idea
Also you should base your design decision on player feedback. Most good games are extensively playtested

For certain things, I'll know for sure whether they're good or not because I am the first and most important person to ask. This may be SLF, but it is true that as the artist, you are the first line of quality control. I'm not only making a game, but also making a game which I intend on playing too and thus the game has to suit what I want from it as a player. Having a fixed camera or an on rails camera is preferred because I don't really want to be controlling the camera, I'd like the game to do that for me, so the 90 degree cam can stay for now for debug purposes, especially in a scenario where the level hasn't been designed yet so there are no areas to control the camera.

For feedback, listening to feedback is a great idea, but only from those who are qualified to give it, you have good feedback givers and then you have trolls who only seek to send meaningless 1 liner negative comments or attempt to derail development. If you would consider yourself to be a good feedback giver, then when the game releases, I hope that you are interested in playing it. Like I said however, the camera is not really important as of right now.
 
Whenever Engel's movement changes in the opposite direction, don't make the change instant, make it so that he slows down for a bit by sliding on the floor and then starts to run in the other direction
 
Whenever Engel's movement changes in the opposite direction, don't make the change instant, make it so that he slows down for a bit by sliding on the floor and then starts to run in the other direction
You could also add an animation where he slides on the floor for a little bit before changing direction, do not that this should be for when he turns 180°
 
Whenever Engel's movement changes in the opposite direction, don't make the change instant, make it so that he slows down for a bit by sliding on the floor and then starts to run in the other direction
You could also add an animation where he slides on the floor for a little bit before changing direction, do not that this should be for when he turns 180°
like this, right?
1723500411909.png

I absolutely agree especially if he's running and suddenly turns the other direction.
 
Currently in the process of moving houses so there wont be any updates for a while, I would even suggest to say to you to not be surprised if I am offline for 3 to 5 days.
I'll keep this in mind, i'll give you one question for you to answer LATER when you get back to work:
How will you help with visibility when running towards the 3rd wall? Becuase since Engel will be running towards you how will the play be able to see in front of Engel? Will the camera just zoom out or move away from him?
 
Becuase since Engel will be running towards you how will the play be able to see in front of Engel?
If you're in a corridor and theres an object that's important, it will always be visible, for example, a door.
How will you help with visibility when running towards the 3rd wall?
idk what this mans but basically the black box is just for testing, i didnt bother to give it a fade effect.
The two coloured walls have this fade effect obviously
1723561561853.png

I'm also testing whether or not I should always make engel render on top of walls so when he goes inside of them, he doesn't clip inside of them.
Because potentially screwing around with a collision shape could be very messy.
1723561520630.png
1723561533186.png
 
idk what this mans but basically the black box is just for testing, i didnt bother to give it a fade effect.
The two coloured walls have this fade effect obviously
By that i mean if Engel is running towards the camera, how will i be able to see the objects/entities in front of him?
If you're in a corridor and theres an object that's important, it will always be visible, for example, a door.
WDYM by that?
 
I haven't really thought about that yet because im focusing a lot on states right now and hurt states combat states etc, was even thinking of adding a dive mechanic even though it serves no purpose other than to look really cool. But when I get to level design I'll worry about that a lot more.
By that i mean if Engel is running towards the camera, how will i be able to see the objects/entities in front of him?
First person kind of deals with that, currently it doesn't face where Engel is looking but I'm going to make it so that when you press that button it'll look where Engel is looking.
Camera might have to be a bit further away perhaps and zoom in dynamically based on the situation, rooms can have a closer angle, corridors can have a wider angle.
 
I haven't really thought about that yet because im focusing a lot on states right now and hurt states combat states etc, was even thinking of adding a dive mechanic even though it serves no purpose other than to look really cool. But when I get to level design I'll worry about that a lot more.

First person kind of deals with that, currently it doesn't face where Engel is looking but I'm going to make it so that when you press that button it'll look where Engel is looking.
Camera might have to be a bit further away perhaps and zoom in dynamically based on the situation, rooms can have a closer angle, corridors can have a wider angle.
this is mostly what i was thinking, i'm glad i didn't have to draw a sketch to show you what i'm talking about, unless you need a sketch.
 
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