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/v/ - Vidya Games

This sub is so horny ffs. This game is entirely void of anything sexual but y'all can't help yourselves. Hornet expresses dislike in all of those situations, the master/slave dynamic is in no way sexual. People want to throw their fetishes all over a main sub like it’s normal, I get to express I don’t like it.
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File: Example_of_a_block.png 📥︎ (273.78 KB, 657x509) ImgOps

File: Automatic_mesh_placement_….webm 📥︎ (2.98 MB, 1040x814) ImgOps

File: Game_Block_Template_Ideas.png 📥︎ (657.28 KB, 1810x758) ImgOps

File: clip0299.webm 📥︎ (1.34 MB, 840x628) ImgOps

 â„–49039[Quote]

Hello soyjak party. For the past 1.5 months, i have been creating an unfinished game.
UNFINISHED. CURRENTLY IN A SHITTY STATE
Tldr: Unfinished "Daggerfall dungeon imitation" - dark 3D-mazes underground. Focus on making them so big that orientation is impossible for people not trained. (so that it takes 10+ hours to get out, if you manage to, at all) (for comparison, the most time it took me in a daggerfall dungeon was 5 hours, but that was full exploration)

Currently, i have (, skipping over creating objects in unity and blender, which i replaced with scripting,) created an automatic mesh/maze-generation system. I make premade "blocks", and it automatically places and connects them, and then creates the mesh…
Also a menu and some other snca, but now 4 days ago i started making an in-game block-editor, and it works.

-Ideas what to do with this? I could continue to further replicate daggerfall…
-My ideas so far are to add survival/hunger/fatigue/climbing and temperature mechanics, to make it about getting out before starving (also light mechanics), and also to add a "shooter" mode, where you play a battle royale in the maze, with pistols or some other weapons. In darkness, without a map, randomly generated or otherwise obfuscated. (perhaps with a hunger and food-supply mechanic so that more kills=more time you can survive)
-I can easily advance the "block-editor" further or add more variations. My "goal" is even to create an "automatic-block-generator" that uses few values or something to create hundreds of variants.
-another plan is to, some time later, after finishing this part, connect this to a "surface-world"… but i dont want a fantasy world. … not sure, but that would allow for an "fantasy-world-maze-exploration-"game to be created.

-About "blocks" themselves: So far, i have only been using rectangles (since i just learned mesh generation, this was easier), but i am planning to create non-rectangular and further different parts, perhaps.
Question: What "spaces" would be good in such a "dungeon"/maze? A giant room? Just empty air/beds/creatures inhabiting it? So far, i wanted to make it "as realistic as possible", so i decided to only add "bigger caves" and water. and perhaps sand or dust or rocks (or minerals?). What ideas do you have? I could add one block that has the remains of a former explorer (but i dont think its a good idea).



Snca: I made this because i grew "bored" with daggerfall dungeons and thought of having something more extreme, bigger, more complicated. They were Snca: to small for me.
Snca: If you want to learn what daggerfall is, just google "daggerfall unity" and download- its free, and if you just click start and continue, Snca: then you will automatically start in a "dungeon", and if you then enter "map_revealall" into the console and then click "m", you can see the Snca: 3D-map of the whole dungeon, to get an image.
Snca: If you have knowledge or suggestions how to make a better editor (different placement modes, different buttons, different info showing?), you
Snca: can comment this here as well.
Snca: I intent to progress-post once i make some bigger changes, or, if i abandon the project, post that.
Snca: Also the mesh is automatically only created around the player, because placing everything would lag the game.
Snca: I apparently have to redo some things because the lightning doesnt work or some normals or other things arent finalized


-no actual walking through the tunnels footage because thats old and right now i'd have to disrupt the current setup to show that. just imagine roblox walking first person through a square small hallway (except its endless)

 â„–49040[Quote]

File: 1767808377156z.png 📥︎ (25.19 KB, 916x910) ImgOps

>so that it takes 10+ hours to get out, if you manage to, at all
But how is that fun? I appreciate passion projects oke but who else but you would play this game?

 â„–49041[Quote]

>>49040
… i think if i make it so that 10+ hours are neccessary for full completion, but step-by-step progression is possible in way smaller and also "good-enough" ways, people would be fine with trying it.
if i try to make it "not neccessary to have fun", to play 10+ hours.
I could add an option for smaller mazes as well.
good question though.
Maybe through an option to start at the exit?
I guess my idea is that if i am successfull enough, i will learn so many mechanics that i can make many more different additions that are normie-friendly, and that way, starting with what's interesting to me, this would be a project where i try out ideas, and where i will add more "fun" aspects later.

-fun would maybe come with the side modes, like the battle royale mode (in a smaller maze)

so in total, i dont think it's fun for- i dont want to make it fun.
This is a test project, and i despise meaningless entertainment. Make it good first (learning how to, currently), then add "fun parts" if neccessary

I dont know?

 â„–49068[Quote]

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File: clip0303.webm 📥︎ (1.48 MB, 1584x892) ImgOps

>>49041
I dont care about graphics anyway, so i made this quick "normals" solution to make light work better then not at all.
here's some footage of walking through the tunnels
also, after rewatching the recordings, it is way smoother in the game then in the footage, i just have compression enabled. (uncomfortably smooth, perhaps? video looks better then the actual walking is)
(i didnt remove the menu buttons "yet")



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