β49039[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)
β49041[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?
β49068[Quote]
>>49041I 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")
β49103[Quote]
engine/language?
β49107[Quote]
>>49041>Make it good first (learning how to, currently), then add "fun parts" if necessaryThose are basically the same thing, though. A "good" game will be rewarding, engaging, and respect the players time. This will be fun for the demographic your game is made for. Escape from Tarkov was quoted as "not supposed to be fun" by the devs and that game was (and still is) a hot mess.
<You might need to work on more foundational stuff and make some sort of design document, lest you spaghetti code yourself into a corner. There are bits and pieces here, but what is the gameplay loop is going to look like? How will saving be handled? Is there combat, and if so, what kind? I could go on, but I hope you get the idea.
<About the "blocks," from what I know and assuming they would be solid, you could make differently sized blocks (that still fit into a grid based world to avoid overlap issues), then carve out tunnels inside of them to make unique pathways and dead-ends between blocks. A large block would have a lot of space inside and be able to connect to several smaller blocks, and those would only contain one or two tunnels. The tunnels would only be able to connect on the flat sides of the blocks, and any large spaces will be fully contained inside its block. You would be suppressed at how natural things can look if you make the tunnels squiggly enough.
β49108[Quote]
brooo
nobody fucking asked
β49169[Quote]
>>49103unity
c#
>>49107are you chatgpt?
demographics? all people deserve to die. They dont deserve anything good. DESIGN DOCUMENT? (geg) I would never do spaghetti code! Or rather, i would gladly redo my code, even 2 times or more, to unspaghettify it! I always work on- imagining how to do it efficient, without spaghetti. Currently, due to learning new things, the new things, very likely, will be a bit spaghetti, but i will work on them. I will improve and learn how to do it not-spaghetti-like because i am thinking of how to do it better, and how to understand it, mentally.
It is made with saving in mind: The map is unchanging, so besides few values, it stays the same. Some pieces in a slightly seperate file to have things stored per block that ARE changed, and otherwise- nothing, i guess. The player is also stored "inside of a block". hmm…
Combat? probably "limb-based"- either instakill because headshot, or limb-destroyed because of shots at the limb. Maybe bleeding out as well. Limbs? Combat? For now, just ideas, as i didnt work on them.
Basically, I DARE start this project because i had a very thought out and extremely complicated project in the past, which i worked on "a bit successfully", so i have the feeling of mostly just recopying and recreating, in a better and more fitting state for this game, mechanics and UI, from the old project that had a lot more then the current project has.
Wdym blocks?
XXXXX
XXXXX
XXXXX
ech X is a block (3d though)
it is this case already though. Block doesnt mean that it is fully filled. No, a block is divided into 7*7*7 cubes
CCCCCCC
CCCCCCC
CCCCCCC
CCCCCCC
CCCCCCC
CCCCCCC
CCCCCCC
and only some of them are filled out. Some cubes have "exits" marked, and the exits are automatically generated to connect to other blocks (i dont think i have to go into detail here: But it is accounted for already in-the-way-blocks, and directions, so it works!)
mar….ge…?…
they have space, yes. "good idea goyim"
"several smaller blocks": to the neigbouring blocks; thats the way it works for now. Grid-based. imagine 3*3*3, block in the middle
"only connect to the flat ides of the blocks"?- the tunnels can go into more then just a straight line. They can also turn 90Β° in all directions.
"any large species": I am not a fantasyshitskin. I do not believen, nor promote, nor portray anything not based on anything i think is good: fantasy "beasts" or demons or other "threats" will not be part of a game i will make: I have long ago thought much about wether i should make a— (leaving out details) realistic fantasy game: Even if possible, it would be bad to create it, so i wont do it.
"Squiggly enough"… I- pic related is the "thought-of"-goal. Currently, in the footage, it is different, of course. I will probably adjust height and speed of the player
It is just that another not neccessary goal would be allowing for more then just walking or crouching. Some sort of complicated movement. But either way, sure, size of the tunnels will be- no, probably size of the player will be larger.
Minus the textures, of course. Meaningless graphics are bad
instead of a design document, i just comment every action i do and almost every idea i have with timestamps and date.
β49194[Quote]
if this is just a learning project, fine
if you want to finish an actual FUN game, go write a game design doc right now, or you'll be one of those retard devs stuck in infinite development niggerhell on a game that nobody wants to play
β49201[Quote]
>>49194challenge accepted. I WILL NOT WRITE A DESIGN DOCUMENT AND MY GAME WILL BE GOOD
i give myself 1 week to finish this
β49208[Quote]
Wow. You must've played a lot of Daggerfall to get bored of the dungeons. Those things are a true test of patience and IQ. Regardless, dungeon-crawling seems to be one of the most sung about praises of Daggerfall and there's nothing really else like it out there. Expanding on Daggerfall's dungeon concept would definitely capture my interest as well as the interest of other TES oldfags.
<
However, I would also consider appealing to the broader gaming audience by maybe doing a few things:
- Add a tutorial dungeon: In most cases, gamers won't enjoy being immediately thrown into a highly complex environment that is difficult to navigate on their first impression. It's important to remember that Daggerfall has no tutorial because in 1996 the instructions on how to play were all written in the manual that came with the physical CD-ROM copy of the game. Introducing new players to a tutorial dungeon first would not only teach them how to play, but may even give them a good first impression.
- Add difficulty scaling: Every gamer has different preferences. While some may want a challenging test of strategy and survival, others may want to relax and explore. Include no less than three and no more than five difficulty settings with each level increasing dungeon complexity, hazards, and length accordingly (e.g. Easy, Medium, Hard, Extreme, Master).
- Procedural generation: I assume you're already doing this, but I can't stress enough how important this is for a concept like this. One of my biggest pet peeves about some vidya games is that the gameplay loop has diminishing replayability or no replayability at all. Once I've done everything there is to do in a game, I see no reason to return to it again as it'll only bore me from predictability. Making the dungeons truly random in all aspects may not only keep gamers entertained, but also keep players coming back for more because of the unpredictability. Deep Rock Galactic is an example of a game that executes this concept flawlessly. No one playthrough should be the same.
<
Also a closing note of mine. Your gameplay ideas remind me Dark and Darker, which is a PvPvE dungeon-crawling extraction shooter. You could learn a lot from it in the sense of avoiding failure, because that game totally died due to abhorrent design choices. So don't make those same mistakes. Don't lean too heavily into the archaic quirks of Daggerfall either. Even if Daggerfall is looked back upon fondly by grey-haired gamers, it's still 30 years outdated. The 90s were highly experimental for PC games and good level/environment design hadn't really matured as a concept until the end of that decade.
β49209[Quote]
Wow. You must've played a lot of Daggerfall to get bored of the dungeons. Those things are a true test of patience and IQ. Regardless, dungeon-crawling seems to be one of the most sung about praises of Daggerfall and there's nothing really else like it out there. Expanding on Daggerfall's dungeon concept would definitely capture my interest as well as the interest of other TES oldfags.
<
However, I would also consider appealing to the broader gaming audience by maybe doing a few things:
- Add a tutorial dungeon: In most cases, gamers won't enjoy being immediately thrown into a highly complex environment that is difficult to navigate on their first impression. It's important to remember that Daggerfall has no tutorial because in 1996 the instructions on how to play were all written in the manual that came with the physical CD-ROM copy of the game. Introducing new players to a tutorial dungeon first would not only teach them how to play, but may even give them a good first impression.
- Add difficulty scaling: Every gamer has different preferences. While some may want a challenging test of strategy and survival, others may want to relax and explore. Include no less than three and no more than five difficulty settings with each level increasing dungeon complexity, hazards, and length accordingly (e.g. Easy, Medium, Hard, Extreme, Master).
- Procedural generation: I assume you're already doing this, but I can't stress enough how important this is for a concept like this. One of my biggest pet peeves about some vidya games is that the gameplay loop has diminishing replayability or no replayability at all. Once I've done everything there is to do in a game, I see no reason to return to it again as it'll only bore me from predictability. Making the dungeons truly random in all aspects may not only keep gamers entertained, but also keep players coming back for more because of the unpredictability. Deep Rock Galactic is an example of a game that executes this concept flawlessly. No one playthrough should be the same.
<
Also a closing note of mine. Your gameplay ideas remind me Dark and Darker, which is a PvPvE dungeon-crawling extraction shooter. You could learn a lot from it in the sense of avoiding failure, because that game totally died due to abhorrent design choices. So don't make those same mistakes. Don't lean too heavily into the archaic quirks of Daggerfall either. Even if Daggerfall is looked back upon fondly by grey-haired gamers, it's still 30 years outdated. The 90s were highly experimental for PC games and good level/environment design hadn't really matured as a concept until the end of that decade.
β49210[Quote]
Wow. You must've played a lot of Daggerfall to get bored of the dungeons. Those things are a true test of patience and IQ. Regardless, dungeon-crawling seems to be one of the most sung about praises of Daggerfall and there's nothing really else like it out there. Expanding on Daggerfall's dungeon concept would definitely capture my interest as well as the interest of other TES oldfags.
<
However, I would also consider appealing to the broader gaming audience by maybe doing a few things:
- Add a tutorial dungeon: In most cases, gamers won't enjoy being immediately thrown into a highly complex environment that is difficult to navigate on their first impression. It's important to remember that Daggerfall has no tutorial because in 1996 the instructions on how to play were all written in the manual that came with the physical CD-ROM copy of the game. Introducing new players to a tutorial dungeon first would not only teach them how to play, but may even give them a good first impression.
- Add difficulty scaling: Every gamer has different preferences. While some may want a challenging test of strategy and survival, others may want to relax and explore. Include no less than three and no more than five difficulty settings with each level increasing dungeon complexity, hazards, and length accordingly (e.g. Easy, Medium, Hard, Extreme, Master).
- Procedural generation: I assume you're already doing this, but I can't stress enough how important this is for a concept like this. One of my biggest pet peeves about some vidya games is that the gameplay loop has diminishing replayability or no replayability at all. Once I've done everything there is to do in a game, I see no reason to return to it again as it'll only bore me from predictability. Making the dungeons truly random in all aspects may not only keep gamers entertained, but also keep players coming back for more because of the unpredictability. Deep Rock Galactic is an example of a game that executes this concept flawlessly. No one playthrough should be the same.
β49239[Quote]
high iq phono game award
β49292[Quote]
>>49208>>49209>>49210>>49239chatgpt niggas leave
also NO RANDOMNESS IN MY GAMES, EVER!
β49496[Quote]
Hey gang, just thought Iβd post my game here too. At the moment I am working on the last level of the game (the original last level was a simple boss rush but since I missed my original deadline I'm making this new one as consolation). In the story, while Basileus Joseph Fygoon (the player character) was out on his adventure, the three Viceroys he had wronged had joined forces with the Warlord, the enemy introduced at the beginning of the game and only seen in the shadows, to usurp the Dragon and take over the island. With an army of enemies you had previously encountered, the Warlord and the Viceroys took control of Fortress Fygoon in an attempt to trap Fygoon and either force him into signing a charter that would see him deposed as ruler or kill him. As Fygoon returned to Fortress Fygoon, he found it infested with enemies and the power crystals required to access the keep to confront the trespassing Warlord were stolen and held by the enemy monsters. Consequently, to confront the final boss, Fygoon must retrieve the three keys that basically see him do what he had been doing earlier in the game:
>1. Navigating a hedge labyrinth
>2. Solving a fire switch puzzle
>3. Killing a massive enemy (in this case, a Golem Deacon)
The development of this area is going well, as I have already implemented the key functions and must confront my worst enemy: making animated cutscenes.
β49517[Quote]
>>49496>>49496fygoon is here?
Fygoon, is this you, or is this bait?
Either way, made me geg.
oh my retardation
β49518[Quote]
autismerald
β49520[Quote]
>>49517is that another 4cuck autist? I remember seeing chris once here too
β49521[Quote]
>>49496hey 4cuck nigger please post somewhere else, i would rather your autistic slop not contaminate my soyjak site.
β49565[Quote]
>>49521on the contrary, fygoon, you are welcome here. Would you like to become a janny?
β49575[Quote]
>>49517Yep, it's me. Thought I'd post here too since you guys have a game development thread going here as well.
>>49521Here, I'll post some Fygoonjaks someone made and I stole when my game was first being made. You know what they say: when in Rome, do as the Romans do.
>>49565What's there to patrol? At least you guys don't spam anime and creep garbage.
β49689[Quote]
>>49576>>49575i thought you cant be fygoon since south america is rangebanned but then i remembered you live elsewhere.
Lolcows and schizos can sometimes improve an imageboard community. (and you were regarded as a lolcow)
However, we should kick out any bocchitranny, should xhey appear. To soyim who dont know, bocchi"posters" are the 4cuck gaming creation Esl-FNF-Pedos
β49696[Quote]
>>49689The only people who regarded me as a "lolcow" were the Bocchitards, the prime one being a Filipino named "AliceDev" (powerword: Pedro). It's honestly nice seeing more people hate those losers as much as me because they contribute nothing to game development threads and derail them with their sloptacular show and yet cry to the mods when I do the same back at them by posting Russian crocodile cartoons. To people with an IQ above the average shoe size, I'm more of a "schizo".
Anyway, here's another Fygoonjak since we're on the Sharty. I only have three of them and I posted the first one already. Feel free to make Fygoonjaks; I am fond of this site and you guys, anyway.
β49763[Quote]
>>49575two_pointing_soyjaks dust.
β49811[Quote]
>>49763Aw man, really? I believe it was made to shit on my game so perhaps that's why it's worse than coal. I never made a 'jak myself and I don't want to as to not encroach on your turf.
β50051[Quote]
>>49201>>49194all right, 1 Week is almost over (still a few hours), and i didnt do much in most of the days (unlike before), so i havent progressed a lot.
I could still try to finish what i can before the time runs out, and continue afterwards…
will post current state in a few hours
β50074[Quote]
>>50051time is over many hours ago
i didnt finish it and i didnt do much so that makes sense
I progressed in making the editor; maaaking a better/different "darkness- and lightning"-sysstem that doesnt have black blobs on the corners of the tunnels anymore
i fixed another error, and… did improve some UI and perhaps some other things
i will post footage another time.
Saging my own thread because i dont think this post is importiant enough on its own to appeara more high and also because i will post more later anyway. I will… continue
β50145[Quote]
>>49696>>49576>>49575>>49496Also, fygoon, do you have some sketches similar/not completely different when compared to picrel in op (me) image 3, when you were planning the creation of your game? Can i see 1 or 2 or 3 of them? Can you perhaps upload 1-3 in this thread? I'd like to see them
β50236[Quote]
>>50145As a matter of fact, here's the first ever concept sketch I did of a Joey Fygoon game when I was about 10 years old. As you can see, the game was supposed to be a lot different from what it is now as The Frydarian Tale, as I envisioned it as a Kirby's Adventure/Super Mario-style romp than a Dinosaur Planet/Bionicle: The Legend of Mata Nui-style adventure it is now. When I was growing up, I loved doodling Joey Fygoon as my goofy little dragon mascot for all of my endeavors (I even snuck him into the code of some programming jobs I did, but that's another story), but what really inspired me to make The Frydarian Tale was when I did a study on what a realistic Fygoon would look like around the early 2020s when I was in high school. After drawing a bizarre monitor lizard with sneakers, I was so amused with the new concept that I began to draw a more elaborate design for little Joey: inspired by artistic depictions of Greek soldiers, King Arthur, and monitor lizards (since the Komodo monitor is known as a Komodo dragon), I came up with a neat design for Joseph Fygoon that blended old design ideas, such as the ruby shoes that influenced his wing colors, his sapphire blue eyes, and skin made of emerald scales, with new ideas, including a red tunic to match the red shoes (now boots), a belt with a buckle featuring the Emblem of the Fygoon Clan, and an iron breastplate with massive shoulder pauldrons. After this, I refined the illustration further by making a painting depicting Joseph Fygoon and this design is what gave me a guide on designing the modern Fygoon in 3D.
When it comes to level design, I don't usually sketch things out: I model them and change things around based on whether or not I like it. Same goes for programming: I just hack something together until I get something that works.
The same cannot be said for cutscenes. Generally, I make storyboards for them because I cannot, for the life of me, get the scene composition right without help. Here's an example: the introductory cutscene to the first area of the game: the Iron Ghetto. As you can see, some of the character poses were greatly simplified in the final game due to how characters are animated: they have predefined poses (idle, pointing, crossing arms, etc.) that they swap through to give a sense of beingβ¦alive. Simply put, unless my current toolbox of pre-existing poses cannot convey a specific idea do I go in and make a new pose.
β50244[Quote]
>>50236I think its cool that you've stuck with the same character you created as a caca, seeing the progression is nice. Bit surprised that your a zoomer, had just assumed you where 30-something being from 4cuck and that your style looks so 90s nostalgic. Hate to say it but your starting to grow on me, hope to see more updates in the future

β50313[Quote]
>>50244Many people seem to be surprised at my age (I had only just reached the legal drinking age not even an entire year ago) and I, likewise, am surprised at seeing how many older people browse those sites. The reason why I play old games is simple: I like them. Some of my favorite games growing up were Bubsy, Super Mario Land 2, Pokemon Emerald, Conker, Kirby's Adventure, Dig Dug, and Metroid (both the original NES one and Prime). That isn't to say I only played those kinds of games when I was little: some of my favorite modern games (at the time) were Kirby Triple Deluxe, Super Mario 3D World, and the remaster of Ducktales. These games served to inspire me to try my hand at creating a game of my own and set the groundwork for the characters: Fygoon's three best friends (well, the girl is a little more than that but we're not at that point yet) are all based on preexisting characters in the games I liked before they mutated into their own unique characters due to story meddling. As I grew older and played games I never experienced as a little kid, either due to being too mature (Blood Omen, Alice, and Kameo) or having been lost to time until recently (Dinosaur Planet, Bionicle: Legend of Mata Nui), I still try to implement the best of what I played into my own game. Now, this isn't to say that I'm like one of those hack Twittards who says his game is "a love letter to X" or "a Y-like": the world Joseph Fygoon lives in is influenced by novels like The Neverending Story and The Lord of the Rings, films like The Dark Crystal and Delgo, and, most importantly of all, the stories and adventures I had with my two best friends when we were growing up; indeed, while I have done all of the programming, art, music, and scenario writing for The Frydarian Tale, my two best friends were instrumental in making the story and fleshing out the world. To pay them back, I had them cast as voice actors for Fygoon's two best friends and I intend to have them write for The Zmeian Compendium (and pay/credit them for their work).
The art style as it stands isn't trying to go for 90s nostalgia, despite its vague resemblance to the style of Ecstatica. This style is known as Ico-Art, named so for its heavy use of icospheres. The Frydarian Tale isn't the first game of mine to use the style: the first would be a first-person shooter game known as Impulsehazard that I was making when I was just beginning middle school. As I learned, a middle schooler simply cannot write a story on the struggle of mankind to defend themselves against a genocidal alien terrorist organization that already destroyed the Earth, thus stranding the survivors on an alien world, with any sort of nuance; not only that, but as I was just stealing ideas from games like Metroid, Marathon (the 1994 game, obviously), Perfect Dark, Near Orbit Vanguard Alliance, and a smidge of Halo, the game became a bloated mess of random ideas. Though the project went nowhere, it did lay the groundwork for the Ico-Art style, as the second image depicts a concept for how abysmal Impulsehazard was shaping up to be back in 2016 when I was still learning how to use Unity. A quick aside: the third image depicts the Lieutenant, the player character of Impulsehazard, with my current modeling abilities. As you can see, there has been some improvement to my skills.
>Hate to say it but your starting to grow on meMost people find that, after talking to me, they warm up to me and my eccentricities. I am very opinionated and boastful on the internet, but that's simply because that's what needs to be done to get yourself out there. With that being said, I have no incentive to be mean unless either that person is mean to me first or they are a disgusting creep, and you'll come to find most of my ardent haters are enemies of Chris Hansen and his crew at Dateline.
>hope to see more updates in the futureI'll try, but things are moving a little slow now that college is beginning once more in the next week, not to mention that I cannot stand making cutscenes (even though a lot of people tell me the cutscenes are the best part of the game). Oh well, such is the cross I bear because I am making a story-focused game, but rest assured I'll keep you in the loop.
β50759[Quote]
>>50236>>50313i've looked at these a few days ago already, and now i will write a response:
your project does not look God-blessed, but possible.
Interesting to see what others do… and it seems like you had some background-development that was a lot of rearranging…
at least thanks for… posting? it gives me less to think (maybe thats a good thing), but i think and state that your project looks like a "to be developed" project, and these images make me assume that you arent stuck, just a different phase of development. not enough… context yet to get a feeling that you are doing progres, but i think there is something (minor) you are successfull in, regarding your progress so far. I think i will just prefer to say detailed things after some more posts/time in the future…
>>50244not me btw
And now, the progress post!
I have "finished" the custom auto-block-creator, albeit with no actual results yet, as the results are not functional yet. There seems to be some thing that doesnt work!… oh… i think i know… the one part i forgot to disable in the auto-generator…
also the performance might be shit. it might not be that good in terms of time, as, for now, generating the thing (still) takes "30 minutes or more"; the list, all of the meshes as well though if combined.
i am a bit less interested in continuing: the plan is to fix the problems and finally generaate the thing that works; additional features? afterwards… probably only things to carry and climb on planned so far…
i have seen how it can work, and learned the interesting and many further useful things…i am not here to waste my time with a project i dont want to do after all…
so here i am: i have some progress and can now continue with… the final things to make it work;
aaaaaaaaaaaaaaand… at least i'm free, in a way. and the part until now seems to have been the most importiant part of the development. it is a "success" in learning either way.
why am i saying this? because i think that i will do another, perhaps non-gaming- perhaps gaming project, after this.
will it be "a game"?…
i think not; this "game" is for me, and… it is a test, and…
i think it is a piece of entertainment, and as such, it should not be commercialized or otherwise be made for sale intentionally. If it was out of hobby, and natural development, then sure. but like this? i have 1000 times better ideas; this is just what i did to see if i can do a small project
and now…
some rather easy development ahead
and a seemingly far seemingly close finish line
β50820[Quote]
>>50759unity crashed 5 times award. something about adding more templates…
β51002[Quote]
>>50820fixed the crashing. i was missing some "tempint19++;" lines in some "for-loops".
but after some fixing, finding some errors/fixing them and other solutions, for now, the auto-generated templates are still not working (generated wrongly)
i will try to figure it out, but i will also create some more normal templates and finally finish it with or without the auto-generated ones
β51026[Quote]
interesting thread go up
β51129[Quote]
evil ass rape dungeon of madness
β51211[Quote]
snca update:
i realized today that for the template generator, even with the reduced 5*5*5 range instead of the border including 7*7*7-point area, the possible "cube" positions with 125, are, even for a mere 5 cubes (which would be a very small and very empty template), allowing and currently detrimentally leaving over 80.000.000 combinations of cube positions, with most of them also being set apart… which isnt neccessarily bad, but still, a problem for the currently established code:
-currently, ; here, an example: "X = cube, 0 = empty"; 125 positions, 5 cubes
Template 1:XXXXX0000000000000000000000000000000000000000000000000…
Template 2:XXXX0X00000000000000000000000000000000000000000000000…
Template 3:XXXX00X00000000000000000000000000000000000000000000000…
Template 4:XXXX000X000000000000000000000000000000000000000000000…
Template 5:XXXX0000X00000000000000000000000000000000000000000000…
Template 6:XXXX00000X0000000000000000000000000000000000000000000…
Template 7:XXXX000000X000000000000000000000000000000000000000000…
…
Template 122:XXX0XX00000000000000000000000000000000000000000000…
Template 126:XXX0X0000X00000000000000000000000000000000000000000…
…
while this technically allows for very many combinations, the problem is, that, the current method of just creating the next template combination, is not changing much: Unless i create millions of thousands of templates, they will all be very similar; currently not only in arrangement, but that can be dealt with… the arrangement though is the current thing i think about.
…
and my idea with the template that has 70 cubes… well…
pic related…
also i'm not done with the other things so not much to say.
β51429[Quote]
>>51211i'm not u fuggot, my keybourd just broke und now i cunt write "u's" unymore.
Smull/Medium Updute:
i did not yet finish creuting ull the premude templutes, since i udded unother list of ulso diugonul-connections-including templutes: (pic reluted; the new templutes; i did the first one ulreudy…)
there wus un issue with the test i did ufter recently "finishing" (excluding two uutism (oh wuit, i could use soyspeuk 'bbrevi'tions to repluce the 's 'ste'd. wont do this for 'w) templutes i decided not to do since they're sncu for now.) the old list of 12 templutes (i hud to redo them from the beginning since i didnt huve the suving function finished und the further testing included… non-intentionul overwrites of it, deleting every templute (5 or less?) i creuted before.)
: Unity did not munuge to uctuully creute the meshes und the plucement; insteud, it froze und - didnt crush though so it seemingly wusnt u memory leuk like in
>>51002>>50820.
i wuited for 2 hour of more or less, und it still didnt finish… i will try to fix thut us well or find out the problem.
I ulso creuted u smull list of things to fix in the future. i ulso completed some of the thing on thut list.
…
no video footuge since the error prevents me from generuting the meshes.
i might muke footuge of creuting one or muny templutes… luter…
i think i forgot something. will continue the project
β51599[Quote]
>>51430taking a break even doe i got more progress