Jagged Dudes tilemap-streaming game

Advice on general approaches or feasibility and discussions about game design

Re: Jagged Dudes tilemap-streaming game

Postby jonnection » Sun Aug 23, 2015 4:36 pm

You log in and edit the games page. There are instructions in the wiki. I am outdoors now, can't help sorry.
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Re: Jagged Dudes tilemap-streaming game

Postby mougino » Sun Aug 23, 2015 5:48 pm

Jonne, your graphics and your map are splendid :o
That looks like a great game! Is it already playable?

Nicolas
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Re: Jagged Dudes tilemap-streaming game

Postby jonnection » Sun Aug 23, 2015 7:54 pm

mougino wrote:That looks like a great game! Is it already playable?
Nicolas


No. And it probably will never be, unless someone is interested in making this type of game with me and sharing the workload.

When I saw Valden's tile map demo I just realized that a "Jagged Alliance"-type game with pseudo-3D buildings was possible. Then I just started drawing and coding. This is the result of about 6-8 hours of work combined over several evenings.

But to make it into a real game requires at least:
- collision detection
- line of sight calculation
- movement route calculation and obstacle avoidance
- game user interface
- enemy AI
- level design

Still, I am very proud of the animation and the graphics. I did not expect to get such an atmospheric and functional end result when I started making the art.
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Re: Jagged Dudes tilemap-streaming game

Postby deeph » Mon Aug 24, 2015 6:17 am

I'd like to help but personnaly I don't have that much time to program lately...

I've never played Jagged Alliance, but it seems to be a sort of tactical rpg/strategy game. I think you can ease a lot of things (movement calculation, AI) by using a pathfinding algorithm. Collisions with tiles are really easy too if you have sorted the tiles by "passability" (tiles that you can walk through first, and then others for example, just like I did with my tilemapper).
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Re: Jagged Dudes tilemap-streaming game

Postby jonnection » Tue Aug 25, 2015 12:45 pm

Hahaa. Thanks for the inspirational links Deeph !

After reading about pathfinding algorithms & line of sight & field of vision I now have my first FOV code working. And its freaking awesome ! You can hide behind corners, shadows fall behind stones and stuff. I am projecting 8 rays (N,NE,E,SE,S,SW,W,NW) and interpolating a visibility map.

Walking along, shadow moving behind rocks and stuff ... you see inside buildings through windows and doors... it looks too awesome to leave alone. I'll make a video soon.

So I guess I'll continue for a while :lol:
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Re: Jagged Dudes tilemap-streaming game

Postby deeph » Tue Aug 25, 2015 3:15 pm

Nice ! I can't wait to see :)

You're planning to implement vision for enemies ? That would be great because most games simply make them "omniscient", but therefore the AI is a little "cheated".
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Re: Jagged Dudes tilemap-streaming game

Postby erico » Tue Aug 25, 2015 4:17 pm

Yep, wrote an article about exactly that ´cheat´, that is why I don´t fancy much the path finding thing.
I´d prefer to work with line of sight (LOS) and field of vision (FOV) plus AI.
Here some insight into it:
http://www.roguebasin.com/index.php?title=Category:FOV

And a nice comparison here:
http://www.roguebasin.com/index.php?tit ... sed_worlds

Cheers!
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Re: Jagged Dudes tilemap-streaming game

Postby jonnection » Tue Aug 25, 2015 7:38 pm

Here you go.

Some bugs still, but I know where the problems are.

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Re: Jagged Dudes tilemap-streaming game

Postby Drakker » Tue Aug 25, 2015 8:37 pm

Wow! Amazing work as always Jonnection!
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Re: Jagged Dudes tilemap-streaming game

Postby erico » Tue Aug 25, 2015 9:04 pm

Superb!
Say, is the middle face on the right Lee Van Cliff? It MUST be him! :)
Do we already have Morricone signed for the tracks?
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