Something something cast fist?
A lot of what becomes a game is art assets. On a recent interview, a modern game can have 10 Gb of art and maybe 200M of code.
This is a kernel, or a seed of sorts. Also, my camera is not a scanner. Clearly.
I ended up doodling in Piskel a bit. Fun, and usable, but not exactly what I intend to go for.
Just the keyframes, but at this resolution I'm not sure if any more is needed.
Still, I seem to be entering a pixel art kick .
Showing posts with label gamedev. Show all posts
Showing posts with label gamedev. Show all posts
Thursday, February 8, 2018
Saturday, June 28, 2014
Big Eyes, Small Mouth // Pen and Paper Ideas // Game rules and the Narrative
So... My intracranial beehive is working on pen & paper stuff. I'll link some.
How to run BESM inside Solar System. This is a bit fuzzy still, but I think I'm on to something. Perhaps implementing psyche and shock as passive defenses on energy and health pools, respectively
Also, some BESM house rules. Neither of these are likely to make much sense without familiarity with the involved systems.
Big Eyes, Small Mouth is... interesting.
My initial impression of it, wayback, was that it had a nice system for modelling characters, but the gameplay, especially combat, was rather clunky.
Here's a basic situation:
A skilled combatant nearly always succeeds in their roll: Few levels of Combat Mastery has them failing only on a roll of 12. Even then, a defender rolling under their DCV will defend against the attack, which gets frustrating fast. Seems obvious.
Back when I started roleplaying, I truly wanted a rule for every situation, AND I wanted to use the official rule, if such was available. This lead to me gaining a Master level understanding of Dungeons & Dragons 3.x ruleset.
The downside of this, rather simulationist-gamist approach, is that you easily end up with hundreds of rules to remember. When I became a Dungeon Master, I spent a lot of time creating things using established rules.
At some point, I ended up getting excited about BESM, and I bought the rule book. Character creation was fun, but I couldn't quite grok running games, and tests didn't seem that impressive - I did come from the mentality of a player squeezing every drop of power available, to survive in a rather hostile world, where the overgod (DM) quite literally was out to get them.
I never got that much enjoyment out of killer DMing, but I see the fun in playing under one: Every time you survive anything, it feels like an accomplishment, and you don't feel at all bad for doing what the character would do under such circumstances - jockeying for maximum power and survivability.
During a lull in D&D gaming, I began wandering, reading other rulebooks - The Shadow of Yesterday, Spirit of the Century, various White Wolf games, and at some point the narrativism started to click.
This did show up in my DMing, and I began homebrewing classes and coming up with house rules and rulesets. I mean, if a player wanted to play a, a Ninja / Evoker hybrid, why make them jump through the hoop of digging through a library of rulebooks, when I could just write a class that suited them in an afternoon, while also making sure they fit into the world.
At this point, I was starting to get fed up with some aspects of D&D, such as an experienced wizard being a better fighter than an experienced militia member, just due to their level bonuses. I began looking for satisfying alternatives, while thinking of the kind of things I wanted to run in games.
Exalted had impressed me with it's idea of Stunts, and having a carrot to induce player behavior, as well as the amount of agency it gives to players.
In D&D, you can describe jumping to tables, swinging from chandeliers etc.... but either you end up spending your turn doing those things instead of attacking, while making skill checks with real consequences if you fail, for no real benefit allowed by standard rules... or you just roll attack, the same as everyone.
Just because you can have fun games with flawed rules, doesn't mean the rules aren't flawed.
Back to BESM, and a skilled attacker always succeeding in their attacks:
In stories, Goku doesn't fail in attacking with a kamehameha, Kenshin doesn't fail in swinging his sword, nor does Ranma punch improperly.
Basically, the importance is in using Trick Shots, (What I learned from BESM Ex) which apply a penalty of +1 to +6 to both you and your opponent, or as it was pointed out in the Manga Kenji....
What is important in a real fight, is just not strength and timing. If your opponent is good, they can read or guess your intention, and thus counter even the best attack in the world. You must add deception to your attacks, so they won't be able to defend against them.
Of course, there's a problem with, well, the Crunchiness.
Even if game is good and solid, and well thought out, if you need the equivalent of a Bachelor's degree to even play the game, it's not that good.
I'm looking at you, Exalted 2nd edition, and your ten-step attack resolution.
Then again, if you end up with very little crunch and very narrative-driven game, it eats away immersion into character, as well as suspension of disbelief, for me. One of the reasons I'm not really quite fond of action points, fate points, and similar - not their usage, which is fine, but their theme, of fate and destiny intervening.
It means my character isn't good enough to survive on it's own, doesn't it?
Partially, it's just a naming thing. Solar System used Vigor, Instinct and Reason, and those worked fine, for me.
Neither doesn't necessarily affect gaming, although crunch heavy kind of often does. I think the gamist aspect is...
Gamist aspect is simultaneously the most, and the least important bit.
Without it, a game tends not to be fun, unless it's basically narrativist-driven drama - so that sort of compensates, but without a game, you cannot test your simulation, and there's no order in the chaos.
However, calculating a bunch of three-digit numbers, checking against immunities and resistances and so forth, just isn't fun.
So... how do we handle sufficient amount of gamism - enough fun rules to play with, resources to spend, gain and lose, difference in having the high ground, between a knife and the Excalibur? Yet, not getting into multi-digit numbers, multiplication and division, stacks upon stacks of tables?
...I'm working on it.
I'll get back to it in a later post. Promise. Something about Descriptors, Tags and Aspects...
Narrativism doesn't necessarily take any 'space', but it's useful, as while the game tells you if you're hitting that guy in the face, narrativism is about why you're hitting that guy in the face.
Having some game effect supporting the narrativium is also good: It gives an impetus for everyone to insert some role and story into their game, as well as giving some formal structure.
Say, according to your backstory, you're looking for the six-fingered man who killed your father. When you're deep in the undermountain, this may fade into irrelevance quite easily, but what, if, like in Solar System's Key Framework, you gained experience or advancement points, whenever you heard a rumor of the six-fingered man? What is finding out a fact about him, or seeing him gave you more? What if getting your revenge will net you the equivalent of an immediate level-up?
You'll be HUNTING that bastard who killed your father!
How to run BESM inside Solar System. This is a bit fuzzy still, but I think I'm on to something. Perhaps implementing psyche and shock as passive defenses on energy and health pools, respectively
Also, some BESM house rules. Neither of these are likely to make much sense without familiarity with the involved systems.
Big Eyes, Small Mouth is... interesting.
My initial impression of it, wayback, was that it had a nice system for modelling characters, but the gameplay, especially combat, was rather clunky.
Here's a basic situation:
A skilled combatant nearly always succeeds in their roll: Few levels of Combat Mastery has them failing only on a roll of 12. Even then, a defender rolling under their DCV will defend against the attack, which gets frustrating fast. Seems obvious.
Back when I started roleplaying, I truly wanted a rule for every situation, AND I wanted to use the official rule, if such was available. This lead to me gaining a Master level understanding of Dungeons & Dragons 3.x ruleset.
The downside of this, rather simulationist-gamist approach, is that you easily end up with hundreds of rules to remember. When I became a Dungeon Master, I spent a lot of time creating things using established rules.
At some point, I ended up getting excited about BESM, and I bought the rule book. Character creation was fun, but I couldn't quite grok running games, and tests didn't seem that impressive - I did come from the mentality of a player squeezing every drop of power available, to survive in a rather hostile world, where the overgod (DM) quite literally was out to get them.
I never got that much enjoyment out of killer DMing, but I see the fun in playing under one: Every time you survive anything, it feels like an accomplishment, and you don't feel at all bad for doing what the character would do under such circumstances - jockeying for maximum power and survivability.
During a lull in D&D gaming, I began wandering, reading other rulebooks - The Shadow of Yesterday, Spirit of the Century, various White Wolf games, and at some point the narrativism started to click.
This did show up in my DMing, and I began homebrewing classes and coming up with house rules and rulesets. I mean, if a player wanted to play a, a Ninja / Evoker hybrid, why make them jump through the hoop of digging through a library of rulebooks, when I could just write a class that suited them in an afternoon, while also making sure they fit into the world.
At this point, I was starting to get fed up with some aspects of D&D, such as an experienced wizard being a better fighter than an experienced militia member, just due to their level bonuses. I began looking for satisfying alternatives, while thinking of the kind of things I wanted to run in games.
Exalted had impressed me with it's idea of Stunts, and having a carrot to induce player behavior, as well as the amount of agency it gives to players.
In D&D, you can describe jumping to tables, swinging from chandeliers etc.... but either you end up spending your turn doing those things instead of attacking, while making skill checks with real consequences if you fail, for no real benefit allowed by standard rules... or you just roll attack, the same as everyone.
Just because you can have fun games with flawed rules, doesn't mean the rules aren't flawed.
Back to BESM, and a skilled attacker always succeeding in their attacks:
In stories, Goku doesn't fail in attacking with a kamehameha, Kenshin doesn't fail in swinging his sword, nor does Ranma punch improperly.
Basically, the importance is in using Trick Shots, (What I learned from BESM Ex) which apply a penalty of +1 to +6 to both you and your opponent, or as it was pointed out in the Manga Kenji....
What is important in a real fight, is just not strength and timing. If your opponent is good, they can read or guess your intention, and thus counter even the best attack in the world. You must add deception to your attacks, so they won't be able to defend against them.
Of course, there's a problem with, well, the Crunchiness.
Even if game is good and solid, and well thought out, if you need the equivalent of a Bachelor's degree to even play the game, it's not that good.
I'm looking at you, Exalted 2nd edition, and your ten-step attack resolution.
Then again, if you end up with very little crunch and very narrative-driven game, it eats away immersion into character, as well as suspension of disbelief, for me. One of the reasons I'm not really quite fond of action points, fate points, and similar - not their usage, which is fine, but their theme, of fate and destiny intervening.
It means my character isn't good enough to survive on it's own, doesn't it?
Partially, it's just a naming thing. Solar System used Vigor, Instinct and Reason, and those worked fine, for me.
Neither doesn't necessarily affect gaming, although crunch heavy kind of often does. I think the gamist aspect is...
Gamist aspect is simultaneously the most, and the least important bit.
Without it, a game tends not to be fun, unless it's basically narrativist-driven drama - so that sort of compensates, but without a game, you cannot test your simulation, and there's no order in the chaos.
However, calculating a bunch of three-digit numbers, checking against immunities and resistances and so forth, just isn't fun.
So... how do we handle sufficient amount of gamism - enough fun rules to play with, resources to spend, gain and lose, difference in having the high ground, between a knife and the Excalibur? Yet, not getting into multi-digit numbers, multiplication and division, stacks upon stacks of tables?
...I'm working on it.
I'll get back to it in a later post. Promise. Something about Descriptors, Tags and Aspects...
Narrativism doesn't necessarily take any 'space', but it's useful, as while the game tells you if you're hitting that guy in the face, narrativism is about why you're hitting that guy in the face.
Having some game effect supporting the narrativium is also good: It gives an impetus for everyone to insert some role and story into their game, as well as giving some formal structure.
Say, according to your backstory, you're looking for the six-fingered man who killed your father. When you're deep in the undermountain, this may fade into irrelevance quite easily, but what, if, like in Solar System's Key Framework, you gained experience or advancement points, whenever you heard a rumor of the six-fingered man? What is finding out a fact about him, or seeing him gave you more? What if getting your revenge will net you the equivalent of an immediate level-up?
You'll be HUNTING that bastard who killed your father!
Tuesday, November 26, 2013
It's a Mock-up.
I'm doing another Game Jam thing - no more of it, because there's a decent chance I won't make it in time. In any case, I was doing some mock-ups, mainly to determine the style of palette to use.
I kind of like the one here, since it has this, sort of Commodore 64 vibe to it.
The strong orange-yellowish colors remind me of the first Castlevania, though.
The palette in the top-left corner is my initial one, trying to figure out the color harmonies. I ended up with this one after a bit of tweaking, increasing contrast and reducing lightness.
The original palette was kind of pastel-y.
I painted this mostly using the rectangle tool. It's kind of fun.
As you can see, I did poke around with some filters and adjustments.
This is about the correct size - I'm targeting 800x480, and going for the main character sprite to be around 64x96 pixels.
Worst case, this is all I'll have to show for it, but... mmh.
As for designing the characters, I want to think of them as designing toys. Part of the idea is trying to shut down my inner critic.
Mm... Locations, moving parts... Should be interesting.
Part 2:
![]() |
| Movement cycles |
I ended up inserting them in the computer, it looked strange without them. Oh, and I used this paper earlier while pondering other animation thingies.
What I had to do was:
1. Scan this sheet.
2. cut every frame into individual png:s,
3. Import pngs as layers in gimp. Make canvas size equidistant
4. Open the images in graphicsgale, tweak around, add missing frames
5. Export as strip for further painting.
The biggest strenght of Graphicsgale is it's ability to port to and from spritestrips and spritesheets, in my opinion. You can paint on a spritestrip with anything, and if it's created properly - IE, all frames are the correct width - you can pull it back in to GG.
For actual animation, I still think Plastic Animation Paper is great, but it's one of those where you need to learn the keyboard shortcuts by heart.
My RSI is acting up something fierce - I have decent wrist support, but my keyboard is an extra-cheap Logitech one, and I could really use something nicer. While I'm indoctrinated into the Keyboard Cult, and drool after mechanical switches, I'm currently lookin at Microsoft's comfort offerings, mainly due to their christmas rebate deal.
Part 3:
Indeed, I didn't make it in time. Ludum Dare 28 is next weekend, though, and I've pre-committed to doing that.
Anyway, Runcycles.
Here's an old one I did wayback, with PAP.
I HAVE SUCH A CRAMP IN MY BACK
And here's the new one in it's current incarnation.
The master file is way way bigger, this one is 80x64, which is decent, but System 3's Myth: History in the Making on Commodore 64 had this really great looking character that was, I believe, 16x20 pixels.
Side note: This game is gorgeous. In my opinion it looks better than it's Amiga port, even.
The new one is much more relaxed, but it seems a bit glitchy, as if it's limping or something.
The master file is almost 500 pixels tall, and has a separate layer for each limb as well as torso. I want to have something I can tweak and paint over when creating different characters, I think.
Oh, Aseprite is quite cool. I haven't poked around with it enough as of yet to be certain whether I prefer it to GraphicsGale or not.
And this is me fiddling around in Asesprite.
Wednesday, August 21, 2013
Looking at Things at an Angle.
Is that the correct title casing? I never know...
Anyway, since I'm loathe to waste paper, I made use of the earlier sheet, proving again that if you can draw cubes you can draw anything.
Since I'm loathe to waste screen space, I crammed all the drawings into the smallest possible space.
I'm still not sure which way I want to go, design-wise, but I'm enjoying myself, mostly.
Also, just magic wand + delete gave some interesting visual results, so I took them and ran. The portrait series up-left is meant to be a Doom - type thing, with neutral/getting hit/attacking/quad damage modes, so to speak.
Thursday, May 14, 2009
So I learned something new today.
Not much of anything, admittedly, but SOMEthing. Okay, so I'm doing some OpenGL stuff, and once you've hand-written in one cube's quads, you start already feeling, "importing meshes from file formats can't be that hard." So, I took a look at what Blender exports.
Blender is... almost easy, these days. The UI looks terribly complicated, but it isn't. I did suffer a bit with texturing, but even that gets a bit easier. The stomach side is undone, and the mesh is broken in places right now. I'm going to have to leave it segmented too - this 'fish is meant for NWN1, which has some... basically, it doesn't animate much of anything --- or rather, it doesn't transform meshes. it just moves them around. So, head and body at least need to be separate.
...Not that I'll ever get done, seriously. I was just looking for file formats, is all. This just happened to be in the folder I was exporting cubes into.
Thursday, July 3, 2008
About Tetris...
I don't speak much of game development here, but recently, I learned JavaScript ( which is kinda awesome, really, ) since one job I applied for required knowing it --- not sure if I got the job, or even if I'm taking it, but --- nevertheless, javascript: Fun, easy, fast to do stuff with.
So, I wrote a Tetris game with it. It's a classic style tetris, without gravity-based chain reactions. Nothing fancy. It stores the latest highscore on your machine as a cookie, too.
I really liked working on the block rotation and collision algorithms. Fun stuff.
So, I wrote a Tetris game with it. It's a classic style tetris, without gravity-based chain reactions. Nothing fancy. It stores the latest highscore on your machine as a cookie, too.
I really liked working on the block rotation and collision algorithms. Fun stuff.
Subscribe to:
Posts (Atom)









