Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Corpsecrank on March 14, 2012, 09:40:39 AM

Title: The future of fan games
Post by: Corpsecrank on March 14, 2012, 09:40:39 AM
Fellas this is how we will all be designing very soon:

Smart Video Game Design Tool (http://www.break.com/index/smart-video-game-design-tool.html#id2309220)
Title: Re: The future of fan games
Post by: Inccubus on March 14, 2012, 10:58:33 AM
Well, that's really freaking cool.
Title: Re: The future of fan games
Post by: Corpsecrank on March 14, 2012, 11:09:03 AM
Well, that's really freaking cool.

I know right. How refined and perfect could your game be with the ability to see the effects of code in real time. It makes every movement work exactly as you would want it to the first time without any guessing. I bet you could put games out pretty fast with something like that.

Here is the full video and it applies this same thing to many forms of designing any why:

Bret Victor - Inventing on Principle (http://vimeo.com/36579366)
Title: Re: The future of fan games
Post by: Las on March 14, 2012, 12:13:05 PM
Talking about the first vid.Wow that is cool as hell. Still will have to know what is going on code wise, but it will be cool too switch this up in game. Nice vid!
Title: Re: The future of fan games
Post by: Corpsecrank on March 14, 2012, 03:40:03 PM
Talking about the first vid.Wow that is cool as hell. Still will have to know what is going on code wise, but it will be cool too switch this up in game. Nice vid!

Yeah but this also allows you to jump in with fairly limited code knowledge and actually test and see what the code will do. It would make understanding code and how it applies to a game much easier.

I would like to see this guy release these tools some time soon that would change a lot of things I think. It isn't just making games that he applies this same thing to either. The second video shows a lot of different ways the same concept can be used to make developing things easier.
Title: Re: The future of fan games
Post by: Kale on March 14, 2012, 04:03:44 PM
Technically... Unity and Unreal and such already do this. While not code directly, but you can create variables and change the variables while have the game in play mode.

No time line though.... atleast not in Unity.

EDIT: The recording of movements is awesome though, it basically applies NG2 or Halo's recording method into game design.
Title: Re: The future of fan games
Post by: darkmanx_429 on March 14, 2012, 08:16:11 PM
Technically... Unity and Unreal and such already do this. While not code directly, but you can create variables and change the variables while have the game in play mode.

No time line though.... atleast not in Unity.

EDIT: The recording of movements is awesome though, it basically applies NG2 or Halo's recording method into game design.
Yep, Kismet does this also UT3 Script. This game design tool looks awesome!
Title: Re: The future of fan games
Post by: Aridale on March 14, 2012, 08:25:37 PM
yeah I love the exposed vars in unity. makes testing a lot easier. Id love to see these tools come out too it really would help
Title: Re: The future of fan games
Post by: X on March 15, 2012, 10:38:29 AM
That does look cool but even if I had access to it I wouldn't even know where to begin...
Title: Re: The future of fan games
Post by: TheouAegis on March 17, 2012, 05:53:46 PM
That's what forums are for. Only people who have taken classes on computer programming typically open Game Maker and start scripting on the first day. Most GM users use D&D. I even see threads at GMC where posters are supposedly saying their teachers/professors require them to start with D&D (that blows my mind). I couldn't tell from the vid quality, but it would seem like it's scripted to read a number (GM does this too) and then make that number clickable, whereby a slider pops up and lets you adjust the number that way. The whole code seems pretty simple just from a glance, to me at least. I just wanna know what the rest of the interface looks like. I'm getting accustomed to GM's UI by now.

But that future viewer is effin' sweet.
Title: Re: The future of fan games
Post by: Reinhart77 on March 18, 2012, 12:35:02 AM
that makes me want to start creating games again. 
Title: Re: The future of fan games
Post by: Mikepjr on March 25, 2012, 09:24:03 PM
Won't do me much good, i can't even make games the way they're coded now.
I'm more of an artist and a designer... and still waiting for a better game making software than anything we have now.. still have not found the right software for making platform games.
I found the right maker for RPGs long ago.. but software for making platform games has alluded me for years.
I got graphics and ideas.... like.. a lot of them.. but no way to make them happen, cause.. i can't process numbers... and remember coding and such.. it's just not in me, i'm an artists first and formost.. can't do much else.

Sorry for the rant, but yeah... this might not do me much good.. i don't get all that coding stuff as is.
Title: Re: The future of fan games
Post by: TheouAegis on March 25, 2012, 10:36:26 PM
Coding is an art form in and of itself, one that can pay hundreds of millions of dollars more than any other art form.
Title: Re: The future of fan games
Post by: Mikepjr on March 26, 2012, 02:26:00 PM
I don't see it that way, coding to me... is math.. and i suck at math.. royally.
I'm good with pixel art, and really i'm just good with digital art period.. i tried coding things.. i get a headache and throw my keyboard across the room.
Could just be the ADHD though... i just know that until someone makes something for making platform games as simple as RPG Maker is for RPGs.. i'm not gonna be making anything.

And if coding is such an art form, how come games sucked so bad until an artist named Miyamoto came along? Huh?
Coding is just that, coding.. nothing more. And don't try and tell me otherwise, i'm 31 years old, i been around long enough to know better.
Title: Re: The future of fan games
Post by: Corpsecrank on March 26, 2012, 03:08:38 PM
I don't see it that way, coding to me... is math.. and i suck at math.. royally.
I'm good with pixel art, and really i'm just good with digital art period.. i tried coding things.. i get a headache and throw my keyboard across the room.
Could just be the ADHD though... i just know that until someone makes something for making platform games as simple as RPG Maker is for RPGs.. i'm not gonna be making anything.

And if coding is such an art form, how come games sucked so bad until an artist named Miyamoto came along? Huh?
Coding is just that, coding.. nothing more. And don't try and tell me otherwise, i'm 31 years old, i been around long enough to know better.

But there are things as easy if not easier than rpg maker. Rpg maker is actually kind of rough I worked with it once but quickly scrapped it and used an existing game and editors to do my work which was much easier.

But rpg maker is limited to rpgs as far as I know and the other tools most people use are not genre specific. Right now I am using construct classic to build a game and others are using game maker or multimedia fusion all of which can be used to make any type of game and do not require programing though game maker does have gml which is it's own programming language I never got far enough into that one to talk much about it.

But this makes the headache of code go away in a hurry. You no longer need to keep track of anything it allows you to highlight a graphic which in turn will highlight the code for that graphic or the other way around if you prefer where you select a chunk of code and it will highlight the graphic. This allows you to focus entirely on one small piece of code at a time while being able to view any changes as they happen. No need to remember what is in the code or where it is just highlight the object that you want to change and fiddle with the little code block to see how it effects the object.
Title: Re: The future of fan games
Post by: TheouAegis on March 26, 2012, 10:50:44 PM
And if coding is such an art form, how come games sucked so bad until an artist named Miyamoto came along? Huh?
Coding is just that, coding.. nothing more. And don't try and tell me otherwise, i'm 31 years old, i been around long enough to know better.

Coding was restricted to college campuses initially. The only people with access to computers capable of playing decent video games were professors and students using school funds to buy the computers and dink around with them.

Games before Miyamoto sucked? First off, Miyamoto was just a designer who didn't work with code; Nintendo gave him a staff of coders to make his games. And really now, that statement alone spits in the face of years of video gaming greats. I'll overlook Pong and its numerous clones throughout the 70s. (Don't think it's a good game? explain all the clones up through the 90s.) 1976 featured the arcade release of Steve Jobs' Breakout game, which is considered one of the great classics with the popular clone Arkanoid. In 1978, Taito released Space Invaders, unarguably one of the most popular games ever made still played by people to this very day. 1979 had Galaxian, which was successfully followed up with Galaga, both of which are considered two of Namco's greatest games. That same year Asteroids came out and Microsoft released the first of its popular Flight Simulator series. Namco exceeded expectations in 1980 with Pac-Man, which was their highest grossing commercial video game. Also, the original Rogue came out that same year, and you'll be hard-pressed to convince any serious gamer that Rogue sucked so bad -- 30 years of roguelikes say otherwise. Missile Command (which spawned popular games like Worms and Gunbound) and Battlezone (which was responsible for first-person tank simulators) came out for Atari and were even picked up by the US Army; Centipede also came out for the Atari. Tank Batallion, later known as Battle City, was released as well. By the time Miyamoto made Donkey Kong in 1981, the video gaming world also got Ms. Pac-Man, Frogger, Galaga (the sequel to Galaxian), Ultima (one of the longest running game franchises after Flight Simulator), Wizardry (one of the most popular RPG franchises in Japan), Silas Warner created the original Castle Wolfenstein (if you don't recognize that name, you have no place arguing about video games). The next year had Q-bert, Dig Dug, Pole Position, Xevious, Zaxxon, Joust, and Robotron (father of Smash TV, my dad had the cabinet). 1983 had Dragon's Lair (illustrated by world-renowned animator Don Bluth), Gyruss, Mappy, and Mario made his big break away from gorilla in Mario Bros., which was nowhere near as widely received as Donkey Kong. 1984 was another big year for video games (prior to Super Mario Bros.), with the releases of King's Quest, Tetris, Tower of Druaga, 1942, Balloon Fight, Gauntlet, and Paperboy. By the time Super Mario Bros. came on the scene in 1985, we also had Ghosts'n'Goblins, Where In The World Is Carmen San Diego?, and Oregon Trail.

Is Miyamoto creative and innovative? Very much so. Was he the best thing to happen to video games since Spacewar!? Hardly -- he's just one name in a long list of developers that will be forgotten within the next ten years.
Title: Re: The future of fan games
Post by: Corpsecrank on March 27, 2012, 09:38:27 AM
Hey hes 31 and knows everything man don't waste your time. 31 is laughable how old does he think the rest of us here are? Not only that but saying coding is just coding and don't tell him otherwise? Ok well if he doesn't want to admit that he knows nothing about coding or he wouldn't have said something so blatantly wrong in the first place then let him be.

Anyone who has coded games knows that what he says is hilariously ignorant and untrue but please let him continue on the path of ignorance if that is what he wishes.

I already had a discussion once about a particular subject and found out that people like this will never accept facts or proof and will instead insist they are correct regardless. Just wash your hands of it and move on bro it ain't worth the time.
Title: Re: The future of fan games
Post by: uzo on March 27, 2012, 10:02:25 AM
Is Miyamoto creative and innovative? Very much so. Was he the best thing to happen to video games since Spacewar!? Hardly -- he's just one name in a long list of developers that will be forgotten within the next ten years.

Are you on fucking crack? Serious question.
Title: Re: The future of fan games
Post by: Jorge D. Fuentes on March 27, 2012, 11:03:41 AM
Miyamoto is remembered after 20+ years after his first game.
Are you going to remember the creator of Call of Duty?  No.
Are people still talking about Miyamoto?  Yes, yes they are.
I do not think he will be forgotten in the next 10 years any less than I think that they'll forget about Bill Gates, Steven Jobs, etc.  By now he's an icon in the gaming industry.
Title: Re: The future of fan games
Post by: Corpsecrank on March 27, 2012, 01:23:19 PM
HAHA yeah he will be remembered not for the code and not for the art either though. It was the experience as a whole that he delivered through the gaming medium that makes him what he is. It was the overall experiences people had in the end not just a particular piece of said experience such as the graphics or how the controls worked or how polished the games were even.

What made zelda so popular? What made mario so popular or how about metroid which was so popular it forever changed the castlevania series for better or worse depending on who you ask.

But I still think for someone to completely disregard the importance of code which is what all games are born of like it or not is kind of foolish yeah.

This topic has gotten pretty far out on a limb at this point. It was about a concept that makes our lives easier and why/how it does so.