White Flame
Still Fresh
- Joined
- Jan 21, 2009
- Messages
- 73
Hi, I'm a professional software developer, and for quite a while I've been wanting to create my own 2d game development system as a side project. I've played around with things like RPG/adventure makers and various graphics/game engines, but they're either too simplified & incapable, or too low-level requiring you to build everything from scratch given basic drawing primitives.
I have come up with my own large documents of design ideas, but I would very much enjoy the input of others before starting actual implementation. There are some great graphicians here, and some great ideas that seem to be stifled by the difficulty of sitting down with just C/SDL/OpenGL or even basic engines with a blank slate and trying to connect a path to the visualized game. I think something like this could be a great complement to the Pandora, and expand to other (reasonably powerful) platforms.
I would like to realize a system with a free capable version, and a $20 full quality, all bells and whistles included, super-optimized system with nice complementary editors and tools that you have free reign to do whatever you want with the generated output. (The initial versions will be totally free of charge until it's something truly commercial quality and worth the $20)
So, to the actual design of this thing.
This system should support everything from platformers like Cave Story and Metal Slug, to 2d Final Fantasy style games, to R-Type, to Civilization, to RTSes, to puzzle games. The problem is that systems either optimize themselves to 1 style, or make you program it all, which both suck. In mine, you can program from scratch, but different genre-specialized modules would be included to piece together into a game as well. Plus, the source to those modules would be available for modification, and we're not just talking about code modules, but various editors and specifications, declarations, and rules you can change to affect the game as a whole.
The types of stuff I would love to hear from YOU is how you want to be able to express your ideas into an ideal 2d game system. Stuff like:
- How you'd like to define the walkable ground in a sidescroller vs the display graphics
- Ideas for different menu/dialog systems and mixing graphics/text in them
- How to define random enemy placement and movement
- Organizational strategies for linking levels and areas together
- How you'd like to express game events that change over time (like revisiting NPC after key events in RPGs)
- What ideal editors would do for you automatically
- Level design features and special cases
- Your ideal graphical & animation pipeline
- AI capabilities (yes, I am an AI programmer)
- How you'd like to declare the behavior of your character & NPCs in terms of both control & automated behavior
- Problems that you've experienced in other systems where you just couldn't do what you wanted to
- etc
Basically, not getting lost in the technical details but the actual higher level components of creating and specifying the game. Though I don't mind receiving technical ideas, they tend to grow into huge discussions that really don't have much to do with game design so keep that part brief.
Feel free to dump & ramble on about your own ideas. In the goal of keeping this thread sane, don't bother dissecting other people's replies unless you would like added features on top of theirs!
Obviously, I'm sure once the initial version gets released that tons of more ideas will surface, but I'd like to start with at least a framework that is open to future inclusion of stuff listed here.
Simple practical ideas and pie-in-the-sky "if only!" features are equally welcomed.
I have come up with my own large documents of design ideas, but I would very much enjoy the input of others before starting actual implementation. There are some great graphicians here, and some great ideas that seem to be stifled by the difficulty of sitting down with just C/SDL/OpenGL or even basic engines with a blank slate and trying to connect a path to the visualized game. I think something like this could be a great complement to the Pandora, and expand to other (reasonably powerful) platforms.
I would like to realize a system with a free capable version, and a $20 full quality, all bells and whistles included, super-optimized system with nice complementary editors and tools that you have free reign to do whatever you want with the generated output. (The initial versions will be totally free of charge until it's something truly commercial quality and worth the $20)
So, to the actual design of this thing.
This system should support everything from platformers like Cave Story and Metal Slug, to 2d Final Fantasy style games, to R-Type, to Civilization, to RTSes, to puzzle games. The problem is that systems either optimize themselves to 1 style, or make you program it all, which both suck. In mine, you can program from scratch, but different genre-specialized modules would be included to piece together into a game as well. Plus, the source to those modules would be available for modification, and we're not just talking about code modules, but various editors and specifications, declarations, and rules you can change to affect the game as a whole.
The types of stuff I would love to hear from YOU is how you want to be able to express your ideas into an ideal 2d game system. Stuff like:
- How you'd like to define the walkable ground in a sidescroller vs the display graphics
- Ideas for different menu/dialog systems and mixing graphics/text in them
- How to define random enemy placement and movement
- Organizational strategies for linking levels and areas together
- How you'd like to express game events that change over time (like revisiting NPC after key events in RPGs)
- What ideal editors would do for you automatically
- Level design features and special cases
- Your ideal graphical & animation pipeline
- AI capabilities (yes, I am an AI programmer)
- How you'd like to declare the behavior of your character & NPCs in terms of both control & automated behavior
- Problems that you've experienced in other systems where you just couldn't do what you wanted to
- etc
Basically, not getting lost in the technical details but the actual higher level components of creating and specifying the game. Though I don't mind receiving technical ideas, they tend to grow into huge discussions that really don't have much to do with game design so keep that part brief.
Feel free to dump & ramble on about your own ideas. In the goal of keeping this thread sane, don't bother dissecting other people's replies unless you would like added features on top of theirs!
Obviously, I'm sure once the initial version gets released that tons of more ideas will surface, but I'd like to start with at least a framework that is open to future inclusion of stuff listed here.
Simple practical ideas and pie-in-the-sky "if only!" features are equally welcomed.