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Published: 2019-02-11 19:37:07 +0000 UTC; Views: 1187; Favourites: 13; Downloads: 1
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Description
I am writing a devlog for my latest game "Paradox Vector." You can follow it on Gamejolt: gamejolt.com/dashboard/games/3…
I am designing it with 3D Gamestudio and Lite-c. The idea behind the game is to take up where M.C. Escher left off. With computers, it is possible to build 3D structures with the impossible geometry of his 2D drawings. I already have a few kinds of impossible things happening in the game, and I plan to add more.
There is also a rather straightforward action game element, where you must battle hostile inter-dimensional cyborgs and escape their lair.
Bringing it all together is an artistic style that draws from the vector graphics games I grew up with in the early 1980's, like Battlezone, Tempest and Tailgunner. With the fairly recent popularity of pixel art games, I thought it might be fun to draw upon another trend in older games, and update it for modern players. I have not seen many games using the vector graphics style, in which game elements are all drawn with simple straight lines. I feel like it could result in some really interesting imagery if it is approached creatively.
This is going to be a smaller project. I hope to have a really solid game ready in about a month or so. Then I hope to release on Steam Early Access.
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Comments: 19
Plokman6 [2019-02-13 05:24:08 +0000 UTC]
Hmm may I make a humble request? Seeing your going for a vector style as well as a retro feel think there could be any references to Berzerk in the game? I'd love one of the enemies being a vectorized Evil Otto with the "The Humanoid must not escape!" vocorder synth. It's your game and I'll never understand how to render M.C. Escher my self but you are making something quite cool in my humble opinion.
I look forward to a release and I will definitely play it even if the only thing that reminds me of Berzerk is the blue walls and green hero. I wish you success and I would if I were in your position give great consideration of giving a copy to SomecallmeJohnny, his reviews are fun and funny and he has a enjoyment for old-fashioned looking game art with great gameplay. Hope I don't sound off saying that I just enjoy these kinds of throwbacks and want it to take off, if 8-bit is enough then 12-bit (That is a rough guess on the hardware to look ratio, not sure if Tempest or Battle Zone were considered 8-bit) most assuredly is enough.
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MKSchmidt In reply to Plokman6 [2019-02-13 06:37:12 +0000 UTC]
Cool, thanks! You can actually play the current demo on the Gamejolt link I provided, but I would recommend to wait for the next update. There is some cool stuff underway
I will definitely be sending out keys and such to streamers. I will look up this SomecallmeJohnny fellow as soon as possible. Thanks for the recommendation!
Berzerk was a big part of my childhood, but more Atari 2600 version. I was a bit intimidated by the arcade game, Evil Otto was too scary! But I like the idea of a reference to it.
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Plokman6 In reply to MKSchmidt [2019-02-14 03:04:37 +0000 UTC]
Sounds awesome my friend, I look forward to the next update. Johnny is a well respected reviewer on many games, Bastion, Dust: an Elysian's tail, Bendy and more recently the new RE game. Though Im no fan of Survival Horror Johnny gives most games a look at least with the type of game he enjoys the most being Metroidvanias have a sense of getting stronger as you go and less railroading but good suggestions on objectives and you won't have a bad review from him. Heck if the game has a good story and or premise he can get behind it it just needs a sense of adventure.
Heh that is funny about you not playing the cabinet version of Berzerk, it reminds me of a web comic I read called Captain SNES The Game Mastah a parody/spiritual sequel to Captain N. The main character's greatest fear in all of the Video game realms is the Atari 2600 Evil Otto and one joke has a mind reader see what he fears most, a blinking smiley face to which the character who is one of the god like Sinistrals from Lufia thinks it's a mental shield, pity for him it's not.
Evil Otto is much worse in Frenzy since he can be huge in that game. I really wanted to see him in the Wreck-it Ralph movies I even sprited up a design I thought would make sense based off the movies rules like Pac-man is a sphere not a disc and the ghosts are as they seem living bedsheet ghosts and so on. Since his sprite was so simple there is a lot of things we may not of seen at that level since he is a robot. Would you like to see my design? May help inspire your homage and I'd enjoy at least having helped make a game even greater when it looks great already.
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MKSchmidt In reply to Plokman6 [2019-02-14 06:50:02 +0000 UTC]
I do remember Frenzy. Again, I was a little kid at the time and that was a bit too crazy for me. The Atari version of Berzerk let you disable Evil Otto, so I was happier with that
Sure, let's see Evil Otto! I don't want to make any promises at this point as far as what I will, or will not put in the game, but I am definitely open to suggestions.
Right now the game is pretty linear. I want to develop it pretty quickly, a couple months or so, so I'm keeping it simple. But that doesn't mean it can't have some kind of expansion later on.
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Plokman6 In reply to MKSchmidt [2019-02-16 02:44:24 +0000 UTC]
Yeah I fully understand, both games were before my time as I was born in 88. But as a gamer who has a connection to obscure titles I found out about them and have MAME played them.
Of course my friend I never meant to sound like I was asking you to put my design in your game, I just thought it could inspire a enemy or something while connecting to the era the game is designed after. Here are the three Evil Ottos based of the three colors that berzerk used for enemies sta.sh/02d2r1uom0g4 This is how I imagine Otto would look in a Wreck-it Ralph like setting after leaving his game.
Expansions are always great, though a idea I had could be of use why not make it Early Access so while you build up more story elements it can be Beta tested as well. Just a thought after all I am only trying to help.
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MKSchmidt In reply to Plokman6 [2019-02-16 06:04:45 +0000 UTC]
I appreciate any input, it's hard enough to get attention on games these days, so I really welcome your thoughts. At the same time, I don't want to promise something I won't be able to do, and get your hopes up.
I did have a game in Early Access two years ago. It went well, and I am still actually working on that game. But that one was a long term project. This game I see as a much shorter project, so I am trying to do Early Access outside of Steam. If I feel like it is really stable and well tested, then I would just go to a full release. If not, then I will put it in Early Access on Steam.
My last game was put in Early Access too early. I know that it is supposed to be for unfinished games. But I think the players expect to see something that is really very polished, even if it is not a complete game. So I won't make that same mistake.
I just posted an update on Gamejolt, and I also released the demo version on Itch.io: schmidt-workshops.itch.io/para…
You can try the demo on either platform. It's just five levels, if you haven't done so already.
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Plokman6 In reply to MKSchmidt [2019-02-17 04:20:51 +0000 UTC]
Indeed, I hope I gave you some encouragement my friend. I fully understand not wanting to get someone's hopes up, even if you have every intention of taking their idea (I mean that in a supportive way, "Taking" sounds a bit aggressive there after reading it back) and to implement it things can and often do go wrong and you like me probably hate letting others down. As I said if I can give you a idea that is enough for me, even if it doesn't come to anything at least I can say I helped in some way.
Huh what was that game's name? I'd be more than happy to check it out too. I also agree that early access can come off a little shall we say arrogant, making it seem like you have more intention of being noticed than making the game which of course your aren't but to a large amount of gamers out there polish is everything. Advice is always free but always understand that it may not be fully needed, a good friend must watch when and where to give advice and I do hope I have done just that for you.
I will grab that demo ASAP. Still working on a overlay for a Pottermore Wand I'm making, technically it is the first of many but it's my personal Wand design the test bed for my prop making and such. Let me know if you ever would like me to make one for you or a family member, I will give you a good discount (It would be free but I do have to pay Etsy to host my shop once I start and fixed income outside of the shop's income must be watched.) also I may not be a reviewer properly like Johnny but I am part of a Youtube group called the SRS Crew and once you get the game to it's release I will do a video on it too, not asking for a review copy I'll buy it outright as I already like it from just the concept so it is a must buy.
Take care.
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MKSchmidt In reply to Plokman6 [2019-02-18 05:40:04 +0000 UTC]
My bigger game is called Star Explorers. It is fully released now, but I keep finding out there are bugs and things that don't work as intended. I definitely bit off more than I could chew! But I also love the game and enjoy working on it, so I plan to do a lot of cleaning up of the code in the next few months. I see it as an ongoing project, that I will always be updating in some way or another...
What is a Pottermore Wand? Something to do with Harry Potter? I am not much into wizarding equipment, but it sounds like a fun project to have. Send a link so I can at least understand what it is you are talking about
I have three games up on Steam, so if you are interested in playing small indie games, I have a variety for you to try out. I do appreciate that you would consider buying the game I'm working on. If you think any of my other games might make for a good video, or you think Johnny would be interested in any of them, let me know. So far, none of them have really taken off. But they do continue selling in small, but regular quantities, which is more that I would have expected...
Here are my existing games, in order of release:
Anomalies: store.steampowered.com/app/546…
Star Explorers: store.steampowered.com/app/502…
Rocket Blasters: store.steampowered.com/app/755…
I am actually quite happy to give out keys to legitimate streamers.
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Plokman6 In reply to MKSchmidt [2019-03-22 04:02:58 +0000 UTC]
I wasn't able to purchase a copy this month of Star Explorers due to some unfortunate vehicle trouble, I also won't be able to next month most likely as I will be saving up for my trip to my local Comiccon. But I will buy a copy of probably all your games after I get done there.
Pottermore is indeed Harry Potter related, being the name of JK Rowling's expanded Universe (Much like how Star Wars was before Disney with the novels) where she makes lore on subjects like the name and origin of the USA school of Magic and expands on more lore. You are able to take quizzes on the Pottermore site that show you what house you would be sorted into, what your wand is made from and it's magical core, even a little game to discover your Patronus' form my Patronus is a Dachshund. I have no intention of making real magic items beyond the second greatest we all have and that is imagination, they are props and always will be.
But I understand, from your games I gather you are more a Sci-fi fan and I like both, I plan to make a model of the Arwing fighter from StarFox Adventures and a Mario's pad diorama playhouse thing as wands are my gateway to more complex woodwork and carving. A great start point and one I can keep doing even when I am at a better level. Heck one prop I want to make a scale replica of Clocktown's Clock Tower from Majora's Mask it being my favorite Zelda (Yeah even Breath of The Wild is second place to it due to all the memories I got with it) Sucker is going to be heavy being made with real stone, or perhaps I could make it resin, I digress.
That is a great offer the main reason I said I'd review the game after I buy it is my friends and I once promised to review a game and well even though the game was garbage we failed to meet a promise. I have therefore not done anything with betas or early access (Early Access I will do since I still pay for the game but it's not come up yet.) in a way that would be reviewing. But I will trust your better Judgement here if you choose to give us keys to review with I will make sure to do everything I can to make a well made review. I will be perfectly nonbiased so everyone knows my review is the true feeling.
I hope that sounded as good on paper as it did my head. I hope everything is well for you my friend.
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MKSchmidt In reply to Plokman6 [2019-03-24 05:19:13 +0000 UTC]
Thanks for following up! No worries. Of course I would love if you bought the game and left a good review, but I don't expect it. Games are a very subjective experience, it's hard to say whether someone will like a game or not.
I liked Windwaker the best by the way. I loved the idea of a boat that allowed you to travel anywhere. I loved all the different islands with their secrets and treasures. I loved all the special encounters at sea, and the treasure charts. It had so much to do, and it felt so open and free for exploration. Majora's Mask was great too, but in a totally different way. Ultimately, that game was super complex, and it kind of rewired your brain to think differently, which was amazing.
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Plokman6 In reply to MKSchmidt [2019-05-20 02:21:15 +0000 UTC]
Hey my friend, I just wanted to say I will be grabing a copy of Paradox Vector on the first and I have grabbed Anomalies I just have been busy with making a Prop Pottermore Wand for my Prop store and haven't remembered to take a day off for games. I will ASAp but I expect that I will enjoy them very much.
Wind Waker it is on my top ten list for sure, that feeling of a open world full of discovery indees made it a fun game. Heck sometimes when I was just goofing around in the King of Red Lions I would just hit cruise and start singing "Somewhere Beyond the Sea" I don't know why but it gave me quite a few chuckles back then and I am glad I got the Zelda Wind Waker Wii U bundle some of the Hylian has rubbed off from use but I try to take care of this console since it's the one I play the most. I need to get my switch hooked to the net but my home router is too old to connect and my Eithernet cable (Which I bought for it specifically) doesn't work with it. I do have the short one that came with the adapter but I can't just have my charger in the living room while I am in my room.
Ah once I move I am buying a new router from my net provider that is compatible and will get more games then, shouldn't be too much longer if I can get everyone to talk over the plan. But yeah I fully understand why you love Wind Waker, Majora's mask required you to think in a new way for old problems which I must say I was a tad bit better at as a teen than I am now. Though my improvisation does show in my wood work, I made my own rounded sections and glued them together to form a dowel and made my own clamps with a few bolts and wing nuts since I have a budget till I get my shop going full speed.
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MKSchmidt In reply to Plokman6 [2019-05-20 17:46:14 +0000 UTC]
Hey cool! Let me know what you think.
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MKSchmidt In reply to MKSchmidt [2019-03-27 21:01:58 +0000 UTC]
Hey, I don't know if you saw this contest...
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I thought maybe you might want to share your wands there, they are giving out money for projects.
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1r0zz0 [2019-02-11 23:00:01 +0000 UTC]
I do not want to sound negative, but escher-like setting would look better in 3rd person, more than first person.
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MKSchmidt In reply to 1r0zz0 [2019-02-12 00:25:58 +0000 UTC]
I got a really bad headache trying to to just that. I ended up settling on first person because I could understand how to make it work. Besides, Monument Valley already did that really well.
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1r0zz0 In reply to MKSchmidt [2019-02-12 20:17:29 +0000 UTC]
also echochrome.
I've read a paper on the technique used by echochrome engine (based on Jun Fujiki's OLE cordinate system) the trick is to use the "perspective" to calculate connecting/adiacent "walk areas" and define the physics in the 2d perspective of the camera instead of the 3d world. but there are limitations like it would be annoying to create an action gameplay in that game and the perspective obviously need to be isometric.
about the art style, I entertained myself(I am a failed game designer with 3 failed projects on UE4) about designing the a game in vector style, but the big limitation I've met is the character/object design...the solution I've found is to ignore the basic structure of old vector games(that was mostly made of primitives) and use a "vector line" design (so objects are simple "stylizations" done in "vector" lines).
that said, I thought this with 3d modeling (so the vectors was 3d tubes)
this is what it kinda looked like (mind you it's a fast example I've made in few minutes and I didn't intended it for faces but for starships/aliens as it was a shot'em up, none of the original work survived the previous PC death).
there are few other ways I can think of to have a "vector" style, the problem is that they all have problems in some ways:
for example emission texture with a wireframe pattern, but it's "limited" to resolution and alpha rendering)
a emissive inverted shell would give a "neon silhouette" look (the original technique is used for low tech budget "ink lines") but needs a opaque design to work and only shows siluette
effective wireframe rendering, but somewhat limits the design choices.
what is the design choice for your project?
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MKSchmidt In reply to 1r0zz0 [2019-02-12 21:03:49 +0000 UTC]
I am using 3D objects, and a line_draw command to create lines between the vertices of the mesh. Right now the walls are opaque, but everything else is see-through. I have plans to create solid meshes, where you will only see lines on the parts facing the camera, but I am getting the menus, gameplay and some other effects down first.
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1r0zz0 In reply to MKSchmidt [2019-02-12 23:17:58 +0000 UTC]
sorry if I am annoying, but I love talking about game projects.
wouldn't the draw line command render tris instead of quads? or you can control what lines to render? (I am a designer/modeler/"animator", not a programmer)
the gameplay is important, prototyping it is essential, so it's good to focus on that first...
In any case I think it's a cool project, wireframe renders are cool.
in any case I've worked on a visual rapresntation of the techniques told before, in case you was wondering how they looked like.
the model is kinda too complex for the style tho :/ (and is not refined)
I do not remeber how to render actual wireframes in blender, so the third one uses the wireframe modifier(and since they are geometries I could not hide the "backface").
the second uses an texture with alpha to "simulate" wireframe
the first one is the "neon siluette" but does not really look "wireframey" in that model, if the model would be more geometrical it would have more intended results...
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MKSchmidt In reply to 1r0zz0 [2019-02-13 03:32:57 +0000 UTC]
Yes, the game engine I use is 3D Gamestudio. I would guess other engines have a similar feature, but I don't know for sure. So each frame, I get the location of the specific vectors of my model that I want to render. Then I use line_draw to connect those locations. So I can render only the lines I need to render, and have a good amount of control over the "wireframe". However, for my walls, since I did not want to see through them, I added four floating vertices just above the solid wall surface, and I only render lines connecting those four points. That gives a nice clean square for each wall segment, abut it also blocks any geometry that goes behind the wall. So it's not actually rendering a mesh, just the lines I want it to.
You can see here, the destroyed "robot" is just one line that kind of spirals around it's shape, from one vertex to the next...
For my other objects, right now, I have a very simple script that draws a line from each vector of the model to the next vector. This can look really messy, with a lot of criss-crossing lines, if the meshes are complex, again, it's not following the polygons of the models, just the vertex location, and in order of their number. But for the very simple models I'm using right now, it seems to work okay. I plan to get more elaborate once the gameplay is done.
For instance, I could write a script that renders lines for each polygon edge. It would be easy to do, but I would have to plot each vertex manually, so it would take quite some time to write, and would have to be customized for each different model.
The extra problem with this is that the lines can be obscured by the geometry of the model. I saw this with the walls. When I had a translucent texture, you could see the walls, but you could also see things that were behind the walls. So I used an opaque texture to block any geometry behind the walls. That worked, but it also made the lines look bad, since they were partially blocked by their own model's geometry.
So the solution was to use the opaque texture, then make four "floating" vertices, just above the surface of the model. Rendering lines between those four points made them visible, since they were above the opaque surface, not one it. For a complex model, like your human figure, it would essentially require two separate meshes, one transparent to draw the lines with, and another slightly smaller version of the same mesh to block out anything behind it. For a complex model, with animation ... I don't think I would want to try it. So I will likely keep my game objects transparent like they are now.
I hope some of this makes sense I've found that being a programmer is just as creative and enjoyable as doing art (for me) though it has unique challenges that can become quite difficult at times.
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