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Thread: Dejeweled Development Thread

  1. #1

    Dejeweled Development Thread

    * Please see the official Dejeweled Development Blog for the latest updates on the project! *

    This thread is where all official information will be posted about the upcoming game Dejeweled.

    If you have a helpful comment or question about any of the official information released here, you are welcome to post your response in this thread. However, all other discussion about the game should take place in the other thread. Do not post random comments here.


    About the Game

    Dejeweled will be a Flash game available to play on the web for free. It will be a physics-based building game, where you construct elaborate contraptions in order to brutally extract jewels from the bodies of defenseless ragdolls.

    The business model for funding the project is as of yet undecided. However, it will be definitely be free to play. Most likely, ads will be embedded into the web page the game sits in, or directly into the loading screen through MochiAds. This revenue may be supplemented with non-exclusive licenses to specific game sites such as Miniclip.


    About the Team

    The current development team consists of axcho and Exilement.

    The idea for the game was first brought forth by Exilement in June of 2007. Now, as the dawn of 2008 approaches, the team begins work in earnest. Designs will be fleshed out, concepts sketched and experimental prototypes coded by axcho. The results of this process will be presented to you here in this thread.

    There are currently no estimates as to the completion date of this project. We will see how it evolves.


    Pretty pictures below!

  2. #2
    Detailed Design Information

    These are written descriptions of what Dejeweled will be like. Topics may include the specifics of the physics engine, what building components will be available and how they work, how points are scored and spent, and what game modes will be available, for example.

    Why Dejeweled will be fun - by axcho on June 20, 2007
    In terms of the three reward types that make a game fun, this game satisfies competence by its level-based progression and unlocking of new building parts. Also, the visceral action of the player's machine emphasizes the feeling of mastery and effectiveness when a ragdoll is successfully killed. It satisfies autonomy in the ability to design whatever sort of contraption you want within your abilities and your in-game resources. Each unlocked building part offers a new opportunity for experimentation. Finally, it satisfies relatedness similarly to Line Rider in the ability to share your unique designs with others. This can either be through YouTube or directly facilitated by the game with a copy'n'paste-able killing machine format.
    Dejeweled Engine constraint functions - by axcho on July 20, 2008
    Today I dusted off my calculus hat and got to work on the math behind the Dejeweled physics engine (specifically the projection gradient functions for the constraint solver).

    If you're curious, the physics engine I'm working on is based on the approach described in Position Based Dynamics (excellent paper), which provides an algorithm for simulating particle physics with any sort of constraint you can imagine. You just need to do a bit of vector calculus first.

    Here's what I've come up with: (untested, so may contain errors)

    Notation Notes!
    • Uppercase letters are vectors, lowercase letters are scalars
    • | V | = length of vector V
    • U . V = dot product of vectors U and V


    Rod Constraint (P1, P2, d) - a simple rod of distance d with endpoints P1 and P2
    • Constraint function C = | P1 - P2 | - d
    • Gradient function P1C = ( P1 - P2 ) / | P1 - P2 |
    • Gradient function P2C = ( P2 - P1 ) / | P1 - P2 |


    Pin Constraint (P0, P1, P2, f, d) - a connection of distance d between pin P0 and the point Pf at fraction f along the line from point P1 to P2
    • Intermediate point Pf = (1-f)P1 + (f)P2
    • Constraint function C = | P0 - Pf | - d
    • Gradient function P0C = ( P0 - Pf ) / | P0 - Pf |
    • Gradient function P1C = (f-1)( P0 - Pf ) / | P0 - Pf |
    • Gradient function P2C = (-f)( P0 - Pf ) / | P0 - Pf |


    Wall Constraint (P0, P1, N, d) - a separation of distance d between point P0 and the surface of a wall at point P1 with surface normal N
    • Constraint function C = ( P0 - Pf ) . N - d
    • Gradient function P0C = N
    • Gradient function P1C = -N


    Door Constraint (P0, P1, P2, d) - a hinge centered on point P0 between endpoints P1 and P2 at an angle corresponding to dot product d
    • Constraint function C = ( P0 - P1 ) . ( P0 - P2 ) - d
    • Gradient function P0C = ( P0 - P1 ) + ( P0 - P2 )
    • Gradient function P1C = ( P2 - P0 )
    • Gradient function P2C = ( P1 - P0 )


    Those four constraint types should be plenty, at least for now.

    this space reserved for future Dejeweled development information

  3. #3
    Engine Concept Art

    These are pictures drawn to illustrate how the mechanics of the game and physics might work. In particular, they present possible ideas for building components and how they could be used to make contraptions.

    Engine Concept 01 - by axcho on January 26, 2008

    This is a description of the physics engine I intend to use for the first prototype of the building editor. There are three basic types of objects: Rods, Pins, and... other stuff. Don't mind the glowy highlights on everything, I'm just testing out the style.

    this space reserved for future Dejeweled development information

  4. #4
    Color Concept Art

    These are pictures drawn to experiment with possible color schemes for the game. Since it's only the colors that really matter in these drawings, don't use them to draw conclusions about the overall graphical style or gameplay. These aren't meant to be screen shots.

    Color Concept 01 - by axcho on December 30, 2007


    In this picture you can see experiments with color schemes for structures, blood, and jewels. The black is for the foreground structure and ragdoll, while the gray is for the background structure not involved in collision. There are also two shades of red for the blood sprays, where the bright red might be used for a temporary particle spray and the darker red could be used for persistent stains. Also notice the white highlight on these objects, intended to make the background seem like a glowing white field rather than an empty screen. There is also some experimentation with jewel colors and glow effects. The seven jewels lined up at the bottom are colored to correspond roughly with the seven chakra points of the body.

    this space reserved for future Dejeweled development information

  5. #5
    Interface Concept Art

    These are pictures drawn to test out ideas for how the user interface will look. This can include menu design as well as the arrangement and appearance of displays and buttons in any part of the game.


    this space reserved for future Dejeweled development information

  6. #6
    Gameplay Concept Art

    These are pictures drawn to illustrate ideas for how the game will play. This can include ideas for game modes, level design, for guiding the player's progression through the game, or anything else really.


    this space reserved for future Dejeweled development information

  7. #7
    Development Screen Shots

    These are screen shots taken of game prototypes at any stage in their development. This is not what the final game will look like necessarily, but everything in this section is an actual screen shot of a working program, however incomplete it may be.


    this space reserved for future Dejeweled development information

  8. #8
    Engine Prototypes

    These are experimental programs written to test out how the physics engine or contraption editor might work in the final game. They are here so you can try them out and offer your suggestions for how they could be improved, before they're used in the actual game.


    this space reserved for future Dejeweled development information

  9. #9
    Gameplay Prototypes

    These are experimental programs written to test out issues of gameplay, such as the balance between item costs and money accumulation. They are here so you can try them out and offer your suggestions for how they could be improved, before they're used in the actual game.

    this space reserved for future Dejeweled development information

  10. #10
    this space reserved for future Dejeweled development information

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