Horribly Violent Ragdoll Killing Game in Progress
Started by: axcho | Replies: 1,254 | Views: 118,191
Apr 1, 2010 1:27 AM #561821
what happened to this
Apr 1, 2010 1:31 AM #561822
Probably got lost in interest making the game.
Apr 1, 2010 1:37 AM #561827
Not surprising.
Apr 1, 2010 6:45 AM #561895
This has been here for as long as I've been a member. I WANT TO PLAY THIS GAME, I would really love to play this game, after all this time.
Apr 1, 2010 8:33 AM #561940
Axcho said:Sorry for breaking your heart.
Apr 1, 2010 2:39 PM #562018
Indeed, this is a requirement for life, Axcho. If it's not completed, you'll have a horde of angry gamers beating down your door.
Or we could be patient.
Or we could be patient.
Apr 1, 2010 2:54 PM #562026
Or both......
Apr 1, 2010 3:12 PM #562041
Has this still not been released?
Apr 1, 2010 3:26 PM #562057
The guy's busy, **** off guys, jesus
Apr 2, 2010 4:39 AM #562474
;)i like the game
Apr 2, 2010 8:40 AM #562531
Urgh, I posted a long reply a few days ago, just as Stick Page was transitioning to the new style. I think it got lost in the transition. Sorry about that.
In short, I recently made a game called Flydrill, and learned about another blind spot in my game design vision - that is, Logistical gameplay. Flydrill had no logistical gameplay whatsoever, and it just so happens that logistical gameplay is extremely important to the success of a Flash game. Good thing I found out with Flydrill before Dejeweled, eh?
Because of this I realized that I do not yet have the game design experience to pull off a game like Dejeweled in one try, nor the physics programming skill. Physics programing is hard. I hope you realize this.
What I'm planning to do is make a bunch of one-week game prototypes, games that don't require physics at all, to practice game design and learn more about my blind spots. Then, unless I come up with a better plan, I'll try making some quick physics-based game prototypes, adding to the physics engine with each one. After several of those, I should hopefully have the design experience and the physics engine to tackle Dejeweled.
You have reminded me how many people very strongly want Dejeweled to exist. Thank you very much for that. It helps to rekindle my fervor. I'll see what I can do.
In short, I recently made a game called Flydrill, and learned about another blind spot in my game design vision - that is, Logistical gameplay. Flydrill had no logistical gameplay whatsoever, and it just so happens that logistical gameplay is extremely important to the success of a Flash game. Good thing I found out with Flydrill before Dejeweled, eh?
Because of this I realized that I do not yet have the game design experience to pull off a game like Dejeweled in one try, nor the physics programming skill. Physics programing is hard. I hope you realize this.
What I'm planning to do is make a bunch of one-week game prototypes, games that don't require physics at all, to practice game design and learn more about my blind spots. Then, unless I come up with a better plan, I'll try making some quick physics-based game prototypes, adding to the physics engine with each one. After several of those, I should hopefully have the design experience and the physics engine to tackle Dejeweled.
You have reminded me how many people very strongly want Dejeweled to exist. Thank you very much for that. It helps to rekindle my fervor. I'll see what I can do.
Apr 2, 2010 8:51 AM #562533
excellent idiea , maybe shreders ?
Apr 2, 2010 10:41 AM #562567
Quote from axchoWhat I'm planning to do is make a bunch of one-week game prototypes, games that don't require physics at all, to practice game design and learn more about my blind spots. Then, unless I come up with a better plan, I'll try making some quick physics-based game prototypes, adding to the physics engine with each one. After several of those, I should hopefully have the design experience and the physics engine to tackle Dejeweled.
Brilliant idea.
I can see this game coming out... next year? I don't know much about coding but you say that physics programming is really hard.
Apr 2, 2010 9:30 PM #562800
Okay, after having some time to think about this further, I've realized that a lot of the really hard physics stuff is not really necessary for a functioning ragdoll contraption game.
The really hard stuff would be the continuous collision detection with capsules and polygons, as well as general softbody shapes and collisions. The math for that is beyond my understanding at the moment. But I don't need them. The obstacle is self-imposed.
All I really need to do for the physics is this:
That stuff is easy. I could do that this month. The physics engine I have now, plus those features, should be able to handle basic stick and ball contraptions with motors and explosives and other good stuff.
Next I have to figure out what I need to make for the actual gameplay and how long that will take. I'm certain that however long it takes, it will be possible to finish a playable version this year, in 2010. At that point I can try to add fancier physics if I choose to do so.
And thank you for reminding me. I've been looking around for the right game idea that will really be popular, and I forgot that I had one waiting for me the whole time. As Daniel James said:
Yep. Dejeweled.
The really hard stuff would be the continuous collision detection with capsules and polygons, as well as general softbody shapes and collisions. The math for that is beyond my understanding at the moment. But I don't need them. The obstacle is self-imposed.
All I really need to do for the physics is this:
- Object pooling
- Spatial hashing (for collision detection)
- Angular constraints
- Port engine from AS2 to AS3
That stuff is easy. I could do that this month. The physics engine I have now, plus those features, should be able to handle basic stick and ball contraptions with motors and explosives and other good stuff.
Next I have to figure out what I need to make for the actual gameplay and how long that will take. I'm certain that however long it takes, it will be possible to finish a playable version this year, in 2010. At that point I can try to add fancier physics if I choose to do so.
And thank you for reminding me. I've been looking around for the right game idea that will really be popular, and I forgot that I had one waiting for me the whole time. As Daniel James said:
Once you’ve built a small audience around a small piece of your idea, ask them “how would you feel if this went away?” If half of those people say they’d be upset, you might have a hit on your hands.
Yep. Dejeweled.
Apr 12, 2010 8:51 AM #568208
Axcho, I would like to say something.
Thank you.
I will play the game when it comes out.
Thank you.
I will play the game when it comes out.