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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Inimicus Page Previous  1, 2, 3 ... 14, 15, 16, 17  Next
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PoV
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PostPosted: Thu Nov 04, 2010 6:03 pm    Post subject: Reply with quote

Co-op in a 2 player game without any 3rd party enemies?
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xearthianx
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PostPosted: Thu Nov 04, 2010 6:08 pm    Post subject: Reply with quote

Yeah, how would co-op even work in Inimicus?
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PoV
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PostPosted: Thu Nov 04, 2010 6:15 pm    Post subject: Reply with quote

I think Doty is trying to start fights.
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xearthianx
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PostPosted: Thu Nov 04, 2010 6:20 pm    Post subject: Reply with quote

I think it would be a really fun game to play cooperatively with someone else, I'm just not sure how it'd work. I think you'd pretty much have to have either 4 islands, or two separate groups per island, working together.

Of course, I suppose you'd always have the choice to form an alliance with the people on the other island and stab your confederates in the back. But this might be something to consider for Inimicus 2 :)
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Sirocco
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PostPosted: Fri Nov 05, 2010 4:19 am    Post subject: Reply with quote

Quote:

I think it would be a really fun game to play cooperatively with someone else, I'm just not sure how it'd work. I think you'd pretty much have to have either 4 islands, or two separate groups per island, working together.


That's also my line of thinking on the subject. Co-op wouldn't really be something that springs to mind with a game like Inimicus; I doubt the game will ever go in that direction, sequel or otherwise.

I was thinking of my next project when I mentioned that; something that I think would lend itself very well to co-op.
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xearthianx
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PostPosted: Fri Nov 05, 2010 10:00 am    Post subject: Reply with quote

Maybe it's just the snarky comments and deliciously wrong humor, but Inimicus reminds me a lot of Scorched Earth from the DOS days. Was always fun to play with groups, form impromptu alliances, and then see who would be the first to fuck everyone over with a Death's Head. I kinda want that experience again, but maybe this just isn't the right medium.
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Sirocco
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PostPosted: Fri Nov 05, 2010 10:22 am    Post subject: Reply with quote

I was always a big fan of napalm and reflect shields :)
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PoV
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PostPosted: Fri Nov 05, 2010 10:48 am    Post subject: Reply with quote

I could see 4 player being badass, especially once you get online multiplayer going. Grow the screen size (quadrants), and let the madness happen.

I realize you want to move on to the new thing (who doesn't), but it's something to consider. If not as a new feature, then a derivative/sequel. "Inimicus 4x". Maybe after a break.
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Sirocco
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PostPosted: Fri Nov 05, 2010 11:08 am    Post subject: Reply with quote

Quote:

I could see 4 player being badass, especially once you get online multiplayer going. Grow the screen size (quadrants), and let the madness happen.


Certainly. If Inimicus becomes anything other than a curiosity (I'd settle for cult favorite... heh) I'd strongly consider a sequel.
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DBAce9Aura
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PostPosted: Fri Nov 05, 2010 3:58 pm    Post subject: Reply with quote

A sequel, eh? Can we expect some hippies that dabble in the black arts that randomly spawn if you spend enough turns without actually doing anything?
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Sirocco
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PostPosted: Tue Nov 23, 2010 7:30 pm    Post subject: Reply with quote

Meh... such a bad year :(

I'm redoing the introduction sequence almost from scratch. It just felt incredibly mediocre, and didn't flow well. I wasn't happy with much of the dialogue, or the janky effects when the islands sprang from the seas, etc. One of my goals is to leave this game with zero regrets, so that means I have to fix the intro :)

Otherwise, excluding netplay, which I'm still hacking away on as time allows, the game is finished. Like, actually finished. Not "I'm finished except for the seventy items on my hit-list that aren't really critical, but I'll put in regardless."

That's a nice feeling, but it lends an air of urgency to the whole thing, as now every day I loaf is a day lost in terms of getting it out the door. I've had a terrible year, and this is not how I want to end it, so I'm going to work my anus off over the rest of this week and try to iron netplay out, and fix the intro.
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Sirocco
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PostPosted: Sun Jan 09, 2011 11:04 am    Post subject: Reply with quote

So... I kinda gave up on game development toward the end of last year. I didn't mean to by any stretch of the imagination; I just ran out of steam and fell into a deep, dark cycle of work -> chores -> sleep that was truly vicious. The few creative bursts I had didn't last long, and mostly centered on the design phase of my next project, which will be something entirely different from this.

Here we are in 2011, and I'm looking to get things fired back up. Today seems like a perfectly fine day to redo the introductory sequence I've been bitching about for the last [x] months.
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0xDB
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PostPosted: Sun Jan 09, 2011 2:02 pm    Post subject: Reply with quote

Sirocco wrote:
I just ran out of steam and fell into a deep, dark cycle of work -> chores -> sleep that was truly vicious.
I think I know that feeling. That sucks, because it feels like life has way too many obligations and there is not nearly enough freedom to pursue interesting activities. I've had periods like that drag on for months, years even but this year, my only new years resolution is to work on my private projects for at least one weekend per month to make life not feel like an endless stream of "meh" anymore.
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Sirocco
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PostPosted: Wed Jan 19, 2011 5:17 pm    Post subject: Reply with quote

Hey, I got some work done this evening ;) Imagine that.

I'm redoing the intro from scratch, and I've got a bunch of better looking effects in as well as streamlining the dialog. Perhaps when I'm done I'll make a before/after vid showing how things turned out. Then it's back to netplay, which is still rudimentary.

There were also... vestiges of the framework's previous life as an 8bpp app that were making things less than logical. I started working my way through some things and cleaned up stuff that didn't make much sense, which was more than you'd think ^_^ Eventually I should be able to specify tinting color as well as a blending value for everything and it'll just work, but right now things are fragmented, and some stuff works better than others. Klunkiness abounds in the darker, oft-untouched areas of the code.
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Sirocco
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PostPosted: Thu Jan 20, 2011 3:41 pm    Post subject: Reply with quote

I'm gearing up for war, this time experimenting with a new color scheme to replace my old Borland-inspired goodness.

I made some progress on the stuff I rambled about last night. Feels good, man.
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sonrisu
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PostPosted: Thu Jan 20, 2011 8:49 pm    Post subject: Reply with quote

Nice! Everyone is starting to gear up, big time. Loving all the work going on lately.

As for your theme, not bad. Only thing that rubs me the wrong way is the color of the comments.
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mikedoty
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PostPosted: Thu Jan 20, 2011 9:16 pm    Post subject: Reply with quote

Whoa I thought you meant color scheme for your in-game GUI or something. For a second there I thought I had accidentally alt-tabbed to gedit somehow, even though I use a different color scheme. :)

btw_love_those_underscores
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Sirocco
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PostPosted: Fri Jan 21, 2011 6:29 am    Post subject: Reply with quote

I like my comments to fade into the background, so they don't poke me in the eye unless I'm looking for them. Every time I try to make a new color scheme I always end up falling back to the old Borland blue. This is the first one I've made with a dark background I feel comfy with.

I also updated to the latest versions of Code::Blocks and GCC. Nothing broke ;)


I'm thinking of doubling up on my underscores... gotta have more!
Code:

int important__routine__goes__here(int foo, int bar);

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xegnma
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PostPosted: Fri Jan 21, 2011 10:29 am    Post subject: Reply with quote

What's the name of the IDE? Looks pretty slick.
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Sirocco
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PostPosted: Fri Jan 21, 2011 10:36 am    Post subject: Reply with quote

Quote:

What's the name of the IDE? Looks pretty slick.


That's Code::Blocks. It's pretty decent.
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Gil
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PostPosted: Fri Jan 21, 2011 11:05 am    Post subject: Reply with quote

For me it's the best C++ IDE. I have to admit I've never used Visual Studio for writing C++ though. I don't know why, but I don't trust the compiler, I want gcc.
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PoV
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PostPosted: Fri Jan 21, 2011 2:29 pm    Post subject: Reply with quote

I don't like Visual Studio's IDE/Project builder, but the debugger is okay. Saved my butt a few times since drilling down to a problem was easy.
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Sirocco
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PostPosted: Fri Jan 21, 2011 8:21 pm    Post subject: Reply with quote

Visual Studio does have a nice debugger, but I can't stand the IDE itself.
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PostPosted: Fri Jan 21, 2011 8:34 pm    Post subject: Reply with quote

printf, the everyman's debugger. :]

I use the Xcode one, naturally. I find it works just fine. Back when I was Windows only I used MSVC++. Could never really get into Code::Blocks. At the end of the day sometimes I still wish I could use vim commands in my favorite IDE. Some of them are just so incredibly useful.
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Gil
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PostPosted: Sat Jan 22, 2011 4:12 am    Post subject: Reply with quote

Sirocco wrote:
Visual Studio does have a nice debugger, but I can't stand the IDE itself.


I love it. Sure, there's about a million little things I'd like to change, but that's better than anything I tried before.

I have to admit that there were parts of Eclipse I liked even better, but Eclipse does everything decent, but nothing good.
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