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Unread 07-19-2012   #37
NMe
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Re: Creating a process game

Let's put it like this: any kind of blur used excessively should probably be put there in code instead of in the image, maybe for something like a fog effect in a swamp area or something like that.
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Unread 07-19-2012   #38
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Re: Creating a process game

Do that, and I'm giving blackshirtboy a gun, ammo, and your home address. Just sayin'.
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Unread 07-19-2012   #39
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Re: Creating a process game

Well, some fog effects and such would probably be welcome, but I'm not sure what the best way to achieve it is just yet. Would need to try it out. Obviously anything that happens in that respect would be either by request of or with permission from the artists.

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Unread 07-20-2012   #40
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Re: Creating a process game

Just had that game engine design talk with my colleagues over a couple of beers. If anyone's interested: in the end we settled on the global design attached to this post (XNA-provided stuff not included), which luckily didn't differ much from my original plans. I'll start building tonight/tomorrow.
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Unread 07-20-2012   #41
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Re: Creating a process game

Oh snap, a flowchart. Someone else actually knows how to actually go through the development process!
Was that made in any particular flowchart software or was it sort of free-handed?

EDIT: Flowchart, UML diagram, close enough to be the same. <_<
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Unread 07-20-2012   #42
NMe
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Re: Creating a process game

A class diagram to be exact.

I made it using Microsoft Visio. I've used similar software but this is the best I encountered. Microsoft may get a lot of lip but between Visio and Visual Studio they've got an awesome developer's toolbox.
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Unread 07-21-2012   #43
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Re: Creating a process game

Looks good, we can always subdivide further if needed.
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Unread 07-22-2012   #44
NMe
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Re: Creating a process game

Crap, I just found out that I overlooked a "Behavior" class to implement simple AI into the non-player-controlled sprites. Back to the drawing board.
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Unread 07-22-2012   #45
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Re: Creating a process game

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Crap, I just found out that I overlooked a "Behavior" class to implement simple AI into the non-player-controlled sprites. Back to the drawing board.
I just hope the classes weren't so statically linked that the entire NPC/AI needs to be rewritten from scratch. I never understood that.

...then again, more hours programming equals more money from programming...
Can haz epiphany?
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Unread 07-22-2012   #46
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Re: Creating a process game

I was going to put their behaviors in the relevant Sprite classes, but that means I'd have to make one for flying sprite #1, and a different one for flying sprite #2 that looks differently. Now I'll just add in a Behavior object that tells the sprite how it will move so I can have identical sprites move differently or different sprites move in the same way. Will take me a bit longer than planned though.
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Unread 07-26-2012   #47
NMe
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Re: Creating a process game

Do you think it's allowed if I open a thread in the TF section pointing to this one while asking for artists? I think this forum isn't read by as many people, but I also know most forum owners don't like it when you cross-post messages.
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Unread 07-26-2012   #48
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Re: Creating a process game

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Do you think it's allowed if I open a thread in the TF section pointing to this one while asking for artists? I think this forum isn't read by as many people, but I also know most forum owners don't like it when you cross-post messages.
You can always flag your own message for review, though I don't know how appreciative Lorekeep would actually be of gaming the system that way.
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