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Unread 07-15-2012   #13
NMe
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Re: Creating a process game

They never left. It'd just that they're mostly relevant to 2D games and the amount of those that are still being made is rather low, sadly.

As for the project: I'll be bouncing some ideas off of the best programmer I know tomorrow so I can get started on the game engine as we'll need one of those regardless what type of game we ultimately decide upon.
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Unread 07-15-2012   #14
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Re: Creating a process game

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As for the project: I'll be bouncing some ideas off of the best programmer I know tomorrow so I can get started on the game engine as we'll need one of those regardless what type of game we ultimately decide upon.
I do hope you're not referring to me. I'm far from the best programmer I know.
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Unread 07-16-2012   #15
NMe
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Re: Creating a process game

I was referring to my boss. But I'm sure you're decent too.
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Unread 07-16-2012   #16
vincent_richter
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Re: Creating a process game

I'm just wondering, how fertile is the ground for a 2D/3D puzzler (think Paper Mario, only dynamic; so, for instance, one scene can be 2D sprites, while another shifts to a 3D over-the-shoulder approach)?
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Unread 07-16-2012   #17
NMe
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Re: Creating a process game

It's pretty hard to make a game that feels consistent while shifting between viewpoints like that. If it's not carried out perfectly, it will be a detriment to the game. It will also require a lot more artwork, even if it would be a "fake" 3D environment technique, like for instance ray casting (most well known example: Wolfenstein 3D).

I'd say it's probably best to settle for one technique and stick with it. At least for a first game. Who knows, maybe we'll have so much fun we can make a sequel.
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Unread 07-16-2012   #18
vincent_richter
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Re: Creating a process game

Yeah, though it could be used to intentionally "jar" the player between levels, too... though I admit I throw around the term "pain in the ass" quite freely, this one would be an actual hemorrhoid on the developers' asses.

Pro: You get more artists involved in their respective fields by catering to them with specific levels.
Con: Developers. Asses. HEMORRHOIDS.
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Unread 07-16-2012   #19
NMe
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Re: Creating a process game

I'm more worried about the player than the developer.

As far as levels are concerned: depending on how the story plays out, we may not even need those. A large continuous world with semi-linear progression has my preference. Or a combination: large levels with multiple objectives/puzzles and when you finish them all, you can move to the next level.
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Unread 07-16-2012   #20
Revan.Prodigal.Knight
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Re: Creating a process game

I have to agree, large levels with multiple objectives/puzzles would would be more interesting than single, small levels with one objective.
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Unread 07-16-2012   #21
vincent_richter
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Re: Creating a process game

I knew my awkward phrasing would throw the topic, too... when I say "levels", I'm thinking less of distinct world transitions, and more of abstract mission objectives. It could be interesting to swing a camera around a (properly executed) "3Dish" sprite, where you get the transition from a flat 2D, to the angular view, to the over-the-shoulder (or, hell, even angular) perspective. Again, I hold no delusions that this is not both arduous and potentially game-ruining. The upshot is that, when properly executed, this could also be a must-have feature.
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Unread 07-16-2012   #22
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Re: Creating a process game

So... if I could provide a bit of input here....

Idea 1 is kinda... meh. As members of the Process, we prefer to see process actually happen, rather than see it reverted. For the most part. There are some anomalies in the "...and everything else" forum that like shrinking breasts or decreasing beauty, but the majority is going to side with promoting process than preventing it. So the whole "Escape guy trying to transform you" thing is not viable for a game idea due to psychologically being against the player's desires. It's a very common mistake to attempt to make a process game based on this.

Idea 2 is slightly more viable so long as no transformation is too overpowered (coughGiantesscough). But things are limited to a few processes. The idea of having instantaneous gender transformation would easily discourage both Steam and XBL from supporting it or at least make most non-process gamers feel awkward about it. BE is also probably a no-go unless its used in moderation, for fanservice only. Puzzle-wise, weight Gain will easily replace it. That leaves age processes, which may as well be overridden by GTS/Shrink stuff, due to them both creating the whole "Strength vs. Agility" kind of situation for puzzles, and it further overrides weight gain; since any 20-foot woman can provide the necessary force to activate a "heavyweight pressure plate" or whatever. So to recount: Only viable processes for a generic puzzle-based are Growth/Shrink, TF. Anything else will require fetishistic shenanigans and decrease Steam/XBL viability.

Building on idea 2, I'm imagining that your protagonist would be a cute witch girl that specializes in transformation and is in constant search of new powers to use to entertain her lover/ever-watching god that gave her powers (you). But it's your idea, use what works.

I'm kind of a programmer. Been meaning to get into C# for generally better p2p multiplayer support, currently working with Actionscript 3+Flashpunk. If I jump into any process project though, I'd prefer full-on hentai game and obligatory BE.
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Unread 07-17-2012   #23
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Re: Creating a process game

I think the point here is that it starts out as a Process-themed game, for this community. It can be sanitized for whichever service(s) as that need arises.
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Unread 07-17-2012   #24
NMe
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Re: Creating a process game

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Originally Posted by Muhznit View Post
So... if I could provide a bit of input here....

Idea 1 is kinda... meh. As members of the Process, we prefer to see process actually happen, rather than see it reverted. For the most part. There are some anomalies in the "...and everything else" forum that like shrinking breasts or decreasing beauty, but the majority is going to side with promoting process than preventing it. So the whole "Escape guy trying to transform you" thing is not viable for a game idea due to psychologically being against the player's desires. It's a very common mistake to attempt to make a process game based on this.
I think you misunderstood my vague outline of idea 1. My thought was actually having the character transform during the game and having her solve puzzles in this new form in order to revert back to her old form....only to be changed again. Rinse and repeat. I share your view of the problem as you describe it and I agree that avoiding transformations is not the way to go for a game like this. In the Trial of the Imps game I linked in the first post, I spent more time getting to a level and then losing a life so I could see the TF than I did actually playing the game.
Quote:
Idea 2 is slightly more viable so long as no transformation is too overpowered (coughGiantesscough). But things are limited to a few processes. The idea of having instantaneous gender transformation would easily discourage both Steam and XBL from supporting it or at least make most non-process gamers feel awkward about it. BE is also probably a no-go unless its used in moderation, for fanservice only. Puzzle-wise, weight Gain will easily replace it. That leaves age processes, which may as well be overridden by GTS/Shrink stuff, due to them both creating the whole "Strength vs. Agility" kind of situation for puzzles, and it further overrides weight gain; since any 20-foot woman can provide the necessary force to activate a "heavyweight pressure plate" or whatever. So to recount: Only viable processes for a generic puzzle-based are Growth/Shrink, TF. Anything else will require fetishistic shenanigans and decrease Steam/XBL viability.
There are two different issues at play here. First, I agree with Vincent: this should first and foremost be a game for and by this community and any release to Steam/XBLA or a similar service should happen only (!) if it doesn't take too much effort to strip unacceptable stuff out either by changing the artwork or by taking out semi-optional puzzles that would involve the offending artwork and/or process. Although I would like to keep the option open, it's not my final goal and it never will be.

The second is the issue that it might be difficult to find a function (or a puzzle) for certain transformations. BE is pretty fun, but finding a puzzle to fit it into could be hard. This is why I personally like the magic school setting: it allows for young, college aged people to interact in a magical environment. Magic or not, guys in college are likely to appreciate big boobs and be persuaded to share their secrets with a girl that has them.
Quote:
Building on idea 2, I'm imagining that your protagonist would be a cute witch girl that specializes in transformation and is in constant search of new powers to use to entertain her lover/ever-watching god that gave her powers (you).
That would be one possible approach, yes.
Quote:
But it's your idea, use what works.
I'm just the initiator. As far as I'm concerned, everyone in this thread gets their say.
Quote:
I'm kind of a programmer. Been meaning to get into C# for generally better p2p multiplayer support, currently working with Actionscript 3+Flashpunk. If I jump into any process project though, I'd prefer full-on hentai game and obligatory BE.
This could be such a game, but it all depends on the artists. First, we'll need to find a few more of those as I'm sure Blackshirtboy wouldn't like to do it all alone. After the art team is assembled we can try and find out what we can and can't do.
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