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jellsprout
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Thursday, July 1 2010, 8:25 am EST
Lord of Sprout Tower

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All this discussing is fun and all, but most of the stuff we are currently doing is useless. All these new possible tiles won't be able to be tested till Livio has finished the majority of the game. And once we've reached that stage, most of the ideas will have been forgotten or otherwise discarded. So it might be a good idea to streamline everything a bit.

As I see it, there are 5 main groups: the Programmers, Graphic Artists, Music Producers, Level Creators and the Idea Tank. It should be obvious what the task of each of these groups is: Programmers write the code, Artists make the sprites and other graphics, Producers make the music, Creators make the main levels for the game and the Tank decides on the features of the game.
This is how I think the Order of Operations should be:

Stage 1 in process
-Programmers make a basic game with a character being able to move around and make a basic level editor
-Tank comes up with the most basic features of the game, such as rough drafts for the characters, primary objects, basic storyline and setting and basic interface
-Artists make stationary sprites for the main characters

Stage 2 in process
-Programmers code in the primary objects, namely the door, treasure, "metal" crate, "wooden" crate, platforms and spikes
-Artists come up with a "style" for the game and make graphics for the primary objects and the terrain and background
-Tank comes up with secondary objects and more importantly, how they work

Stage 3
-Programmers code in the secondary objects, such as the "indestructible" and "fragile" crate, boulders, arrows and dynamite, water, watertaps and related crates
-Artists design the secondary objects
-Composers make essential tunes, such as title screen tune, menu tune and few level tunes for standard levels
-Tank comes up with tertiary (new) objects, monsters, level themes and character and object specifics

Stage 4
-Programmers code in the tertiary objects, monsters and multiple playable characters and allow the graphics to change for each theme
-Artists design the tertiary objects, monsters and make alternate graphics for the objects for each theme
-Composers make tunes for the level themes
-Tank continues their Stage 3 task and decide on what should be in the final level editor

Stage 5
-Programmers code the final menu interface and work on the final level editor
-Artists animate all the graphics
-Composers create the sound effects for all animations
-Editors make the main game levels
-Tank comes up with achievements

Stage 6
-Programmers insert the finished levels and achievements and finish the level editor

Stage 7
-Game release and make changes to the Interguild site to allow easy level and object sharing
-Party time

These stages are done so only the stuff is discussed that is important at that moment. Also, several stuff such as the basic Level Editor keeps getting updated to suit everything.

Comments, improvements, criticism?


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Isa
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Thursday, July 1 2010, 8:50 am EST
No. I'm an octopus.

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The list itself is neat, but as always, the main problem is that we have only one programmer, Livio, who has a lot of work to do (and only two artists, at most). In order to advance, we need a more detailed list of how Livio should approach Aeon. The most common updates nowadays are loading improvements. My opinion is that those should be very low on the list of priorities, and that those kind of updates should be done after all the objects have been coded.
canadianstickdeath
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Thursday, July 1 2010, 11:38 am EST

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"My opinion is that those should be very low on the list of priorities"
Isa doesn't know what he's talking about. If something doesn't work well, then the more than you build on the foundation, the harder it is to go back and fix those issues later. He's like, the foundation is weak, but just build the house, and we'll go back and fix it later. But then you build the house, and the only way to fix the foundation is to tear the house down and rebuild it.

So let's focus on getting the game done right, as well as getting done at all.
Isa
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Thursday, July 1 2010, 12:20 pm EST
No. I'm an octopus.

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Lol, admittedly I have very low knowledge about the process of programming and coding a game. I just think that the real content updates are too few - it took Livio seven months to go from a playable demo to a demo with platforms, spikes, a door and treasures.
jellsprout
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Friday, July 2 2010, 7:47 am EST
Lord of Sprout Tower

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As CSD said, we first need a stable demo before we can add stuff. I personally think Livio first needs to iron out all the current bugs before adding more items. It is better to focus on one thing at a time than to spread your attention across many little things.


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Livio
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Friday, July 2 2010, 4:28 pm EST

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Sometimes I wonder if I'm being too much of a perfectionist when it comes to how the game is being programmed. Especially when I see a game like Super Mario Flash and see how it's clearly not programmed well, and yet it still has its own following of fans. However, I guess I keep updating it is because it keeps annoying me.

Recently I started looking at articles on how to optimize the efficiently of my code, and now there are a few more things I want to change.

I've also been thinking of the Jump-To-Start screen--do we really need one? Can't we just have the level load the way it does in N and then just tell the player to press space to start? Plus, you rarely use the map in HATPC, other than to show off a level's impressive artwork. Maybe we could keep the "preview map" but it'll be an option in the pause screen, and it'll only load when you want to see it.

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