HomeForumsGeneral DiscussionQuexlor Community Project!!!

This topic has 7 voices, contains 28 replies, and was last updated by  Nat Weiss 112 days ago.

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November 23, 2010 at 7:19 pm #250

Nat Weiss

We’ve launched the uber-secret project and this is it! :) We’re doing a game together as a community (it’s called Quexlor: Lands of Fate™) and you can get your name in the credits. Think about using this on your resume or simply to gain experience in the game development world.

Here’s the official community sign up form, which will automatically send you a link to the game design document.

If you have any suggestions on the game design, or questions regarding the project, please communicate with us here in this forum post.

November 23, 2010 at 10:43 pm #890

CyberGreg

Nat – very cool idea! I’m really concerned about my time, I’d love to help but I’m afraid I’ve got way too many irons in the fire now. I’m going to think about it though…

I do have a question; what will happen to the source code? E.g. it will be available to all (purchasers), all participants of the project, etc.

Thanks
Greg

November 23, 2010 at 10:57 pm #891

pbacchi

I am very interested and have all the time in the world as I am currently unemployed and will be until my part time tax preparer job starts(jan 15th 2011) (and ill be unemployed again after the first few weeks of Earned Income Tax Credit .. mid Feb 2011) .

My biggest concern is this .. any of this .. might be far beyond my ability currently.

Philip M. Bacchi

November 23, 2010 at 11:13 pm #892

stahlmanDesign

I’m kind of like CyberGreg, working furiously on my own thing. But working on this would help learn to develop things like shooting and other enemies staying dead when you come back to a screen.

I don’t see it on there, but I could do some music. Maybe it would be cool to have a kind of Black Sabbath like ominous heavy metal groove when you’re fighting a boss. Or some acoustic balalaïka in the background for some more Slavic/Norse adventuring. I would definitely be up for composing/recording some music.

November 23, 2010 at 11:58 pm #893

Nat Weiss

@CyberGreg: if your strapped for time, you can always do a level or spritesheet. That way you at least get your name in the credits. :) And, yes, the codebase will be shared with all purchasers of the Kit.

@pbacchi: Designing a level or making a spritesheet doesn’t require any coding. You might consider that. The book goes over how to make levels and spritesheets in detail.

November 24, 2010 at 12:22 am #894

Nat Weiss

@CyberGreg: if you’re strapped for time, you can always do a level or spritesheet. That way you at least get your name in the credits. :) And, yes, the codebase will be shared with all purchasers of the Kit.

@pbacchi: designing a level or making a spritesheet doesn’t require any coding. You might consider that. The book goes over how to make levels and spritesheets in detail.

@Stahlman: same thing as above, and, yes music and/or ambiances would also be really cool!

November 24, 2010 at 3:40 am #895

pbacchi

Do you want a mouse as the rat or the grey or brown standing rats from Reiner`s Tilesets

Philip M. Bacchi

November 24, 2010 at 4:10 am #896

pbacchi

Wouldn’t this type of game be a good fit for an Achievement System either the one Apple has with Game Center or 3rd party?

Philip M. Bacchi

November 24, 2010 at 6:01 am #897

pbacchi

Which actions are we using for the new characters, like the troll?

Stopped
Walking
Attacking
Die

Seem to be the base but what about

Been Hit
Running
Talking
Additional Attacks like Kicking

November 24, 2010 at 9:51 am #898

pbacchi

I have the rat sprite sheets done and tested assuming it is just Standing(stopped), Walking, Attacking, Die(tipping over) actions.
I wound up with 5 sprite sheets and 6 plists. How do I get it to you?

November 24, 2010 at 11:15 pm #899

stahlmanDesign

I’ve decided I definitely want to be a part of this. I think at first it seemed overwhelming, just because the project scope detail described in the roadmap. I guess that’s a great example of professional game design. The goals are so clear.

Designing levels and making sprite sheets for the Kit is not hard. I’ve been designing my own art and character drawings, and that is time consuming work. But since we’re going to use Reiner’s art, people should realize this is not a difficult task. It will be fun.

For the levels, I would like to start as soon as possible, as soon as the art/codebase is ready.

Nat, if you add music to the list, including the situation (background adventuring, fighting Troll/skeleton etc.) approximate song length and whether it loops or not, I can do some music (which can be judged appropriate or not by the community).

November 25, 2010 at 12:39 am #900

Nat Weiss

@pbacchi: way to go creating a spritesheet already! That’s what I’m talkin’ about. Easy, huh? Let me get things a bit clearer in the game design document about 1) which art files to use for the spritesheets, 2) which animations the character requires in the spritesheet, and 3) how to submit your completed spritesheets, levels, etc..

Also, I will probably release an updated art download (before Dec 1st) so you can get all the updated art files with the brown background removed. With this brown color removed prior to creating the spritesheet, Zwoptex can optimize the sheet based on the transparent areas around the sprite, thus creating much more efficient spritesheets. The rat sheet, for example, will probably fit into one 1024×1024 texture.

Oh yeah, good idea about the achievement system. However, we will save this for after the project has been completed.

@Stahlman: I’m so glad you said that! Yes, it can seem overwhelming when you scan the document, but each individual element (especially the levels and spritesheets) are easy to accomplish and fun. :) Anything that is too time-consuming or difficult (like, perhaps, the enemy AIs) will get done by yours truly.

When I revise the design document, I will include a list of the ambiances/music and their details as well.

One more thing, feel free to create expressively and boldly. We can take a step back and look at the appropriateness/aesthetics at the end of the project.

November 25, 2010 at 12:46 am #901

pbacchi

oh heck yes, when can I get the optimized art. I have been going thru the art files with automator and making english renamed copies to start from. I have the paid for copy of Zwoptex also. Not having the backgrounds to start with would be fantastic :)

I very much want to be a part of this as I think its a fantastic idea and a great way for any of us first timers to get our feet wet. I just hope the schedule is not too aggressive :)

Philip

November 25, 2010 at 6:47 am #902

pbacchi

How are you doing the batch changes to the artwork and is it something I might be able to do or does it involve some expensive software I don’t have (Photoshop) ?

November 26, 2010 at 9:50 pm #908

Nat Weiss

I will release the updated art and codebase on or before Dec 1st.

Here’s the forum post about how to go about batch changing the artwork. There’s my Photoshop method and Greg mentions his free/open-source method in detail.

November 27, 2010 at 12:37 am #910

Renegade

I signed up for
Red Dragon Nain spritesheet
Red Dragon Nain AI
Level 3 forsest
Level 1 caverens
Rat AI
I’m kind of worried about the AI
But this is going to be great
high five!
:)

November 27, 2010 at 1:34 am #911

Nat Weiss

High five, bro! Good choices. :)

If you are worried about creating AI, I recommend starting with the rat AI because that should be real easy and straightforward. The Red Dragon Nain AI, however, is much, much more involved. Consider putting a “(maybe)” next to your name and then after you have created the rat AI you will know if you are comfortable with creating the boss/dragon.

November 29, 2010 at 8:40 pm #915

Nat Weiss

Hey everybody, thank you so much for signing up to participate in the Quexlor: Lands of Fate community project! :)

Just to let you know, we have revised the timeline. Instead of officially starting phase 1 in December when everybody is really busy with holiday stuff, we have decided to start in January when everyone has more free time. We will be releasing the 3.1 version of the Kit, which includes the codebase preparations and Art directory improvements necessary for the first phase by Dec 15th. Feel free to start designing or creating your levels, spritesheets, or AI in the meantime! Yes, the new Art directory will help you draw levels better and make spritesheets, but you can always dream/design/sketch until then.

We will be officially announcing the revised timeline and even creating a special page for the community project today…

November 29, 2010 at 9:43 pm #916

stahlmanDesign

When do you expect version 3.1 of the Kit to be ready? Will it be compatible with Cocos2D 0.99.5 ?

November 29, 2010 at 10:20 pm #917

Nat Weiss

By Dec 15th and it will be compatible with 0.99.5 if the final version comes out by then (not a release candidate).

November 29, 2010 at 10:33 pm #918

CyberGreg

Nat – good stuff.

Question: shouldn’t those of us designing levels use the same spritesheet, for each area that is, e.g. Forest / Marshlands, etc. ?

Thanks
:-]

November 29, 2010 at 11:52 pm #919

pbacchi

Eagerly awaiting Dec 15th.

I am currently working on my Story of a Frame idea and I have already found some interesting results.

The Story of a Frame idea is my attempt to completely understand what happens in a “typical” frame from highest level game objects thru cocos2d down to OpenGL ES.

Here is a quick summary of what I am looking at using Xcode 4 Instruments OpenGL ES Analyzer Frame Statistics tool

Frame # 1075 (just a random frame from level 1 around where the sword is at)
# Triangles Rendered 2770
# Batches 46
GL & Platform Calls 616
# Redundant State Changes 38

This is the OpenGL ES Analyzer Expert tool

Severity Total Occurrences Unique Category Summary
5 16077 2 No Early Z Testing Disqualified early Z testing
3 87234 5 Recommend Using VBO Vertex array not contained in buffer object
3 29137 2 Recommend Indexed Rendering Recommend indexed primitives for lines and triangles
3 28520 13 Redundant Call Redundant state call
3 34108 3 Recommend Using VAO Lack of vertex array objects
3 728 1 GPU Wait on Buffer CPU wait for GPU on Buffer Upload
2 21 3 Mipmapping Usage Possible mipmapping usage scenario
2 706 2 Many Small Batch Draw Calls Numerous small batch draw calls
2 35116 2 Recommend Compact Texture Coordinates Data Possibly sub-optimal per-vertex texture coordinates
2 56 4 Recommend glTexParameter Setup Before Upload glTexParameter called after uploading texture data

I have also collected the results from the OpenGL ES Performance Detective and the full trace output for the frame in question .. all 616 lines of it :) Plus I have started modifying Cocos2d itself to do some trace type logging every 60th frame (so it doesn’t crush performance AND to reduce output. This is mostly to understand how the high level objects map to OpenGL ES Batches.

I am going to start looking at cocos2d 0.99.5-rc1 as there are supposedly performance improvements in it and see if I can get Quexlor going on it to see how it performs.

Im using a combination of Xcode 3.2.5 and Xcode 4 dp5 and eagerly awaiting Xcode 4 dp 6 so the damn debugger will work right again with the 4.2.1 iOS.

P.S. I apologize for any formatting issues this post might have as I tried to space it all nice and neat but I have no idea how it is going to look when I hit send post :(
P.P.S ACK .. the expert tool section looks horrible :( any forum post “education” yall want to provide would be much appreciated

November 30, 2010 at 12:14 am #920

Nat Weiss

@CyberGreg: Yup. There will be an individual tileset for each area (ground-forest.png, ground-marshlands.png, etc). This will be released with the 3.1 Kit. :)

@pbacchi: Intriguing story… Let us know how it develops. You might want to start your own thread for that. Keep it up. Your curiosity will reveal something interesting.

November 30, 2010 at 2:44 am #921

b3b0p

I want in. I want to do some coding and put it on my resume :)

December 6, 2010 at 6:09 am #889

Nat Weiss

Hey everybody. We made an official community page where y’all can sign up to be a part of the project. If you have previously signed up on the Google Spreadsheet document, good. That’s great and we will still be using it to officially call dibs on which elements you want to create. However, please send in your name & email on the community page as well so that you get added to our community database and receive all the relevant emails regarding the project. :)

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