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sm-exery

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I made a blog for the game project I was talking about, where I'm documenting the work I'm doing.

Your dA page has never been more active.
Wild reply after a million years of being awed at your diligence which I hope every day to simulate and then never do. Also what is this why is the game world so--kawaii, seriously.

Completely disregarding that truth to say: I played the demo, or I attempted to but I must be getting the controls wrong or something because I can't make the dragon actually do anything. When I right click on a cow the prompt comes up to eat it, but clicking on the prompt itself or pressing any key does nothing. I also can't right click on anything but the cattle, ex. the block that you can leash the dragon to has no context menu. Also will there be/are there camera controls.

About the time relation thing: What sort of mood are you planning to give the game? Is it a 'get buff quick' stat grinding sort of thing, or will players feel like they are actually raising and spending time with a dragon in a way that will become an experience? I have a hard on for atmospheric shit, especially ones that slowly change over time, so a day/night cycle and seasons like that one person suggested would be awesome if you're going for some sort of scenic game (which seems like a very probable direction with the whole animals running around thing). Having sky/weather changes would also help at base level with the straight-forwardness of the commands, like factoring in how it's going to make it across the terrain, see at night, or hunt for animals in hibernation, etc. Would also help dispel monotony if nothing else. Man this paragraph strayed from the topic.

Also, how long is the game going to be? I was surprised to read that the dragon would age in just minutes (unless X = 40 minutes or something)--this affects a lot on the whole atmospheric side too if the changes happen so quickly. A day/night cycle can still work without being bounded to an exact time range. You could have three days or so pass by for every season (so that the player can experience the environmental change faster, but not too fast, and be able to use any mechanics that may be dependent on the time of day), with each real-time second being 5 minutes or something in game-time, which means that you pass one game-day every 4.8 minutes, one game-season every 14.4 minutes and one game-year every (almost) 1 hour. As the shortest amount of time. It just doesn't feel as big of an accomplishment for the dragon to age without putting more hours into making it happen. If an hour is too long, maybe its independence stat and experience can help it grow up faster (a 'mental age' sort of thing perhaps) so that not as much time need to be spent worrying about its baby self.

As for aging of the player and general environment, mesh morphs and dirt decals could probably take care of it. Even if everyone wears the same clothes for eternity, universal aging can be conveyed through the day/night cycle and seasons, so the dragon won't seem alone in the development.

Why does this extremely subbed paragraph look so retardedly large in the preview.
Dat long as fuck response. I have been craving this. The people that follow the dev blog are mostly just thirsty fans from my main blog who like and never comment. Yeah I've been working a ton on this actually -- mostly because I've just been doing whatever seemed cool to try out. I feel more motivation for this than I ever did for my graduation project. I haven't done shit about the fanarts I was working on in the meantime either. lol'd at calling the game world "kawaii" WHY. It's just standard objects lol.

Damn that reminds me the demo that is online now is old as a bitch. All the updates since then aren't in there yet, yeah, it's just eating animals I believe. Since then I've also just improved code a lot, so that might fix it. Also, you right-click, hover over a function and then release the mouse button. If that's not clear, I could change that. There should be camera controls later on probably, I just dumped a standard camera in there. It's probably shit. Idk if you like play testing shit but honestly I fucking hate doing it, I like programming games much more than playing them lmao, especially my own.

I'm definitely going for that atmospheric shit. I'm a long-time Peter Molyneux fanboy (Black & White, Fable, games where your choices impact the game). I want to stay away from overly concrete things like experience points, reaching levels, WoW type of shit, and make it more an experience that you /feel/. You don't get literal numbers for the dragon's size, strength, etc. Changes should be noticeable through graphics and the 'feel' of it. The whole goal was to make the dragon feel 'real', like an actual animal, though without taking away the player's control. So while the dragon always obeys every command you give it, on its own it will make its own decisions outside of your direct control. I also compare it to owning a dog or cat IRL; you don't see a life bar telling you "my dog is sick" or shit like that, you have to notice it by its behavior. I'm trying to recreate that feeling while keeping in mind things that require clear communication (it's still a game after all).

Right now I've calculated for a (dragon) year to take 30 minutes, I do want things to happen gradually. That is untested, though, so could still change. It might be much too fast. But since it is a dragon, I also love the idea of it growing up to be like 50+ years old -- my issue has just been how to combine that with the player's character, as well as the game world. If you know Black & White, your creature there can live for decades, if not centuries, and it works because you play as an ageless god and the living beings in the world are more abstract than literal people with names. I'm trying to find a good balance for my own game to both have a dragon that feels 'old', as well as make it work within the game's timeframe. I've been starting to accept I shouldn't show the dragon's literal age to the player. I think the game will feel better if I don't show the time that's passed to the player. It would just lead to odd or implausible situations.

Most of the issues now arise because the rest of the game hasn't really been thought out much. This just started out as a dev project for the fun of it, now I'm needing a fleshed out concept in order to continue. Been thinking out some things, like how you first find the dragon egg and who you could be in the game world, but it's still mostly "lol whatever".

Right now I'm working on the day/night change. Got a rotating sun and all, now working out all the details to make it look nice. Also, I really need to start looking for 3D artists, though not sure yet where I should be looking for that. Kind of hate I only thought of doing this now and not while I was still at school. Don't want to bother with those fucks anymore now lol. And for that matter I literally cannot remember whether or not I already told you that I graduated.

My paragraph is even longer than yours so prepare for a fucking subbed novel on your profile page.
And thanks to your motivation I have also become motivated to get back to the game I’ve been planning for years. Which I had luckily done a part of as my graduation project or I probably would have never made any progress. Your game world is legitimately kawaii because everything is in pastel-ish colours lol, it’s like the land of peace and dreams and beef.

Requesting a mouse-controlled camera if environmental interaction is going to persist being done via mouse buttons. I haven’t play tested anything but my own shit before (which really doesn’t feel like playing at all) so I don’t know if I like it or not, but everything’s different when it’s the work of someone you know I guess. How do you test your game though? Do you have any debug output? I DL’d the new demo but it’s really hard to tell what’s supposed to be correct behaviour without actual animations. Ex. When I tell the dragon to pick up the huge pile of gold, it goes to sit on top of it forever, but when I tell it to go pick up the small one it does so in an expected manner—don’t know if it needs time to pick up the big pile or something. Also when I tell it to drink from the river, it starts walking really slowly alongside of it and stops somewhere in the middle of the length, but its thirst doesn’t ever go down. It would be 120% worth it to get some debug output on-screen like “Received command: Drink water | Walking to preset spot | Drinking… | Finished Drinking, returning to idle” if you want bug reports.

FUCK YES I await the immersion. This makes the whole age business even better if you don’t currently have any sort of story/plan for the player character and is comfortable with aging him physically up too—as the dragon grows bigger and stronger, the human grows into an old ass man, body getting weaker and weaker and then sweet dragon tears. Or maybe it hates your guts for constantly keeping it on a leash despite it always showing signs of displeasure so that you can play the non-sweet route of training a shackled beast that is waiting to kill you in your sleep. Underlying dating sim mechanics are always fun.

Are the years all planned to pass at an equivalent rate? Idk if it may feel grindy when you’re first starting out with the baby dragon. Maybe it’s the sausage link placeholder mesh that gives me this feeling but I think the whole ‘you raise it’ thing makes it feel very young in an eternal kind of way—like you watched it grow up from its very beginning so even if it’s technically old, it will never be old to you. Don’t know the details of your plan/thoughts about dragons but I can’t imagine feeling that something’s really ‘old’ unless it was already ancient when I came across it. Also 50+ sounds like a dragon’s prime lol. I love that it ages but as far as ‘old’ feelings go, ‘old buddy’ seems to be a more probable course. And seriously what is the game’s timeframe?

So how has the story been going bb. It is indeed so much easier and so much more motivating to design for a theme and characters that are more than blank slates for running lines of code.

It would probably work just to post your idea on some game dev or 3D forums or something once you’ve got the basic story/gameplay synopsis down, though people might want to hold out until it’s a bit more complete (graphics only after proven gameplay pretty much). It might be worth it to give the placeholder dragon a simple rig to make things clearer and thus a bit further along the progress line. Definitely have the rain and day/night cycles ready before posting too, that shit just instantly breathes life and progress into the game. Yes it is hard as fuck find anyone competent at university, ironically the place that’s supposed to be known as higher education. I can’t remember whether or not you told me you graduated either but for some reason I know it happened.

My profile page is happy to host excessively subbed essays on game dev.
I have actually already watched that and a couple of similar videos before. Accurate.

In complete irrelevance have you watched/read Boku dake ga inai machi yet.
You say "yet" like I was supposed to watch that when I can't remember ever hearing about it. Did you mention this series before or something. I assume not since it's completely new. Sounds cool and gets a high as fuck rating so I'm gonna look into it.