Sorry if this is the wrong forum to post this on, I'm 40 years old and the new, modern overly restrictive internet has not been kind to me, everywhere I post I get banned or deleted, I try but that's the best I can do, gone is the freedom of communication we once had,w e have to read entire novels worth of rules now and still get modded.
I'm a professional illustrator and I've said it many times over the years that I would not get into game development, but I've been tinkering with Game's Factory since 6th grade.
In 2019 I worked on a game for, at the time, my masters but decided a masters was a waste of time, money and energy so I never got it and continued with my career illustrating books and enjoying every second of it, I don't regret it one bit.
Still the "game" I made for my masters has been in the back of my mind all these years, could something come out of this.
I have a fully developed story, world, locations, characters, everything. I'm no stranger to writing and I've illustrated tons of books over the past 15+ years.
Since this was for a Masters Project we weren't allowed to post it publically but because I chose never to get my masters for various reasons I think I can share this with you all now.
I used to post about it a lot on a private gaming forum where i'd get good feedback, a guy from there even composed the music for me for free :), good times.
This isn't something I'd ever release as a full game in a state like this, it needs a hell of a lot more work for it to be a proper game, but it met all requirements for my masters and that was to show how I'd implement my art in video games. They weren't concerned with the technical or mechanical aspects of the game, gameplay design or any of that. What mattered was the visuals and atmosphere.
So what I did was make 6 levels, 3 run and gun levels and three shmup levels.
The game is largerly inspired by the Turrican series which I talked a lot about in the theoretical part of what would have been my masters.
Everything from sprites to backgrounds, textures, tiles has been hand crafted by me.
------------------
I will explain the mechanics briefly
there are two types of enmies, physical and "imaginary" ones, the imaginary ones are concepts that the game's world generates (AI but it's a real world) that haven't manifested in physical form yet but they can harm the player. For the physical enemies the player uses normal weapons, for the world's thoughts as I called them he uses a Disruptor weapon. If you attempt to use both at the same time the gun jams up.
---------
This was developed with Clickteam Fusion 2.5 WITHOUT Plus, I just got Plus today on the Steam Sale
Here's what I don't remember:
- I used the ClickTeam Store to get extensions for this, I can't remember which extensions I used, what I do remember is
1. I got a platforming movement extension, very robus and well made
2. Fullscreen extension of some kind
3. Some kind of shader collection that allowed for very lovely blending options similar to blending modes in photoshop
I've long forgotten how I did moving platforms and what not
Shmup levels:
Vertical:
Please login to see this media element.
Horizontal:
Please login to see this media element.
Horizontal:
Please login to see this media element.
Action/Platformer levels
Please login to see this media element.
Please login to see this media element.
Please login to see this media element.
You won't get anything from the story from this, just a dialogue box text, but just making this alone was hell, I couldn't get the whole "walking around town and talking to NPCs" thing to function properly
Please login to see this media element.
-------------------
I understand all this is very very low quality in terms of gameplay design, I know where improvements are needed and there would be a ton of work needed for this to be made into a real game.
But I feel I could do something with it if I could ever learn the following:
Due to the lack of comprehensive(for me) tutorials I never learned the following:
- How to properly pause a game, make bullets and stuff stand still then resume without using the default pause function
- How to develop a proper dialog box system where you approach an NPCs, everything pauses but the dialogue, I did something like this and it was a pain I had to write the text in a .txt file, then have Fusion extract from there and so forth, it was overly complicated
- How to do a proper save and load game
- How to open menus and UI window (like in JRPGs) without them being objects overlaying the whole thing that become visible/get created when the user calls up the menu.
Every time I'd look for tutorials on these things they would cover the basics and nothing more, leaving a lot out, skipping over important things or just not quite covering what I need them to so I gave up on game development.
---------
EDIT:
When I tried opening the latest build of the game from August 2019 (havent touched it since) Fusion said:
Ultimate Fullscreen (ultimatefullscreen.mfx)
Advanced Direction Object (AdvDir.mfx)
Platform Movement object (Platform.mfx)
But when I clicked extension manager it couldn't find th server, so that's down
also it said nothing about the Shader extension I had installed