Hey all! I apologize, I.. kinda-sorta forgot that I had said earlier that I was preparing to put out a small blog series on the subject of discussion of different topics involving game design and stuff (as it's something I'm quite passionate about, and am actively working toward putting out a game concept that I can hopefully live off of the development of someday ^_^; ) but.. Um...
Health issues got in the way D:
It's ironic, really, because I partially had the idea for the model I have in mind for development because really, it's hard for me to do much with my health issues (sorry, lack of art updates D: ) and as my dad has been harping at me, I need to figure out SOME WAY to support myself, because what if "this is just as good as I'm going to get" and my health still sucks ^_^;; ...While I refuse to buy into his breed of negativity, he DOES have a point... I need to be able to come up with something that allows me to make-do with what I've got, and what I've got isn't much right now ^_^;; ) But yet.. it's the health issues that keep me from getting something together to help support myself in light of those issues.
...Is this what they call a "Catch-22"? D:
But anyway, yeah.
On subject of why I'm writing this journal: XD;
In Game Dev news, I have a friend from Germany who is helping me with the coding aspects so I can focus on the design aspects of the project. That is a MAJOR load off of my mind, but I admit I think I'm always going to be a little anxious about the subject, because I have life-long issues with trusting people (I have like no friends IRL because I have a lot of trouble with that kind of trust. ....and the few I DO trust I moved far away from at some point
) and until we have something functional enough to just start screwing around with (I'm REALLY looking forward to the point where the engine is developed enough that I can import an idea I came up with and start testing it XD;;; ), I think I'm always going to be a little anxious on it because I'm still trusting someone else's word alone that they ARE in fact working on it XD; (..and I've known enough people who SAID they were doing something that I'm just like ">_>;" )
That said, it has been nice to start thinking/planning more on the direction of how the portions of the game development will concretely fit together as components of a program, as that is, ultimately, what all of my planning is really "for".
(actually, there's "two" kinds of planning here: CONTENT planning and MECHANICS planning. The engine is the mechanical side of things, which my friend is programming. The CONTENT side of things is... What the mechanics are used for. Like, "Mechanics" would be designing the code that lets us create character abilities. "Content" would be the abilities we build using the tools we made to allow us to import character abilities into the game instead of "hard-coding" them.)
So..... I know I've been really "word-y" here, but that leads to something that came up on my mind:
As food for thought, I have a question for you:
Well, it's multi-part (like all things with me,) but...Have you played any "block-breaking" Survival/Sandbox games
like Minecraft or Terraria (or Starbound)?If so, what is your opinion of the size of "world blocks" relative to your character?
In Minecraft, 1 character is roughly 2 blocks tall and 1 block wide, but it is also in 3D.
In Terraria, 1 character is roughly 3 blocks tall and 2 blocks wide. (2D)
In Starbound, I believe 1 character is roughly 4 blocks tall and 2 blocks wide, but my memory may be a little off.
One thing I remember with games in that genre though is that when I played the early alpha of "Edge of Space" (which, admittedly somewhat burnt me out on trying the game in its latter state because there was NOTHING to do in it
), it was a major pain in the ass to dig, because your characters were like 2x5 and you only dug a single block at a time.
Minecraft, one block at a time is plenty. Terraria, you have to dig 3 block tunnels instead of 2 block tunnels, but it's 2D for Terraria so it's not THAT big of a pain.
Edge of Space though? One block at a time felt like a MAJOR chore. It was such a chore that the devs actually reduced the size of characters relative to blocks to make digging easier.
Starbound however added an interesting idea for the genre: The idea of your digging tools damaging multiple blocks at once. This made the process of digging FAR smoother, FAR faster, and, frankly FAR more organic. Because if you waved your cursor around on the screen, blocks would be damaged in different amounts based on how much your cursor's digging radius has passed over it. (...This's also something digital artists can appreciate XD; That's pretty much exactly how the airbrush tool works, and the idea of "opacity" on your brush heads with it being the darkest on the areas you've passed over the most, while the lightest on the areas you haven't really touched)
So.... That begs the question.
high character-to-block ratios can be REALLY annoying because nobody wants to dig say, 8 block-high tunnels if you are digging one block at a time, even if it was near-instant digging.
But... Would you be interested in larger character sprites relative to blocks if there was an appropriate digging method (like the Starbound method) for clearing out those blocks in a timely manner?
So, that's something on my mind.
This might also be a good example of what my little blog series might look like, since it's the types of things I think about and as my friends (...I think) find it interesting, I want to try to be more "transparent" about my ways by posting on these subjects instead of simply posting these same thoughts to perhaps a single person on Skype XD;