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Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 7:09 am
by MrDeathNote
So for a few months now my brother and I have been working on a game. Specifically i'm developing the engine and toolkit, he's creating all the art (if he ever get's off his ass). I also have a friend who is willing to do the music for the game, maybe in the next episode i'll put some of his work in there to give you guys a feel for it. We decided it would be a good idea to record a devlog as a way to keep motivated and to get input from the youtube community. This was recorded over a couple of days and is just a taster of what is to come. I have big plan's for this series and this game, this first episode was very quickly thrown together just to get it out there but rest assured that the next episodes will be of much higher quality. I'll be posting progress updates here from time to time. As always I welcome input from you guys, i hope some of you will subscribe because I promise there is much more to come...


Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 8:50 am
by dandymcgee
My internet is acting up so I couldn't watch the whole thing, but I really like the art I saw. You seem to have a solid start going on, I'll be watching for updates.

Also, I couldn't subscribe to your channel for some reason. Maybe it's because.. I'm already subscribed!

Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 9:08 am
by MrDeathNote
dandymcgee wrote:My internet is acting up so I couldn't watch the whole thing, but I really like the art I saw. You seem to have a solid start going on, I'll be watching for updates.

Also, I couldn't subscribe to your channel for some reason. Maybe it's because.. I'm already subscribed!
Haha thanks man, yea the art looks really good when it's actually done :roll: One day he'll get his shit done, there's just about enough for a demo level at the min!

Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 10:19 am
by k1net1k
i always like watching development vlogs/blogs :)

keen to follow this one and see how it goes

Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 10:31 am
by GroundUpEngine
k1net1k wrote:i always like watching development vlogs/blogs :)

keen to follow this one and see how it goes
+1 ;)

Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 12:09 pm
by N64vSNES
Hell yeah another RPG coming along! :bow: I'll be following ;)

Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 1:41 pm
by eatcomics
Yes, I'm excited, this should be fun, keep uploading man! With the lack of AiGD episodes [glares at ES team] I've been needing a project that I can follow visually :D

Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 4:53 pm
by MrDeathNote
Thanks guys, i'm gonna try get a vid out as often as possible(within reason) but i'll hopefully keep you guys updated when anything cool happens :)

Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 5:05 pm
by EdBoon
fuck yea man, going to follow as well, always helps with motivation watching these things.
is this an open ended project or do you have estimates for the time frame your dealing with?

no grid lines wooooooooooooooooooo

Re: Byte-Me Games Development Thread

Posted: Wed Dec 22, 2010 6:05 pm
by N64vSNES
EdBoon wrote:fuck yea man, going to follow as well, always helps with motivation watching these things.
is this an open ended project or do you have estimates for the time frame your dealing with?

no grid lines wooooooooooooooooooo
Grid lines? O_o

Re: Byte-Me Games Development Thread

Posted: Thu Dec 23, 2010 4:29 am
by MrDeathNote
EdBoon wrote:fuck yea man, going to follow as well, always helps with motivation watching these things.
is this an open ended project or do you have estimates for the time frame your dealing with?

no grid lines wooooooooooooooooooo
Thanks man! It's open ended at the min purely beccause i'm not sure how long i'm going to be able to spend on the project per week.
N64vSNES wrote: Grid lines? O_o
He was having problems in his game with grid lines showing on the screen and I was helping him with it. I can see how that would confuse ppl :p

Re: Byte-Me Games Development Thread

Posted: Thu Dec 23, 2010 7:53 am
by N64vSNES
MrDeathNote wrote:
N64vSNES wrote: Grid lines? O_o
He was having problems in his game with grid lines showing on the screen and I was helping him with it. I can see how that would confuse ppl :p
Oh right lol.
Back on topic, out of curiosity do you have any plans for a scripting launguage? :)

Re: Byte-Me Games Development Thread

Posted: Thu Dec 23, 2010 8:02 am
by MrDeathNote
N64vSNES wrote:
MrDeathNote wrote:
N64vSNES wrote: Grid lines? O_o
He was having problems in his game with grid lines showing on the screen and I was helping him with it. I can see how that would confuse ppl :p
Oh right lol.
Back on topic, out of curiosity do you have any plans for a scripting launguage? :)
Indeed I do, lua is on the horizon. I'm hoping to have all the scripting options in the toolkit so when you create an npc you have check boxes for inbuilt components. Then i'm hoping to have a small script editor in the toolkit for creating scripts that you can then drag and drop on to an npc which will determine it's behaviour. I just want it to be extremely flexible and easy to create content so that the only tool we need to create the actual game is the toolkit.

Re: Byte-Me Games Development Thread

Posted: Thu Dec 23, 2010 11:29 am
by N64vSNES
MrDeathNote wrote:
N64vSNES wrote:
MrDeathNote wrote:
N64vSNES wrote: Grid lines? O_o
He was having problems in his game with grid lines showing on the screen and I was helping him with it. I can see how that would confuse ppl :p
Oh right lol.
Back on topic, out of curiosity do you have any plans for a scripting launguage? :)
Indeed I do, lua is on the horizon. I'm hoping to have all the scripting options in the toolkit so when you create an npc you have check boxes for inbuilt components. Then i'm hoping to have a small script editor in the toolkit for creating scripts that you can then drag and drop on to an npc which will determine it's behaviour. I just want it to be extremely flexible and easy to create content so that the only tool we need to create the actual game is the toolkit.
If all goes to plan then level designing should be pretty enjoyable. EQ's Editor/toolkit lets you drop npcs into the game aswell as items and even attach scripts ( well the scripts arn't done yet ) and it works really well. One thing I suggest is a idea we got from AIGD is to invoke the main engine and play through the level because its kinda tediouse to save the map move it to the engine's data folder and load it in.

Re: Byte-Me Games Development Thread

Posted: Thu Dec 23, 2010 12:06 pm
by MrDeathNote
N64vSNES wrote:
MrDeathNote wrote:
N64vSNES wrote:
MrDeathNote wrote:
N64vSNES wrote: Grid lines? O_o
He was having problems in his game with grid lines showing on the screen and I was helping him with it. I can see how that would confuse ppl :p
Oh right lol.
Back on topic, out of curiosity do you have any plans for a scripting launguage? :)
Indeed I do, lua is on the horizon. I'm hoping to have all the scripting options in the toolkit so when you create an npc you have check boxes for inbuilt components. Then i'm hoping to have a small script editor in the toolkit for creating scripts that you can then drag and drop on to an npc which will determine it's behaviour. I just want it to be extremely flexible and easy to create content so that the only tool we need to create the actual game is the toolkit.
If all goes to plan then level designing should be pretty enjoyable. EQ's Editor/toolkit lets you drop npcs into the game aswell as items and even attach scripts ( well the scripts arn't done yet ) and it works really well. One thing I suggest is a idea we got from AIGD is to invoke the main engine and play through the level because its kinda tediouse to save the map move it to the engine's data folder and load it in.
Yea, i actually have that implemented now. I could never see the point of making an amazing editor with a multitude of features and then make it so cumbersome to test the level, it's a must have in my opinion.