Mandarancio / OpenGOO

A free clone of World Of Goo
mandarancio.github.com/OpenGOO
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Svg Levels. #55

Closed fasigno closed 10 years ago

fasigno commented 11 years ago

As we know, the svg levels are the most important feature of the game.

In the original game the levels containes more kinds of goos and more effects, with active objects, wind and so on.

We should re-design the system providing a more expandable level creation system, keeping the process simple to the designers.

For example next to a svg file we can add a simple script that allows to animate the objects, apply effects during the gameplay or make something happen exactly when the designer wants.

The svg tags will be general, in this way we can expand the game with new goos or effect without changing the sintax.

I know this will take long time in design and we should recode the svg loader and the others things, but this will take the game somewhere!

What do you think about it?

fasigno commented 11 years ago

We could also provide a graphic tool that helps the designer in develop a level without code anything.

batarov commented 11 years ago

I suggest creating your own format for the levels of the game. For example, I have already partially implemented plugin that exports svg Inkscape file in a format that is smaller, cleaner and easy to parse.

exported file looks like this

http://goo.gl/CFA1L

fasigno commented 11 years ago

It seems a great idea!

We must design all the fields with their properties.

batarov commented 11 years ago

If the idea with own format are interested, it is necessary to discuss some technical details of the implementation and then implement of this idea.

Mandarancio commented 11 years ago

Yes I think that should be better had something lighter and easier!

batarov commented 11 years ago

OK. Let's start next week, on Tuesday

fasigno commented 11 years ago

I thought we can design the game such a game framework.

We have level design with an svg editor that helps designers drawing the levels.

We could plan something for the story flow.

Xml files or similar are adequate, in this way we can design the story of the game in such way, and who wants to create his levels can also bind them in a story flow.

fasigno commented 11 years ago

Talking about levels and graphics effects. Is it possible create them in this way?

The designer draws the scene and add apropriate tags to some scene objects. For example something like tag 'rotate' and tag 'destroy' goos.

In the in-game graphics when tags are set up in that way we rotate those objects. We can do that with a lot of effects.

Mandarancio commented 11 years ago

And maybe we can add curve objects (using bezier curves?) that now are not supported! What do you think?

fasigno commented 11 years ago

Yes, we can! Il giorno 26/nov/2012 11:29, "Martino Ferrari" notifications@github.com ha scritto:

And maybe we can add curve objects (using bezier curves?) that now are not supported! What do you think?

— Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/55#issuecomment-10710732.

batarov commented 11 years ago

Created wiki page https://github.com/Mandarancio/OpenGOO/wiki/OpenGOO-Level-Format

fasigno commented 11 years ago

Ok great job!

fasigno commented 11 years ago

If someone wants to have a different color for goos how can we deal with it?

batarov commented 11 years ago

First we have to add the support of experimental properties and tags in our game engine

fasigno commented 11 years ago

Sure, but we let the designer choose just the color, or let him design the goo?

We should also add, in the experimental properties, the screen rotation.

batarov commented 11 years ago

If the designer will create goo then will need to create a constructor to create a goo

fasigno commented 11 years ago

Ok but what I want to know is how could we let the designer free in drawing the levels? If he wants to create a yellow sticky goo instead of blue, we can just provide an appropriate tag.

But if the designer wants to add a different gradient or different type of eyes?

In that case probably we must choose an other svg file just for the goo with different tags.

At this time if everyone agree with the storyflow design, we got to design everything together. We can put the levels and the story in an archive with a set folder structure.

This forces us to think in a general design.

For example:

.\Archive\ -Levels -Goos -Story-files

The levels will be in the Levels folder, Goos instead will be in Goos folder with their properties of colors, eyes etc.

Obviously this won't change the goos behaviour just their aspect.

batarov commented 11 years ago

I think that would be enough to start this add for the tag goo the property appearance.

I think that the simplest solution for such experimentations is the built-in console.

batarov commented 11 years ago

what can create in Inkscape

http://www.youtube.com/watch?v=eSz3v7fdU6w&list=UUm1ZkQtKTdWxrNjkjjerv1A&index=7&feature=plcp

Mandarancio commented 11 years ago

The problem is the physic implementation: in box2d I think the better solution is to implement the liquid like a lot of little circle... But I think is really cpu expensive, we had to try!

2012/11/27 Dmitry Batarov notifications@github.com

what can create in Inkscape

http://www.youtube.com/watch?v=eSz3v7fdU6w&list=UUm1ZkQtKTdWxrNjkjjerv1A&index=7&feature=plcp

— Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/55#issuecomment-10758367.

Martino G. Ferrari

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batarov commented 11 years ago

Water is also that of the air, only gravity there should be less

batarov commented 11 years ago

Dynamic 2D Water Effects http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/

Water simulation in c++ using SDL and Box2d http://www.youtube.com/watch?v=C_JWw4R72nw

Mandarancio commented 11 years ago

But in this way the goos can not float

2012/11/27 Dmitry Batarov notifications@github.com

Dynamic 2D Water Effects

http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/

— Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/55#issuecomment-10759179.

Martino G. Ferrari

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Mandarancio commented 11 years ago

https://www.youtube.com/watch?feature=player_embedded&v=V1xiVyJ3EOM Is not box 2d but is based on it

2012/11/27 Martino manda.mgf@gmail.com

But in this way the goos can not float

2012/11/27 Dmitry Batarov notifications@github.com

Dynamic 2D Water Effects

http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/

— Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/55#issuecomment-10759179.

Martino G. Ferrari

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Martino G. Ferrari

() ascii ribbon campaign - against html mail /\ - against microsoft attachments

batarov commented 11 years ago

Very interesting resource http://goofans.com/

Create water effect like WOG with ODE or Box2D http://goofans.com/forum/and-then/2d-boy-framework/2376

appearance of goo http://goofans.com/download/ball-style-world-of-goo-corp

World of Goo Ball Editor http://goofans.com/developers/world-of-goo-ball-editor

batarov commented 11 years ago

World of Goo was written in a highly data-driven manner, consequently almost every aspect of the game is customisable through data files (generally XML). The pages in this book document the various file formats and show how to create custom addins.

http://goofans.com/developers

Again, I invented the wheel -)

batarov commented 11 years ago

I have an idea, we can make the engine compatible with the levels of the original game, but with our features

fasigno commented 11 years ago

Yep! Really, every time someone thinks about something new, quite probably a lot of people have just thought about it!

batarov commented 11 years ago

Tool of designer http://www.youtube.com/playlist?list=PL54F3AD2B200A5F99

Here is source code http://goofans.com/download/utility/world-of-goo-level-editor

fasigno commented 11 years ago

The news of this site is incredible! We thought World of Goo didn't have all these kind of tools. There is also a tool that creates game's videos.

I don't know if opengoo has a future. It wasn't original but with something new, now is a real copy!

Mandarancio commented 11 years ago

Also if world of goo has this (community) tools remain a close source game, and a lot of think are impossible to add or do (also with mod)... For me nothing has changed..

2012/11/28 Fabrizio Signoretti notifications@github.com

The news of this site is incredible! We thought World of Goo didn't have all these kind of tools. There is also a tool that creates game's videos.

I don't know if opengoo has a future. It wasn't original but with something new, now is a real copy!

— Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/55#issuecomment-10810049.

Martino G. Ferrari

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fasigno commented 11 years ago

The tools are really complete, I bet behind this community there are the original programmers.

It's right Dmitry, we should design the game compatible with their tools as we need years to develop such thing. We got to check the release license.

I don't know if, with these tools, you can design a story and substitute an old one in the original game, or there is a section for new stories in the game.

batarov commented 11 years ago

Community can help in creating original content

fasigno commented 11 years ago

And we can use the same content released by the community!

batarov commented 11 years ago

Created simple effect of water without phisics engine

http://www.screencast.com/users/DBAT/folders/Jing/media/51543995-a9ab-4037-9431-582cee0f922e

Mandarancio commented 11 years ago

Of course use and integrate the wog community tools and resource is the right choose. But I think we have also to implement our new ideas (ex: the gravity field levels or the story around the black-hole).

For the water topic: I know that is possible to do without any physic but I think could be better have a box2d implementation in this way the goo can interact with the water (ex: maybe some one can float and other not and you have to build bridge on it...) What do you think?

2012/11/29 Dmitry Batarov notifications@github.com

Created simple effect of water without phisics engine

http://www.screencast.com/users/DBAT/folders/Jing/media/51543995-a9ab-4037-9431-582cee0f922e

— Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/55#issuecomment-10867371.

Martino G. Ferrari

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batarov commented 11 years ago

I think we need to use a tool with which is easier to achieve the desired result, if with the physics engine will be easier to do what we want, then we will use it. In general, it is necessary to use different options.

batarov commented 11 years ago

Water effect and bodies http://screencast.com/t/3cXmC8Ixrtk

I think that working with the bodies is better to add box2d

Mandarancio commented 11 years ago

Ve nice!!!

2012/11/30 Dmitry Batarov notifications@github.com

Water effect and bodies http://screencast.com/t/3cXmC8Ixrtk

I think that working with the bodies is better to add box2d

— Reply to this email directly or view it on GitHubhttps://github.com/Mandarancio/OpenGOO/issues/55#issuecomment-10887945.

Martino G. Ferrari

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fasigno commented 11 years ago

I set up a free mailing list for the game.

Batarov and Slyshyk subscribe sending an email to opengoo-request@freelists.org with 'subscribe' in the Subject field.