Closed fasigno closed 10 years ago
We could also provide a graphic tool that helps the designer in develop a level without code anything.
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
It seems a great idea!
We must design all the fields with their properties.
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.
Yes I think that should be better had something lighter and easier!
OK. Let's start next week, on Tuesday
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.
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.
And maybe we can add curve objects (using bezier curves?) that now are not supported! What do you think?
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.
Created wiki page https://github.com/Mandarancio/OpenGOO/wiki/OpenGOO-Level-Format
Ok great job!
If someone wants to have a different color for goos how can we deal with it?
First we have to add the support of experimental properties and tags in our game engine
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.
If the designer will create goo then will need to create a constructor to create a goo
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.
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.
what can create in Inkscape
http://www.youtube.com/watch?v=eSz3v7fdU6w&list=UUm1ZkQtKTdWxrNjkjjerv1A&index=7&feature=plcp
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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Water is also that of the air, only gravity there should be less
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
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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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
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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
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.
Again, I invented the wheel -)
I have an idea, we can make the engine compatible with the levels of the original game, but with our features
Yep! Really, every time someone thinks about something new, quite probably a lot of people have just thought about it!
Tool of designer http://www.youtube.com/playlist?list=PL54F3AD2B200A5F99
Here is source code http://goofans.com/download/utility/world-of-goo-level-editor
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!
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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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.
Community can help in creating original content
And we can use the same content released by the community!
Created simple effect of water without phisics engine
http://www.screencast.com/users/DBAT/folders/Jing/media/51543995-a9ab-4037-9431-582cee0f922e
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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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.
Water effect and bodies http://screencast.com/t/3cXmC8Ixrtk
I think that working with the bodies is better to add box2d
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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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.
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?