Game Engine Ideas
Re: Game Engine Ideas
Dizzy/Magic Knight arcade adventure editor
-screen editor using blocks + rle/lz compressor
-object managament: take, drop, use, examine
-message editor with pair encoding compressor
-simple dialog editor
-movement style: dizzy / attic attack
-npcs+foes: simple movement pattern
-shooting on/off
And put it on github so community can help.
-screen editor using blocks + rle/lz compressor
-object managament: take, drop, use, examine
-message editor with pair encoding compressor
-simple dialog editor
-movement style: dizzy / attic attack
-npcs+foes: simple movement pattern
-shooting on/off
And put it on github so community can help.
Proud owner of Didaktik M
Re: Game Engine Ideas
I'm in favour of starting a community project, as there are too few of those for the Spectrum nowadays. And I would try to contribute to the project myself. The key difficulty seems to be reconciling peoples' ideas on the overall project design.
- Alessandro
- Dynamite Dan
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Re: Game Engine Ideas
Isn't there AGD for such tasks already, except scrolling? Even the source code is available (in MPAGD). Or maybe you have something in mind similar to Los Amores De Brunilda? The source for that game is also available and could be a good starting point.
I loved the Magic Knight series back in the day, much more than Dizzy. A Magic Knight-like game designer would be welcome to me. The project could benefit from their disassembly.
Re: Game Engine Ideas
As a community project, it would be a lot of fun to try and build a working version of that old YS April Fool, 'Arcade Dream'. It'd require some generic graphic editing tools and a common way of storing sprites and background blocks. Then a variety of plug-in game engines that can utilise those formats. The game engines would then need some sort of configuration script to tell the editor how big and how many sprites it needs, how it needs its backgrounds edited and stored, and what options to offer the player, so the editor can adjust itself around them. But that's a hell of a big job. It makes it even harder for the developer of the game engine, in order to make it easier for the game designer to use!
Anyway, not looking to clone Dizzy, or replicate AGD (which requires some programming). Make something that's all multi-choice options. If there is to be programmable logic for triggering events, it should be icon-based like LEGO's kid's programming tools or lightbot.
Re: Game Engine Ideas
With very unclear legal status and very limited capabilities. I was talking about 2d Action adventure editor not about exact clone od Dizzy.Ralf wrote: ↑Wed Nov 06, 2019 9:44 am Editor for Dizzy already exists. Don't reinvent the wheel, people:
http://dizzyse.ru/index_eng.html
Proud owner of Didaktik M
Re: Game Engine Ideas
The author of this tool mentioned that it could be used not only for Dizzy games. Actually he gave an example of even using it for an action game:With very unclear legal status and very limited capabilities. I was talking about 2d Action adventure editor not about exact clone od Dizzy.
https://zx-pk.ru/threads/30151-dizzy-sc ... ost1017887
As for legal matters I believe it's 100% original code. Of course it has some graphics from original Dizzy games included as assets but if your morality forbids you to use them then you don't have to use them and may include your own.
As for capabilites I didn't test it but I guess you didn't too. So why you say it's very limited?
Re: Game Engine Ideas
Whether it was a UDG engine like CGD, or a bigger sprite engine as Joefish has in mind, I remember RWAC gave some excellent feedback on how to build on the the multichoice way of handling events.
CGD has a single IF THEN:
IF FLAG 1 <>0
SET FLAG 2
RWAC suggestion being able to stack multiple events (chosen from a list), so somewhere between the very restricted CGD and very free approach of AGD.
IF FLAG 1<>0
SET FLAG 2
IF FLAG 2 ZERO
COMPLETE GAME
...etc
Re: Game Engine Ideas
I agree that we shouldn't try to remake existing Dizzy editors. The Magic Knight games are along similar lines, so Dizzy possibly has that covered already. (Btw, does anyone know what became of the Finders Keepers+ thing that David Jones was working on?)
Looking at the Arcade Dream preview, it mentions support for the following game archetypes:
Of these, Airwolf and Sabre Wulf seem pretty doable with AGD. JSW has a ton of mods made for it already. 3D Game Maker isn't exactly the same thing, but could fulfill an Alien 8 gametype.
Daley Thompson's Supertest could be interesting, with scripting to define the behaviour of individual events. For Pole Position most of the work would be in writing a racing game engine. Are there are already racing games out there with track editors?
I don't even know how a Tomahawk game designer would work. Again, all the effort would be in writing a 3D flight simulator.
A View to a Kill is really three games in one, though from the 'soft walls' feature they were probably talking about the first part, which is a driving game set in a 3D maze. I'm not sure if that's interesting enough to warrant an editor.
There are two different versions of Street Hawk, but they're both scrolling games. There aren't many existing game designers that feature scrolling, so that's an area that could be explored further.
Way of the Exploding Fist - I don't have much experience with the genre, but a game designer for fighting games sounds feasible.
IMO Dun Darach has potential compared to some of the other games on that list. A graphic adventure with large sprites and scrolling. It could even be done based around character blocks, and using Savage style graphics.
Looking at the Arcade Dream preview, it mentions support for the following game archetypes:
Spoiler
Airwolf
Alien 8
Daley Thompson's Supertest
Dun Darach
JSW
Pole Position
Sabre Wulf
Street Hawk
Tomahawk
View To A Kill
Way of the Exploding Fist
Alien 8
Daley Thompson's Supertest
Dun Darach
JSW
Pole Position
Sabre Wulf
Street Hawk
Tomahawk
View To A Kill
Way of the Exploding Fist
Daley Thompson's Supertest could be interesting, with scripting to define the behaviour of individual events. For Pole Position most of the work would be in writing a racing game engine. Are there are already racing games out there with track editors?
I don't even know how a Tomahawk game designer would work. Again, all the effort would be in writing a 3D flight simulator.
A View to a Kill is really three games in one, though from the 'soft walls' feature they were probably talking about the first part, which is a driving game set in a 3D maze. I'm not sure if that's interesting enough to warrant an editor.
There are two different versions of Street Hawk, but they're both scrolling games. There aren't many existing game designers that feature scrolling, so that's an area that could be explored further.
Way of the Exploding Fist - I don't have much experience with the genre, but a game designer for fighting games sounds feasible.
IMO Dun Darach has potential compared to some of the other games on that list. A graphic adventure with large sprites and scrolling. It could even be done based around character blocks, and using Savage style graphics.
Re: Game Engine Ideas
For me the most interesting would be a beat-em-up engine.
Renegade comes into mind, and that plays well even by modern standards.
It's something the Spectrum can handle well and there are lots of games to draw inspiration from (thinking about the Double Dragon remake...)
For platforms we already have editors and creators. Just my 2cents as they say
Renegade comes into mind, and that plays well even by modern standards.
It's something the Spectrum can handle well and there are lots of games to draw inspiration from (thinking about the Double Dragon remake...)
For platforms we already have editors and creators. Just my 2cents as they say
- Juan F. Ramirez
- Bugaboo
- Posts: 5137
- Joined: Tue Nov 14, 2017 6:55 am
- Location: Málaga, Spain
Re: Game Engine Ideas
Not a developer, I've always thought about a game with the same Skool Daze concept (a building with that 'sideways' perspective) but using with different plots. For instance, a sort of 'stealth' game: enemy guards patrolling on every floor, a safe to broke to steal the plans etc
I presume it's not very difficult for the code guys here to 'disembowel' the game and partially change it.
I presume it's not very difficult for the code guys here to 'disembowel' the game and partially change it.
Re: Game Engine Ideas
All of the games I finished making were written in BASIC and compiled using ZIP compiler (after it appeared on the Your Sinclair covertape, Christmas 1993 - best Christmas EVER!!!)
This was fine for single-screen games, but ultimately I ended up creating Z80 routines for screen drawing, scrolling, and drawing bitmasked sprites for later projects... all sadly unfinished and lost on cassettes in an attic somewhere.
Nevertheless, even in BASIC these were playable to some extent - and the compiled versions require pointless "do nothing" loops inserted into them to lower the frame rate (particularly as I didn't know about interrupts back then!)
So, I'm new here & delving back into the Z80 after a long haitus... I know I'm nowhere near competent enough to write a game in pure Z80 code, but I'm currently working on ideas for a collision map, and sprite printing routines with screen edge cropping (rather than "only show it if it's fully on screen"). It's all gonna be 8x8 block based at the moment because... baby steps! I can work my way towards pixel-based stuff later...
Long story short - the collision engine I'm designing can have a map of arbitrary size (up to 256 x 256), so could be useful for multiple game formats. One of the first milestones will be testing it on a fixed-height horizontal scroller, with the collision map being twice the width of the screen - the idea being that enemy sprites who've disappeared off screen can still interact with their surroundings, even though you can't see them; so they could still bounce off a wall and re-enter the screen, or if you are following them you could catch them up again. It also solves the issue of sprites suddenly appearing when they're in full view, rather than scrolling into view gracefully (hence the need for the sprite cropping routine!)
So there you go - this thread piqued my interest because my proposed routines sound like something that would fit your "graphics engine run from BASIC" scenario. Let me know if you want to know further info on what I've planned for its internal workings
Re: Game Engine Ideas
Making a scrolling game in Basic is close to impossible.So, I'm new here & delving back into the Z80 after a long haitus... I know I'm nowhere near competent enough to write a game in pure Z80 code, but I'm currently working on ideas for a collision map, and sprite printing routines with screen edge cropping
If you succeeed at making your game engine in Z80 what else would be left to do? Game menu, some intro? Of course there will be a lot of graphics and level design to do but it's not strictly programming.
Everyone was afraid once to move from Basic to assembler. But once when you do it, you will never want to go back to Basic
Re: Game Engine Ideas
Indeed, I'd still be using a compiler (e.g. HiSoft BASIC) - this was always the plan.
Well as it's been years since I touched Z80, I'm taking an incremental approach. There's plenty I've forgotten, so taking care of some of the higher-level routines in compiled BASIC seems sensible - at least in the beginning. Once my confidence grows, I can gradually convert more of it into pure Z80.If you succeeed at making your game engine in Z80 what else would be left to do? Game menu, some intro? Of course there will be a lot of graphics and level design to do but it's not strictly programming.
Everyone was afraid once to move from Basic to assembler. But once when you do it, you will never want to go back to Basic
Also I'm far less likely to bail on a project which consists of a few relatively small, manageable chunks, as opposed to contemplating a seemingly monolithic task such as "make a game!" - that's just too daunting, vague... where to even start? Much better to get a simple proof-of-concept working, then build it up from there... "mighty oaks from little acorns grow!"
I'd also stress that this definitely isn't a "game engine" - merely tools to print the map & sprites, and provide info for preventing/handling collisions. None of these are particularly difficult in themselves, particularly when restricted to 8x8 level rendering / collision. There's no built-in enemy logic, player movement, etc. (although the collision map can provide the info to help build such logic)
I'm aware it's nothing that hasn't been done before... but it is something I have never done before
Re: Game Engine Ideas
Still have my unfinished cardgame engine somewhere....
An engine where you define the deck and places where you place cards and define rules per positions thus making the game.
Additional idea is to define playing rules thes combined in orders make you define a game with AI.
A.C.E.S
All Cardgames Emulated (on) Spectrum
So far deck defined, all cards can be placed, selecred and moved.
https://www.youtube.com/watch?v=uFAN4XwU-vg
An engine where you define the deck and places where you place cards and define rules per positions thus making the game.
Additional idea is to define playing rules thes combined in orders make you define a game with AI.
A.C.E.S
All Cardgames Emulated (on) Spectrum
So far deck defined, all cards can be placed, selecred and moved.
https://www.youtube.com/watch?v=uFAN4XwU-vg