Game
Dragonian: The Imbalance of Sierr
8 years ago

So... do you want something sequel-like?


Hello.
I’ve been recently making a 3D platform game that uses similar code to Dragonian. It’s not exactly a sequel, but it reuses a lot of source code. Also, this new game I’m working on has a better camera and WASD controls. It plays more like an FPS, but is still third-person.

5d09ff6470abc.png

Want to take a look at it? It’s not complete, but I’ve got something playable. I would like your input so I know what to improve upon. I want this game to become superior to Dragonian, so I can fix problems before official release.

I figure you guys might be interested. If you are, I’ll keep working on it.

EDIT: The prototype’s been uploaded! You’ll find it here: https://gamejolt.com/games/LaserDave/333335

Again, still needs a bit of work.



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Okay, so I'm doing something either crafty or questionable: drawing the objects with Draw GUI.

It works, doesn't it?

The character and movement tests are going well, but...

OH. THAT's what Draw GUI does. It's not crunchy.

Then again, I thought that drawing a view to a surface would work the way I expected, but it ain't.

Part one of my zany scheme for a new project worked.

Using two Views, I can draw one squished, rotatable View as a texture, meaning I can use tiles for an isometric perspective.

Now, the tricky part is where everything looks like a pop-up book.

Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.

...huh.

Didn't realize that debug mode was different on that version of Game Maker. Also shows WAY too much for players to use.

You can also click and drag some of those elements.

Here. Just to give you an idea as to what I'm going for.

The character and GFX are temporary, but they help me realize what I want to do with the engine.

The floor's movement, being a view drawn onto a surface, is still one frame behind.

However, I figured it's more efficient to draw walls separately than to use blocks for indoor segments. They can stretch and keep doing the depth math accurately.

Dang it. I got the math right.

The real trick now is to optimize it. It's easier to do since it's technically all 2D.

On one hand, I'm getting there. On another hand, "No, I'm not."

Then again, I probably forgot something important about layering the old-fashioned way, and something about using a view as a texture.

Well, I was looking through some old files, and found some cool stuff.