Hey SarYehudah, I'm swamped right now getting the last round of bugs hammered out for the Alpha 1 build, but this weekend I'll make time to watch that video and get back to you with thoughts on how VGM would do AI controlled units.
ScottTykoski
[quote who="Silver-Streak" reply="24" id="3750194"] Something similar might be viable for tower defense [/quote] For sure - we'll probably want something like that for guards patrolling an area. Plopping down a handful of path arrows is much easier than any scripting solution will ever be (IMHO).
[quote who="drymetal" reply="3" id="3750173"] And I’ve tormented many a humans with n+ levels. [/quote] Haha Yes! N+ had such a great, simple editor - "Here's some shapes...have fun!" And the player movement was perfect...you really felt like a ninja in that game. So good. Even if your Granddaugher can't join in the fun yet, think about how cool it'll be when you can make a game ABOUT her :) She'll freak! [quote who="Sc
Interesting - I bet we could hook up some rules that would make it possible create something with Tower Defense mechanics. Added to the ever expanding Idea Board :) Though - in the interest of managing expectations - I want to reiterate that we're leaning more towards Mario Maker in terms of simplicity and keeping things very easy to use. There will be TONS of customization options, but instead of requiring you to code/script anything, customization will be of the 'playing with dia
[quote who="Silver-Streak" reply="18" id="3750061"] an easy way to allow more freedom is a "character remixer" of some kind. Let you swap the heads/arms/legs/torso from each hero/sprite you've already included [/quote] This is literally why we set up our sprite system the way we did :) I like your suggestions, Silver, especially the ones that are already 80% complete! [quote who="Silver-Streak" reply="18" id="3750061"] please tell me you have a team<br
We're collecting content daily for a trailer/overview video, so it's on our to-do list. Unfortunatly it's a long to-do list, but we'll be posting someting ASAP ;)
Sprite editor is another thing that has been requested a few times - I'll put another tally mark next to it on the 'Idea Board' :)
Mark: As a dad myself I can't tell you how thrilled I am to hear this :) Me and the kids had a blast making Mario Maker levels for each other - hope you and your son have a blast with VGM! :)
If you've played Stardock games before, you know how much we try to encourage the modding of our titles. Making games is fun, and we do our best to open it up for players to enjoy. There's something amazing about that first time you edit a text file, then start up a game to see the change as you play. Sure, 8-year old you would probably just change the phrase "Player 1 Start" to "Player 1 Fart" - <
Hey Timmaigh! There have been several requests for some sort of Strategy genre that people could create with, so it's certainly on our radar, but I have to be careful about promising anything at this stage ;) What I CAN promise is that the team and I will be thinking about it, and hopfully more ideas come in from the community once they get to play Alpha 1!
I'll add it to the list of requests :) As a huge 'Secret of Mana' fan, I'd love to see AI companions get implemented!
Silver-Streak: Love the long idea posts :) Can't wait to see more of them! I'll try to hit on a few of your items... [quote who="Silver-Streak" reply="12" id="3749892"] Open Map side-scrollers: [/quote] We're pretty close to this right now. Much of the interactivity in the game is done with objects called "Gizmos". They're special interaction rules that you place on the map. For the Adventure genre we have the Gateway Gizmo, which will lin
[quote who="killswitch469" reply="8" id="3749843"] However, maybe your niche could be genre mixing, [/quote] Actually, one of the rules we'll be implementing is "World Map", where you can have landmarks and random encounters that throw you into a level of the specified genre. Just from that I bet people will make some crazy genre mashups that have a "RPG with a twist" feel. I think you nailed it though...VGM's spot in the DIY gaming market is that you'll be
[quote who="killswitch469" reply="6" id="3749839"] Metal Gear for the NES [/quote] VGM is a few rules away from letting you do this now :) A big part is hooking up a proper hero-creation system so you're not limited to our pre-made selection (we currently lack a hero with the gravitas of Solid Snake). [quote who="killswitch469" reply="6" id="3749839"] ...traditional turn based RPGs (Final Fantasy I, Dragon Warrior/Quest 3/4, hell even Pokemon)<br
[quote who="SomeFire" reply="4" id="3749773"] Will it be possible to code something complex [/quote] Early on in the process we decided to prioritize Ease-of-Use over everything, so unfortunatly (for those of us that like to code) this will be a code-free experience. Our intention here is to take the most common video game tropes and systems (Shops, Player Movement, Combat Numbers, Camera Movement, Save Points) and expose those in the most simple way possible
This question has come up a few times, actually :) I know we've done educational packages before, so I'll bring it up at the next meeting! A heads-up, though: the May 29th build will be a pretty early version of the game. Would that be a problem, or would it be useful for kids to experience the development process in real time? Seems like it could be fun for them (finding bugs and seeing their feedback shape the final game), but I could also see it being frustrating. I'
For sure. Sometimes we'll put out a free version with just the online components enabled, so there's certainly a precedent. I'll make sure this comes up at the next meeting!
*CLINK*
Hey Everyone, The VGM team will be around the WinCustomize forums if you have any questions. Needless to say, if you like gaming, and enjoy customizing, VGM is right up your alley ;) Thanks! -ScottT
Hey forensicsej! The team is hard at work on the Founders Build, which will be coming out in less than 2 weeks! We'll get you more information around May29 :) Thanks for your interest in VGM!
Hey Seilore! Yeah, as of right now this is a 100% PC experience. HOWEVER, there has been much discussion about the other platforms we could bring it to, with one idea being exactly what you suggested: a mobile 'player' that is solely for playing the games made. My kids also keep begging me for a Switch version, so I know of at least 3 people that are rooting for that to happen :) We'll keep you posted!
chengsta2: I don't know if we're going to specifically have a 'Tactical RPG' Genre to pick from, there will be several Gameplay Rules that should get you close. BadJackDaniels: Agreed! As much as we all love coding, we don't want it to be this hurdle players have to overcome to enjoy making games. While more limited than code-heavy engines, we're hoping that VGM lets them get creative and make something they're proud of with as little frustration as possible. Making games should fe
We have plans for a free 'player' - were you can download and play games, just not make them - but our top priority is making the 'Making' part fun :)
Yeah, sorry for any confusion about the codes & Alpha 1 release date. Codes will indeed be sent out May 29th so you guys can start playing! Excited to get this build out to you all - and thanks for your support! It means a lot! :)
Hey guys, just a heads up that The Video Game Machine (the 'game that makes games') has officially been announced :) Check it out at https://www.stardock.com/games/thevideogamemachine/ ! The team is busy polishing up the the Founders Build for the end of the month, but we'll be around to answer any questions you have!