The Blender Game Engine is a component of Blender, a free and open-source comprehensive 3D production suite, used for making real-time interactive content. The game engine was written from scratch in C++ as a mostly independent component, and includes support for features such as Python scripting and OpenAL 3D sound.

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Blog RSS Feed Report abuse Latest News: Questverse Status A: October 2014

About Questverse Dark Version with 5 comments by Tsukigames on Oct 27th, 2014

28/10/14 > A Third Vote Option was added
02/11/14 > Questionnaire finished

That was a long delay wasn't it?


This year surely was a busy one, with many airplane travels back and forth between states at my home country(due to already explained reasons), a permanent change to another country state and the concrete possibility for me traveling to Japan next year for 2 years study.

That was good, as it became evident to me which the longer this project takes to come out the greater is the possibility of it facing unforeseen delays caused by real life which in turn can lead to its failure, so I returned to development in October and already cut another game feature to speed up development and increase the quality of the remaining features.

You cut what?


I think you remember the game was supposed to have full time first person view during exploration(check its latest trailer), the thing is which by planning ahead I realized doing the characters(friends or foes) in 2.5D for a 3d first person world would spend a lot of time, as 2.5D is not natural to a 3D world, for example, I would have to create 3 different animated arts(front, back and side) for each being, in details as the camera would be close to the characters, and I would need to manually imagine the perspective applied to the characters animations, otherwise they would look flat compared to the 3d surroundings which have automatic perspective.

The only fix for that would be 3D characters, but that was already cut as seen in the past, the reason I think a lot before cutting something is to ensure it was the best option, because I'm never going back on it. So the current list of cut content is:

Current list of Cut Content

So what will you do?


I already did, I saw which an isometric view, like the one already used at the game editor, would fit well for my objective(after a couple of tries), so I also used it for the game main view type. It hurt me to let go of first person as main view type, but it will still be used anyway for conversations and other tasks in the game, so Questverse ended up currently as a first person/isometric "secret government hybrid".

New view styles for Questverse

Now, for the game exploration I propose two kinds of interface, type A and type B(and now type C), I will explain their strong and weak points, and you will help me decide through your vote which one is best.

Type A concept:

Game menu Proposal 1Game menu Proposal 1 - 2
Game menu Proposal 1 - 3

This one is composed of a permanent menu to the left, with an animated portrait of the protagonist which will reflect a given action of your alter ego at a given moment(or conditions such as tired), an universal button in the middle, which takes to the character management menu, and a box for descriptions. The game itself will stay at the right side.

Game menu Proposal 1 - Explanation

It is unknown if the portrait to the left will interfere with the game view to the right or will actually help in game immersion, it do will save me the need to work at some animations for the character miniature version(chibi), since its portrait will do most of them instead, thus in greater detail.

Type B Concept:

Game menu proposal 2Game menu Proposal 2 - 1
Game menu Proposal 2 - 2

This one is quite clean, it allows for the character to be centered in the screen and may help in game immersion, as only the game cursor and the universal button to the top right appear. The universal button will have the same function as Type A.

It may be considered too minimalist though, you will not get a zoomed in, animated view of your character(portrait) while exploring, and I will have to instead animate more the miniature of your character.

Type C Concept:


This one combines Type A and B as a middle ground. You get the centered menu-less view with just a button, and also your character animated portrait, but the portrait will not show if you're not doing any action worthy of notification, for conditions(poison, tired, etc) it will show and disappear at regular intervals.

The risk of you getting bored of looking to the portrait or it interfering with your view of the game world itself is reduced.

Help me Choose


So I prepared a Survey Monkey Questionnaire where you will help me choose the game menu style for this new view type the game will have to use. Since what I presented are just concepts, you can expect for the chosen idea to become better in size, layout, colors and so on; also, try to image the portrait animation I mentioned, as I cannot present them yet.


Questionnaire finished

Others


I have been receiving since the game came to indiedb the proposal of various music artists to work on it, since nowadays I just want to finish this project as soon as possible, the best I can, I will no longer do the game musics, instead I will hire one, saving me time which will be used in the rest of the project. That will not destroy my "Lone Wolf game developer" reputation, as I still will develop all the rest.

I'm inclined to hire the music artist Garoad, it does not means the others who contacted me are bad, they will perform good at a game with other style, I'm looking to Garoad because he is specialized in cyberpunk yet ethereal music, that is what he loves to do, and my game indeed is not only futuristic but ethereal too.

Now I will give you the links to the work of them:

Garoad > Soundcloud.com

Michael(Varied) > Youtube.com

Kivao(Orchestred) > Moddb.com

Justin(electric/rock) > Soundcloud.com

In case you contacted me and I forgot to put you above, let me know; I received up to now a couple of work requests not only for music, but translation and so on, so I do not remember all of them.

Conclusion


So, I would like to confirm with you which the Questverse Project do will eventually be finished, it is a life goal of mine, it cannot be stopped until then(that do sounded cool). I will do what is necessary to finish it, like cutting previously planned features, I hope which the game idea still fits your tastes, and I'm glad to still have you watching the project.

Contribute


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Post comment Comments  (0 - 10 of 36)
DonBre
DonBre Jun 10 2014, 5:26am says:

Tracking.

+2 votes     reply to comment
on1ondevelopment
on1ondevelopment May 2 2014, 11:14am says:

Hey, I just updated Blender 2.69 to Blender 2.70 and noticed that the "Singletexture" shading setting found at the camera tab to the right is gone. Is that feature moved? I have a .blend file made in 2.69 which had "singletexture" enabled instead of "multitexture" but when I opened it after updating it was changed to "multitexture" and there was no "singletexture" button there anymore. I solved this temporarily by downgrading to 2.69 but I really want to use 2.70 without having to change so much stuff in my game project. I would really appreciate if anyone could help me with this, maybe it's just a bug but who knows?

+2 votes     reply to comment
SolarLune
SolarLune May 22 2014, 12:15am replied:

The Singletexture mode has been removed in favor of just Multitexture and GLSL, yes. If you want to keep up on development, the blenderartists forums are the best way to do so.

+3 votes     reply to comment
on1ondevelopment
on1ondevelopment May 22 2014, 1:19am replied:

Thanks!

+2 votes     reply to comment
dfdt
dfdt Apr 4 2013, 7:09am says:

i have a question , i will build a game like cubemen but my biggest problem is , i will make only one unit walking to a point , right now ,
i can only make all units walk to a point but i will that only the selected unit walk to the point i clicked on with right mouse ,if anyone knows a script or something please send pm thx :)

+2 votes     reply to comment
Guest
Guest Jul 30 2013, 5:14pm replied:

Yes

0 votes     reply to comment
Guest
Guest Jul 9 2013, 8:12pm replied:

The game engine takes out a lot of the hefty lifting basically

+2 votes     reply to comment
Devil_Diamond_Games
Devil_Diamond_Games Nov 17 2012, 5:35pm replied:

Yes you can make a game without a premade game engine, but having one would make the job easier, but if you don't you would have to write all code for the game yourself

+2 votes     reply to comment
SolarLune
SolarLune May 6 2012, 1:45pm replied:

I don't really know much of anything, honestly. I just meant pre-made engines; you could write your own game engine if you wanted.

And no problem.

+2 votes     reply to comment
DJDnB
DJDnB May 7 2012, 1:00pm replied:

heheh, I find all of this so cool but my computer right now is so crappy it lags when playing youtube vids so I may try out the BGE when I get my new computer maybe this summer ;P

+2 votes     reply to comment
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