Saturday, November 17, 2012

Chaos Map Editor

The Chaos Reborn map editor is now available - just click here to download it (windows version). Unrar it and run the .exe. It is very basic, with simple place-holder graphics. Despite my love of hexagons I would like the graphics to look much more organic, somewhat disguising their obvious hexagonal nature. However, that will come later. My next task is to build the network multiplayer infrastructure of the game, which will take a while. I do intend to release playable versions of the game as I go along, which will be publicly available, at least until the funding campaign begins.
If anyone wants to fiddle with the map editor, any comments and ideas will be welcome.

20 comments:

  1. Looks interesting. Definitely share the love for hexes :D

    I'm interested, was this done with regular Unity3D or pro version?
    I have a project in college, making a third person adventure game in Unity. Was wondering if it is possible/practical to make a map/level editor with free license Unity3d

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    1. I used the pro version, but it wasn't really necessary. The free licence will do everything you need except for some of the fancier visual effects and optimisations, and the pathfinding, I think.

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    2. But even with the free version it would be needed later two separated licenses for publishing for Android and iOS? An alternative can try the open-source/free/multi-plataform (almost to everything can be exported) HaXe (http://haxe.org/).

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  2. Thanks Julian, it's very kind of you to allow us to take a look at the development process.

    I was wondering if you could give some kind of general idea of the properties of the terrain variants?

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    1. What I call 'terrain variants' are just slightly different visual designs for the same type of design, to avoid regular looking terrain. I want the terrain to look fairly organic, not like I have in the editor at the moment.

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  3. I am very excited about this game coming into development. I loved Chaos for the Spectrum when I was young and still play it to this day, in the form of Chaos Groove and Ataxia II.

    Regarding the map editor: is there any way to save maps? I can use the provided buttons but after closing and reloading the program the maps are not available to reload. I haven't found a close editor command so I end with Alt-F4, is that the issue or is the editor just at a demo stage at the moment?

    Nonetheless, I am loving the potential and made a few maps for fun. Will there be any way to share these in future, such as a forum?

    All the best, I've already seen enough to know I will back this if you go with some form of crowd sourcing.

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    1. Update: Apologies, I was misunderstanding the load map UI. I was expecting that window to contain the list of maps you have saved... I realise now that you just need to specify the precise name of a map and then it works fine.

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    2. Yes, sorry - it is a very basic interface.

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    3. No problem at all, I got there in the end. I actually think the editor is really good, the engine has a good, stable feel to it and makes me think the game board will have a very clear presentation. While I enjoyed playing the Ataxia II remake of Chaos, I found the tilting board and small sprites a little hard to interpret sometimes and it took quite a bit away from the gameplay.

      I've actually found playing in the map editor strangely addictive! I've made several maps just for fun and have been dreaming of games taking place. I'm especially intrigued as to how team games like a 4v4 will play out. With large numbers of creatures in play and terrain features in the mix, I think it will bring out a whole new layer of gameplay we haven't seen before.

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  4. Thanks for sharing this. It's a good start and working well for me. Good work.

    Zip is unusually big but I see now that it comes also with the iOS libraries. Also includes Xcode build settings. Are you working with Mac and already testing it in iPhone Simulator?

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    1. I have the map editor running on my iPad and iPod already. Unity basically makes this quite easy, once you have set everything up. I shouldn't have included all that in the download, so I have stripped it out and it is much smaller now.

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  5. Cool cool cool! I wish I was as awesome as you! It's true! :P

    Good luck sir! And I hope you have a good day! I'm going to go make my day good now!

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  7. I have to say, when I've read about You remaking Chaos, which is an all time favorite of mine, it sounded too good to be true! I used to play this with my brother when we were kids, and it stands the test of time still. All the playing experiences I've had back in those days pointed me into the direction to become a graphic designer for games, and I want to say thank you for it!

    As for the graphics of the remake, I think if You could somehow preserve something about the player imagining how that ghost, dragon or whatever would look like in high detail, that would be awesome! I mean the charm of those days were that you had to use your brains to fill out the minute details, nothing was so much given, like nowadays. This is true to the gameplay as well, we had to figure out things ourselves, but it would be great to apply it to the graphics as well. I know that for this to succeed it needs to also look awesome, but some sort of stylized look would probably do the trick, like in 3d dot game heroes.

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    1. Interesting idea. 3D dot game heroes certainly does have a distinctive look. There is still a lot to think about with the visual design, and I haven't made any decisions yet.

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    2. Now that I've read back all the previous posts on this blog, and the comments on them, I'm not alone with what I've said about the graphics, some people praised the graphics of the original, because it did a lot with the restrictions of those days, and they want to preserve something of that spirit too. Someone even said they loved the blackness of the play area, as it felt like anything can happen after the game starts.

      I've read the game will be released on iOS too, and there, you also have restrictions, so the 3D cannot look completely realistic. Zelda Wind Waker, which didn't look realistic, had 3D graphics which is still held in high regard, because it was very well animated, even though it was stylized. I think at least preserving the shapes/colors of the creatures in some way would be great, and having some top notch animation on top of that. That way both fan service would work, and maybe newcomers would see the greatness in the visuals too. I'm not a native english speaker, so sorry if my language is not perfect, but I hope it's clear what I try to say.

      As you are coding this game alone, did you think about who will make the graphics for it? How about some sort of competition for concepting a screenshot or concepting some creatures? I think you'd get a lot of participants, and lots of comments also from the people following the development of Chaos Reborn about things they like and things they don't like.

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  8. Thanks - just lost my lunch-hour playing. :)

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  9. map editor works lovely. Is there anywhere we can submit maps and share them? could do with a 'lava' tile in the map editor

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    1. There will be a map repository which players can add to and download from, but thats a way off yet. When a playable version of the game is done you will be able to play with your own maps. Lava would be cool, indeed.

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  10. In the move to 3d how will you be approaching the issue of scale e.g. a bat compared to a Dragon? Will some of the creatures take up more than one hex?

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