Hmm, from all the info we have so far, this would not be possible unless they include spider in the character assets.
BTW, how come we have never seen player control other characters, like orc or anything like that. I hope that the player is not forced to always be that generic avatar. :/
yeah, I mean they showed in that e3 stage demo that him and another guy were playing the same level together, I just wonder how many players you can do and if you can do matchmaking if you make like a kart racer. Also I wonder if you'll be about to edit a world with more than one person at a time.I was so disappointed by the length of the Twitch PAX interview. This was the only game I cared about seeing at PAX, really.
Although I believe they are doing another livestream this week, so that will be nice.
I feel like if they definitely weren't supporting multiplayer then they would say something.
But they must support it, or at least be working on it, if they aren't talking about it.
Well, I hope.
I wonder if we'll be able to add a soundtrack to our own levels. That would be awesome.
Would be awesome if they include some sort of music creation tool.
New video. Dev team member Eddie Parker demoed Project Spark. Nothing really new, but this video pretty much covers everything so I think it would be a great video to add to the OP for new people to see.
http://www.vg247.com/2013/09/03/team-dakota-shows-vg247-how-to-make-a-game-in-project-spark/
Would be awesome if they include some sort of music creation tool.
Also, I'm still working on the Key-value Pair collection constructs question. The brain programmers haven given me the "it's a little too complicated to explain to you right this minute. (and can't you see I'm just trying to get a quick cup of coffee?)" look when I've asked.
yeah they are holding onto the multiplayer details, maybe they're still hammering details out or just like teasing us ha
I was so disappointed by the length of the Twitch PAX interview. This was the only game I cared about seeing at PAX, really.
Although I believe they are doing another livestream this week, so that will be nice.
Mike, I was wondering, will voice recording capacity be limited per level. How much voice recording stuff can we put in a level. Can it be at least 10 mins of recording (not necessarily in one shot)?
Mike, can we expect new stuff at TGS or Euro expo?
I am totally hoping they will cover in their next twitch streams how they made that mech move.
We're not planning anything big for the upcoming shows, mainly because the team is heads down getting ready for Alpha.
We're toying with the idea of doing 2-3 streams a week. Maybe two 45 minute ones, and one long 3 hour one. Either way, would love to get a list of things everyone would like to see us do in Project Spark, since that'd be a lot of streaming time to fill!
We're definitely not trying to tease anyone! We will have multiplayer and we expect it to be really awesome. We're holding off on providing more details until we have everything nailed down so we know for sure what we can do. We also want to make sure we can release all the relevant information at the same time, to help give you the big picture with the right context.
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We're toying with the idea of doing 2-3 streams a week. Maybe two 45 minute ones, and one long 3 hour one. Either way, would love to get a list of things everyone would like to see us do in Project Spark, since that'd be a lot of streaming time to fill!
[*]Flying game would be great. For example, a flying adventure, in which you control a bird
[*]RTS game would be cool- Showing how more elaborate cut-scenes are made. Acting up, voice recording, stuff like that.
[*]Creating a boss level. Fiddling with more elaborate brain mechanics of enemies (that desert dragon in the dunes in the trailer is fascinating)- Showing how mech movement is created,
[*]Going all deep on custom UI elements
[*]Showing fun and creative ways to create new art from the existing object parts
[*]Multiplayer gameplay: for example fps battle match created and played.
[*]Racing game on water or land or air- Building old school game with retro looks ala pacman
- Demonstrating how a strong platformer with tight controls similar to meatboy can be made
- Demonstrating how a game looks on xbox 360 (although I doubt we will see this)
- Explain how will online or in game level search work
- Music creation, even the simplest one
Awww yeah, that is awesome!Sorry for the delay on this one. This is from Aury, one of the brain programmers:
"Kode, the language used to create Brains in Project Spark, supports strongly-typed variables including booleans, numbers, vectors, colors, strings, objects, and sets. You can create any quantity of uniquely named variables of each type. Variables can be global or local to an object. Any defined variable can be accessed and mutated on any object in the game world. Using these primitives you can construct complex data structures when necessary."
YESSSSSSSWe're definitely not trying to tease anyone! We will have multiplayer and we expect it to be really awesome. We're holding off on providing more details until we have everything nailed down so we know for sure what we can do. We also want to make sure we can release all the relevant information at the same time, to help give you the big picture with the right context.
We know that people weren't overly happy with the length of the PAX Twitch stream. We're working on a more consistent Twitch schedule so people will know ahead of time what we'll be showing. We're also hoping to put out a short video today or tomorrow to provide some additional information on what we showed off at PAX.
Awesome! This makes me so happy!We're toying with the idea of doing 2-3 streams a week. Maybe two 45 minute ones, and one long 3 hour one. Either way, would love to get a list of things everyone would like to see us do in Project Spark, since that'd be a lot of streaming time to fill!
- Showing how mech movement is created
So far they've only shown bipeds I think. What if I want to play as a spider? I could build one, but then I also wanna know how I can animate it.
Twitch is behaving like ass right now. The recording of the stream keeps freezing every ten seconds.
I haven't follow this game very closely, but could you make an old school arena style FPS out of it?
Still choppy as hell hereIt's working fine now.
I haven't follow this game very closely, but could you make an old school arena style FPS out of it?
I definitely think its possible, there's an fps camera so I don't see why not.
also guys I'll pit the YouTube link for the latest stream in the OP as soon as its up or when I get home from work.
well played sir.
- Flying game would be great. For example, a flying adventure, in which you control a bird
- RTS game would be cool
- Showing how more elaborate cut-scenes are made. Acting up, voice recording, stuff like that.
- Creating a boss level. Fiddling with more elaborate brain mechanics of enemies (that desert dragon in the dunes in the trailer is fascinating)
- Showing how mech movement is created,
- Going all deep on custom UI elements
- Showing fun and creative ways to create new art from the existing object parts
- Multiplayer gameplay: for example fps battle match created and played.
- Racing game on water or land or air
- Building old school game with retro looks ala pacman
- Demonstrating how a strong platformer with tight controls similar to meatboy can be made
- Demonstrating how a game looks on xbox 360 (although I doubt we will see this)
- Explain how will online or in game level search work
- Music creation, even the simplest one
Here are some more ideas for the streams:
- Create a basic footbal game. Provide us with more specifics regarding object physics, we have seen glimpses of ball movement in trailers, so giving more info about that would be great
- Create a simple board game (for example Don't get angry) with its set of rules
- Dedicate a stream to special effects. For example create elaborate fireworks, or comprehensive explosions, stuff like that
- Dedicate a stream to deep environmental creation, for example recreate a majestic grand canyon, some breath taking vistas
- You mentioned in the stream that someone in the team created a modern look only with the fantasy assets. Recreate that, it would be inspiring to see that.
- Dedicate a stream to gameplay focused on/in water.
Spiders have 8 legs. What you've suggested seems like it might be remotely possible in some way, but it would be a giant hack.
I have a question for Mike.
Would it be possible to build a kind of experience where you have a level made up of spheres and each sphere has it's own center of gravity so that the player can walk on all sides?
Also, a question for Mike... You guys stated the prop limit at the moment is something like "3000 to 4000 objects." Do props that are attached to other props count as only 1? If not, does that mean pre-built objects that can be "unglued" like the houses count as many objects?
Awesome suggestions. I'll talk them over with the team and see what we can do. Thanks, Stampy!
This is true. But in a lot of ways, giant hacks are the secret sauce behind Project Spark. While we're constantly coming up with new ways for creators to more easily implement key game mechanics, the game truly shines when people have to come up with creative ways to achieve the desired experience. In a lot of ways, it's very much like normal game development: How can you take this bailing wire, chewing gum, and concert ticket to combine them into something awesome and unexpected?
The question isn't IF you can do something. The question is HOW would you do something. I'll ping some of the team members on this question and see what ideas they come up with. I guarantee no two members of the team will come up with the same solution, which is very cool.
I'm not sure about the exact prop limit, but ultimately the number is high enough that it's unlikely to be an issue in most cases. As we discussed in the stream, it's as much or even more about what you're doing with your objects, than it is about how many of them you have.
This is the exact reason why I see Project Spark not only as a great game creation tool but also as an invaluable building block towards the future of game design. Having experienced the "old days" of game creation where using Assembler and counting every byte was essential, I vividly remember seeing people "abuse" modern, designer friendly tools like Game Maker or Unity for the first time - my gut reaction was always the same: "You possibly CAN'T DO THAT, that's a really ugly hack and wasting resources!". But thankfully, technology has advanced at a rapid pace, and designers are less and less bound by available resources. That's the reason we see all those crazy games popping up everywhere - and I honestly believe Project Spark has the potential to set free a whole new generation of future game creators, because it removes even more barriers.This is true. But in a lot of ways, giant hacks are the secret sauce behind Project Spark.
Officially confirmed: Project Spark turns regular gamers into McGyverHow can you take this bailing wire, chewing gum, and concert ticket to combine them into something awesome and unexpected?
Sorry for the delay on this one. This is from Aury, one of the brain programmers:
"Kode, the language used to create Brains in Project Spark, supports strongly-typed variables including booleans, numbers, vectors, colors, strings, objects, and sets. You can create any quantity of uniquely named variables of each type. Variables can be global or local to an object. Any defined variable can be accessed and mutated on any object in the game world. Using these primitives you can construct complex data structures when necessary."