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ForumsDiscussion Forum → need gfx for schematic game
need gfx for schematic game
2006-09-30, 3:55 AM #1
hey everyone, im looking for people who make graphics to make some component images for a game project currently underway. the style im looking for is synonomous with sleek web graphics - plasticy looking buttons and such.

in order to properly convey what is needed, this post will first outline the game itself, then go into more depth on how schematics and their components are constructed.



anybody interested in working with me, please post a reply or contact me through any of the following:

MSN - strike_1337@hotmail.com (preferred)
AIM - chickenshtstrike
email - strike@fullsail.edu




about the game
--------------------------------------
the game project is a space shooter in which the player is able to create custom prototypes for his ship's weapons, shields, and engine using a schematic editor. in the schematic editor, the player is able to place components and wire them together.

when creating a new prototype, a nearly empty schematic is presented to the player - there are a couple core components that cannot be deleted, such as power input from the ship's generators and power output to the actual device (laser battery, shield generator, etc).

the primary goal for the player is, of course, to get the device to work in the first place. the secondary goal enhances replayability and allows for an incredible depth of user customization - since the player is designing the prototype from scratch, he also has the capability to make it perform however he wishes. in other words, a player can create a laser that fires a low-powered constant beam of energy or a high-powered but slow firing pulse laser just by reconfiguring the same basic components.

once a schematic has been designed, it can be installed into the appropriate device on the player's ship and is ready for use ( assuming it works, of course ;) )






here is an example concept diagram that shows how a pulse laser schematic may be configured:
[http://binarydemons.com/~strike/files/schematic.png]

a basic rundown of the above diagram:
1) the player presses (and holds) the fire button - this begins sending a signal from the blue component labeled "Trigger" to the Relay
2) the Relay connecting the Power Generator to the Capacitor closes, allowing current to begin charging the capacitor; gradually raising its voltage
3) the VoltMeter continually tests the voltage of the capacitor and sends the value to the Compare
4) when the value from the VoltMeter is equal or greater than 600 volts, the Compare will send a signal to the other Relay
5) the Relay connecting the Capacitor to the Laser Battery closes, allowing the capacitor to instantly discharge into the laser, causing it to fire
6) the Capacitor will begin to recharge and the process continues until the player releases the fire button


once the schematic has been designed, it is easy to tweak the power/firing speed ratio by simply tweaking the voltage level used in the Compare. a lower voltage will cause the capacitor to discharge quicker but each laser pulse will be relatively weak.




how component graphics are composed
-------------------------------------------------------
as stated at the top of the post, i need graphics for the components used in the schematics. the diagram shows some examples of basic components that are needed, such as a Relay and a Capacitor.

however, im not actually looking for graphics for the components themselves; in other words, i dont want an image of a relay and an image of a capacitor. instead i am looking for decals; a collection of smaller pieces that are used to create the functional and decorative parts of a component.





here is an example of how a VoltMeter might be constructed from a component shape and a few decals:
[http://binarydemons.com/~strike/files/component.png]


again, please note that i am looking for graphics for the types of things identified in the picture. the actual shape of the component is created with a tool specifically designed for doing so, and the decals are layed on top.






there are several benefits from separating the component shape from the decals, versus having a separate image for each component:
1) consistency
all components will have the same style, providing a well-defined graphical theme. it is also much more intuitive to connect two sockets together that look identical - it just makes sense

2) filesize
reusing the same small images cuts down DRAMATICALLY on the amount of disk space and texture memory required to run the game

3) interactivity
when the player moves the mouse over a connector or a button, it can highlight (signifying that it can be interacted with). LCD screens can display dynamic text. video screens can have 3d graphics rendered into them. lights can light up.






here is an example LCD display, rendered in-game:
[http://binarydemons.com/~strike/files/lcd.png]

this display is actually comprised of three parts - the LCD backdrop, the green text (drawn by the game engine), and a glass panel overlay.


examples of functional decals
------------------------------------------------------------------
-connector socket
-LCD display
-small video screen
-power meter
-LED light
-knobs/switches/buttons


examples of decorative decals
------------------------------------------------------------------
-plastic faceplate
-exposed circuit board
-serial number panel
-vent
-plastic grooves
-screws/bolts
-warning labels (high voltage, volatile chemicals, radioactive, etc)






thanks for your time! comments appreciated and questions will be answered
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-09-30, 12:33 PM #2
bump :P
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-09-30, 2:41 PM #3
I like the idea. It sounds like a lot of work, but you could create a tutorial for making these things.

-So, you want us to make... the dynamic functional decals for you?
2006-09-30, 10:16 PM #4
theres a lot more work on my shoulders to code it all ;)

tutorial for creating...? the components themselves are for the player to use, not create. if you mean a tutorial for creating the images i need, i dont know how much help i would be. im not an artist, hence why im asking for help :) all i can provide is descriptions of what im looking for. hopefully the LCD display picture gives insight on the style im shooting for; lots of gradients and smooth shading, everything should have a sort of plasticy look. the closest comparison i can think to make is, like i said before, web graphics.


yes, im looking for both the functional as well as decorative decals.
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-10-01, 12:26 AM #5
heres a couple in-editor shots. keep in mind this is experimental and in development so it looks *very* rough ;)

also, ignore the title of the window - im basing this game off the core code for my final project game at full sail, and i havent changed the window title yet lol. i WAS writing the entire project from the ground up, but ive written all the win32 and basic world/object interfaces way too many times over the past couple years. this 'engine' already has an awful lot of tools that i prebuilt.


screenshot of component shape editor (note that normally only 1 component would be created at a time lol).
the way this part of the editor works is you actually create a hole in the black in the shape of the component. the black you are seeing is actually drawn directly into the stencil buffer in order to fill in JUST the shape of the component with the background image
[http://binarydemons.com/~strike/files/compedit2_shapes.PNG]



screenshot of some decals and stuff on components
[http://binarydemons.com/~strike/files/compedit2_decals.PNG]



i just barely started drawing the wires about 15 minutes ago, so they are terrible ;) was just writing the code to draw a textured line segment, this is the test for it.

the component edges/borders are temporary.

the component background is supposed to look like plastic, but it pretty much just looks like solid white =P also temporary ;)
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-10-01, 2:30 AM #6
By "make these" I meant use the components to make working devices.

-I think I could whip something up. I don't have a lot fo freetime, though. College.
2006-10-01, 4:02 PM #7
the original inspiration for this kind of game has nothing to do with a space shooter. the space shooter aspect of the game is just the fluffy wrapping around the schematic game.

the inspiration comes from games such as widget workshop and the incredible machine.

the incredible machines is more of a physics based game; you can drop balls and hook things to motors and pulleys, etc - its actually an awful lot of fun to play. there are all sorts of connector pieces such as rubber bands and ropes.

garry's mod for hl2 is also an invention/sandbox game like these, and much more physics-based than the incredible machines - which makes it even less applicable to my hopes and goals for this game project.

on the other hand, widget workshop objects do not interact with each other unless explicitly wired together. there are no physics in action; its more of an electronic device-building game than anything.

screenshot of maxis' kids game: widget workshop
[http://www.worldvillage.com/wv/school/images/scrnshot/widget4.gif]


animated image of a 'the incredible machine' gadget in action
[http://www.progressiveboink.com/jon/images/tim/death.gif]


so why the space shooter part at all if that's not really what im interested in developing? its all a matter of rewarding the player.

i have two problems with games like widget workshop and incredible machines.
1) they are geared towards kids
2) they are puzzle games

the first problem is easy to solve when designing a game.. you just design it for an older audience.

the second problem is much harder to solve. puzzle games typically have next to no reward for completing the puzzle. you get a big "YOU WIN" message and/or it just brings you to the next puzzle to solve. how lame is that?

RPGs are great examples of games that give good rewards to the player for succeeding in something difficult. i haven't played many RPGs, but i remember in Neverwinter Nights i got some new powerful item on just about every quest i completed. these items help a LOT. think about it, what would an RPG game be with no rares? take your level XYZ character in diablo 2 and get rid of all your items. feel a lot less powerful, huh?

another great element to RPG games is the whole character level and experience thing. its easy to see why experience levels are so important to a long and story-intensive game. RPGs are meant to immerse you into your character in order for you to take part in a story. the story has to grow with time, and so must your character. if you've played the game ten times and start from the beginning, you shouldn't be already capable of taking on the final boss.



essentially i am trying to make an invention game but use elements from the RPG genre in order to properly reward the player for succeeding in the invention part. figuring out how to make your laser fire three extremely powerful shots in rapid succession or improving your engine's acceleration are the equivelant to an RPG's quest items or rares.

how would i stop a player from designing the utmost uber powerful prototypes when just starting the game? well the easy answer is: i wouldnt. they can make whatever they can possibly make with the basic components they are given. there are two ways that stunt the player's growth as well as provide a reward from the space combat to the schematic part of the game:

1) money
components cost money. actually, designing a schematic is free, but actually using it will charge the player the total cost of all components used.

money would obviously be aquired through the combat portion of the game. frankly it doesnt even really matter how. ive got several unique ideas im toying with but ill keep those to myself for the time being.

2) more advanced components
initially, the player will only have access to a very basic set of components. probably the types of things i have already talked a little about: relays, capacitors, volt-meters, etc.

more advanced components can be unlocked by completing missions, or salvaging the parts off of powerful ships - giving the game even more of the RPG feel where high level enemies randomly drop useful goodies.

these components could be nearly anything, and would probably have a greater impact on the space combat half of the game than the basic component set. for example: auto-targetting chip for lasers or more generic parts like a voltage transformer.



to be honest, im really not going to preplan the ENTIRE game from the get-go, which is what i *should* be doing. i need to get the game off the ground before i can really tell what sort of advanced components would and would not be feasible for one man to implement ;)
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-10-01, 4:09 PM #8
to answer your question about having a tutorial to make schematics:
probably not.


the game is going to have a sharp learning curve, particularly to those who have never played games like the ones i mentioned in the last post. the game is intended to appeal more to those who have experience or interest in building electronics. if you've got a soldering iron and a bunch of resistors, capacitors, transistors, etc. laying around the house somewhere, this game is for you.

i understand thats a very small target audience- but im not planning on selling this game, so what does it matter :)


regardless, you will be able to mouse-over a component when selecting one and an information box will pop up explaining the properties and functions of that component. furthermore, there will be premade schematics that either come default in a new ship or can be bought. these premades will be simple, with only a few components, and should hopefully dispell the need for a full-out tutorial.
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-10-01, 4:10 PM #9
Way over my head!
2006-10-01, 6:19 PM #10
understandably so, lol. im not really spouting off all this information with the intention of people reading it thoroughly - its helpful to me to actually put a lot of these ideas in writing :)


even those potentially interested in making some images for this should be aware its not a requirement to fully understand everything going into the game :cool:
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-10-01, 6:30 PM #11
Can i build a death star?
2006-10-01, 6:51 PM #12
I'd be interested just to learn more about these electronic devices, if you're going to have realistic parts as well as fictional parts as well. We just went through the small electricity section in our science book, and I've got an interest in the stuff now.
I had a blog. It sucked.
2006-10-01, 7:56 PM #13
you'll be seeing a lot of familiar parts such as relays, capacitors, resistors, transformers, etc.

however its going to be a much simplified model of the real thing. it will mimic the core properties and functions of the real thing, but not be a replica. for example, there will be no transistors because a relay will do the same thing (the reason most circuits favor transistors over relays is because of the power requirements and inefficiency of a relay VS transistor.. these inefficiencies will not exist in the game). there do exist circuit modeling programs that DO mimic electronics on a nearly perfect scale, but ill tell u right now that a player should not need a masters in electrical engineering to play a video game :D

the game will also be unrealistic in that wires will have zero resistance, and there wont even be a positive/negative - just a generic "power" cable. just assume everything's already grounded ;)

also, certain types of components, such as the volt-meter, will be able to output a VALUE instead of electricity - something that is also not possible in real circuitry without digital electronics.



simplified reality is the best way i can describe what im shooting for. there will not be any highly unrealistic components.. any higher-level functions they can perform could be rationalized by just saying they have digital circuits inside them.



take a resistor for example:

real life
----------------
normally a resistor has a resistance value (measured in Ohms) and will reduce the current passing through based on the incoming voltage (using the formula Current = Voltage / Resistance). when designing a circuit in real life, calculations have to be performed to choose the correct resistor to let X amount of current through at Y voltage. a resistor also has a maximum wattage allowance. using a low ohm resistor with a high voltage will simply combust the resistor :o
pretty much every electrical part in existance has some sort of maximum (and often minimum) rating to function safely and properly. take it from me folks, do NOT connect an electrolytic capacitor to the wrong positive/negative contacts - they freakin explode! :eek:


in the game
-----------------
a resistor is normally used in a circuit to limit the amount of current based on a static (non-changing) voltage. therefore in the game it is more likely to be a component called a Current Limiter than a resistor. the Current Limiter will be programmable and will simply take the maximum amount of current to be allowed through, versus entering in a resistance value. the current limiter is also likely to be entirely voltage-independant. if a current limiter is configured to let 1 amp of current through, it will only let 1 amp of current through regardless if the incoming voltage is 15 volts or 15,000 volts. say goodbye to the resistance formula.
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-10-01, 8:00 PM #14
i dont know about a death star LOL. maybe a death star laser.


as you progress through the space-shooter part of the game, you can buy newer and bigger ships. larger ships have more laser batteries and more powerful power generators. therefore you can create much more powerful laser prototypes that fire faster, and it will become important to make them independant turrets by using a sort of auto-targetting chip to swivel the gun turret.


as you play the game, it wont just get more difficult in that there are much harder enemy ships to destroy.. there will be a hell of a lot more weaker ones. hordes of them will swarm you, so auto-targetting lasers are going to become very important ;)
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-10-01, 8:22 PM #15
Yeah, it's watered down: But is anyone going to take the time to learn all that? Quite a swift learning curve. People BARELY got into Gummi design in KH, why would they get into this?
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2006-10-01, 9:28 PM #16
Who remembers the guy who kept talking about the "arux" in JK?

(Don't mean to derail, but something in this topic caused me to think of something which caused me to remember that event)
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2006-10-01, 9:37 PM #17
Originally posted by StrikeAthius:
simplified reality


That would be a good name for the game.
2006-10-03, 2:36 PM #18
nobodys interested in helping out? seems to correlate with the fact that a couple years back everybody i knew on MSN was a photoshop master, now nobody makes graphics :gbk:
[ B A H ]
Bad *** by nature,
Hackers by choice

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