Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: FrankT on Tue 21/08/2012 12:44:32

Title: Lunar Landing
Post by: FrankT on Tue 21/08/2012 12:44:32
I've longed to build an Apollo Moon mission sim for quite a while, and at one point I decided, why not make a point-and-click one? Like those two "Apollo 18" games? (Perhaps I should get "Searching for Sam & Max" out the way first.)
I've made a start already; using Eagle Lander 3D and Orbiter NASSP for reference, I drew up the LM cockpit. Now, assuming that the instruments have a mouseover label, and the numbers on the altitude dials are made a little larger for convenience, would you say this screen delivers all the important information to you, i.e. fuel, altitude, velocity, thrust, all that?

(http://www.deviantart.com/download/322485705/lunar_module_interior_by_frankrt-d5bzzk9.png)
Title: Re: Lunar Landing
Post by: Construed on Tue 21/08/2012 13:48:15
awesome instrumentation! can't wait to see how it works :D
Title: Re: Lunar Landing
Post by: FrankT on Tue 21/08/2012 17:04:21
Thanks!

Now, just a question: how should I draw a sort of semi-circular panoramic view? I'm sure you know I don't understand perspective very well...
Title: Re: Lunar Landing
Post by: Khris on Tue 21/08/2012 17:47:08
As in, a scrolling background? You could do several layers of parallax scrolling, not only does it always look "retro cool" but the uniform, bland moon surface is perfect for that kind of thing.
Title: Re: Lunar Landing
Post by: FrankT on Tue 21/08/2012 19:49:12
Mm, I can try that. Um - is parallax scrolling easy?
Title: Re: Lunar Landing
Post by: Technocrat on Tue 21/08/2012 21:02:19
Extremely! Essentially, things in different distances are each a different object, and they move at different speeds (the "further" ones move more slowly), creating the illusion of distance. Voila, parallax!
Title: Re: Lunar Landing
Post by: FrankT on Tue 21/08/2012 23:28:31
So how do I program something like that?
Title: Re: Lunar Landing
Post by: Martyn on Wed 22/08/2012 09:33:00
AGS Parallax Scrolling Plugin
Title: Re: Lunar Landing
Post by: Khris on Wed 22/08/2012 10:14:29
Yes, there's a module (http://www.adventuregamestudio.co.uk/forums/index.php?topic=33142.0).

You can also code it yourself, it's really simple:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=46138.msg619709#msg619709

Using that code and a foreground object that's not as wide as the room, you'll get the effect of a static camera turning.
You can easily adjust this to include more than one object.
But we should continue this in the tech forum when the time comes.
Title: Re: Lunar Landing
Post by: KodiakBehr on Thu 23/08/2012 00:42:19
Love the idea, FrankT!

I once made a prototype of an orbital simulator that would allow anyone to develop the mission architecture of a manned expedition to Mars -- sort of like "Oregon Trail goes to Space".  I abandoned the concept when I couldn't make it fun enough while still being able to call it a "simulator".

I second the need for Parallax Scrolling.  How functional do you want your buttons and switches to be?  Because I can't make out the text on any of them.  What is the blue-grey instrument supposed to be?  Depending on what you're going for, and what you want the player to do, you might want to consider swapping that instrument out with the Lunar Module Computer (http://www.abc.net.au/reslib/200907/r396519_1856921.jpg).

Also, this is a matter of personal opinion, but I think the photoscape of the lunar surface would be even more appealing if it was replaced with a simple pixelated surface, consistent with the style of the LM. 
Title: Re: Lunar Landing
Post by: FrankT on Thu 23/08/2012 12:53:59
Quote from: KodiakBehr on Thu 23/08/2012 00:42:19
What is the blue-grey instrument supposed to be?

Which one do you mean?
Title: Re: Lunar Landing
Post by: KodiakBehr on Fri 24/08/2012 01:53:10
The instrument below the meter that reads 1023207.
Title: Re: Lunar Landing
Post by: FrankT on Fri 24/08/2012 13:55:18
I think it indicates the lateral speed. I'm not sure, but all the same, it's there for realism.
Title: Re: Lunar Landing
Post by: FrankT on Tue 28/08/2012 11:37:09
Anyway, taking your other suggestion into account, I've done a little experimentation.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/new_scape2b.png[/imgzoom]

I tried putting in all the little things like mountains and craters, but they just didn't come out right for some reason.....
Title: Re: Lunar Landing
Post by: Armageddon on Wed 29/08/2012 06:29:50
With that perspective you'd only be able to see mountains, if you add some curvature you could probably see some of the craters.
Title: Re: Lunar Landing
Post by: FrankT on Wed 29/08/2012 20:37:46
How do I do curvature anyway?
Title: Re: Lunar Landing
Post by: FrankT on Sun 02/09/2012 14:04:17
#18, alas, is now permanently associated with killer moon rocks... but #20 should make a suitable substitute.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/patch.png[/imgzoom]

What do you think? Does it need a touch more detail, or...?
Title: Re: Lunar Landing
Post by: KodiakBehr on Sun 02/09/2012 22:49:47
I'm a fan.  Certainly a step up from the original Apollo mission patches (with exception to 11, whereby a giant eagle seizes control of the moon).
Title: Re: Lunar Landing
Post by: FrankT on Mon 03/09/2012 16:13:33
Thanks! This one's based on the actual Apollo 20 patch if it had flown, if I'm not much mistaken.
Title: Re: Lunar Landing
Post by: FrankT on Thu 06/09/2012 18:12:33
An important question: would you, as an audience, prefer a more simplified set of control panels (a la "Apollo 18: The Moon Missions"), or a more aesthetically correct (and indeed slightly more complex) set (a la "Shuttle")? I imagine since this is being planned on an adventure game structure, the majority will lean toward the former, but we'll see.
Title: Re: Lunar Landing
Post by: KodiakBehr on Fri 07/09/2012 01:28:36
No matter which you pursue, I'll pick it up because I love the thematic.  But if you're describing your game as a simulator, I'm going in with the assumption that accuracy took priority over other factors.  If you're calling it an adventure game, then priority should go towards storytelling, puzzle design and entertainment value.
Title: Re: Lunar Landing
Post by: FrankT on Fri 07/09/2012 15:31:12
Mm. I was hoping to wedge in a few little plotlines as well. Just a smidge.
Title: Re: Lunar Landing
Post by: FrankT on Sat 08/09/2012 11:58:29
Ugh, I don't think I can deal with drawing in all those little details :undecided: There's got to be an easier way! Hold that thought! I think I've got an idea....
Title: Re: Lunar Landing
Post by: lo_res_man on Thu 20/09/2012 18:14:13
This (http://history.nasa.gov/diagrams/apollo.html) should hopefully be of some assistance, assuming you don't already have it.
Title: Re: Lunar Landing
Post by: FrankT on Thu 20/09/2012 19:47:15
Thanks, but I already have those diagrams.
Title: Re: Lunar Landing
Post by: FrankT on Wed 03/10/2012 19:59:21
A little experimentation in progress. Perhaps the craft could now be piloted through a completely simplified and computerized interface - should make it great for playing the game on a touchscreen!

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/newcomp1.png[/imgzoom]

The layout derives from Apollo 18: The Moon Missions, but I gave it a sort of Space Shuttle computer feel.
Title: Re: Lunar Landing
Post by: FrankT on Fri 05/10/2012 15:18:51
Alright, this one may be the final concept for the CSM panel set.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/copy_of_csm_panel.png[/imgzoom]

I aimed for a sort of cross between Apollo 18 and the Space Shuttle panels in the original Orbiter (below).
(http://www.majhost.com/gallery/EvilGuy/SfSaM/orbiter.png)
Title: Re: Lunar Landing
Post by: Technocrat on Fri 05/10/2012 16:06:34
Bilmey, that's a lot of buttons!
Title: Re: Lunar Landing
Post by: FrankT on Fri 05/10/2012 18:36:35
But substantially less to work with than before. :)
Title: Re: Lunar Landing
Post by: selmiak on Fri 05/10/2012 18:59:07
this looks overburdening (especially for players new to the game). You should probably include some elaborate mouseover help texts within the game that can also be turned off once the player knows what he is doing.
Or maybe groups this and have some nice dropdown menus. And think of an easy excuse to do so, like science or so ;)
Title: Re: Lunar Landing
Post by: FrankT on Sat 06/10/2012 19:49:07
I can add those in, but I'll need to know how first.
Title: Re: Lunar Landing
Post by: KodiakBehr on Sat 06/10/2012 21:45:29
Your attention to detail is WONDERFUL, and you've brought back highly dated memories of playing with Orbiter on a Macintosh Plus at a kid.  I'm dying to know how you intend to get the physics working here.

If you want this to be an accessible game, rather than a simulator, I second the comment that you'll need mouseovers on all those buttons so people can understand what they're doing.
Title: Re: Lunar Landing
Post by: FrankT on Mon 08/10/2012 21:54:34
So here we have a primitive version of the Johnson Space Center. Has a sort of early vector-graphics feel.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/jsc5b.png[/imgzoom]

I don't suppose I'm better off using photos, am I?
Title: Re: Lunar Landing
Post by: FrankT on Tue 09/10/2012 18:07:18
The same shot, but with added shadow, and the grass gets a nice little noise touch.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/jsc5d.png[/imgzoom]
Title: Re: Lunar Landing
Post by: selmiak on Tue 09/10/2012 19:03:55
maybe you should handpaint the shadows and not just move the building objects by a few pixels and fill with black and overlay it. Just look at the pin like statue in the upper middle.
And when the darkest side of the buildungs faces to the right the shadows should also drop into that direction with the light coming from the left.
I like the overall feel of the image except that the black lines are too dark, too much contrast and the already mentioned things with the shadows.
Title: Re: Lunar Landing
Post by: CaptainD on Tue 09/10/2012 19:10:24
Wow that looks like it could have been a screenshot from Elite 2: Frontier on the 16-bits!  Awesome!
Title: Re: Lunar Landing
Post by: FrankT on Tue 09/10/2012 21:52:50
Quote from: selmiak on Tue 09/10/2012 19:03:55
maybe you should handpaint the shadows and not just move the building objects by a few pixels and fill with black and overlay it. Just look at the pin like statue in the upper middle.

Well, we've already established that I'm no good at painting shadows, but... yeah.
Title: Re: Lunar Landing
Post by: FrankT on Thu 11/10/2012 20:22:28
And since we're making this accessible, there's room for a little humour too!

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/00b.png[/imgzoom]

I'm not sure, did they use that cover design in 1975...?
Title: Re: Lunar Landing
Post by: FrankT on Tue 23/10/2012 20:54:14
Bit of a problem... the CSM panel (above) has too many buttons to fit on one screen, and I'm not quite sure how to adequately split the panels up... bear with me!
Title: Re: Lunar Landing
Post by: FrankT on Wed 24/10/2012 14:36:20
Alright, I'm taking this one step further... transferring the controls onto the keyboard! What would you say to these keyboard layouts?

(http://www.majhost.com/gallery/EvilGuy/SfSaM/qwertycsm.png)
CSM Controls

(http://www.majhost.com/gallery/EvilGuy/SfSaM/qwertylm.png)
LM Controls.

Kind of had "Space Shuttle" for the Atari consoles in mind here.
Title: Re: Lunar Landing
Post by: GlaDOSik on Sun 04/11/2012 09:32:46
If the panel won't fit the screen, don't split it. You can set the arrow keys to move the screen. Something like: if (IsKeyPress == eKeyUpArrow) SetViewport(GetViewportX, GetViewportY - 5);
I like the keyboard control, but prefer mouse control a little bit more.
Title: Re: Lunar Landing
Post by: selmiak on Mon 05/11/2012 02:08:58
yeah, every grrrl likes more buttons to press... *can't express this whith a smiley*
Title: Re: Lunar Landing
Post by: FrankT on Sun 11/11/2012 11:12:40
Quote from: GlaDOSik on Sun 04/11/2012 09:32:46
If the panel won't fit the screen, don't split it. You can set the arrow keys to move the screen. Something like: if (IsKeyPress == eKeyUpArrow) SetViewport(GetViewportX, GetViewportY - 5);
I like the keyboard control, but prefer mouse control a little bit more.

I mean the panel fits into the screen, it's just that it has more than the maximum number of buttons and screens on it. This requires a total and thorough reworking; I may have to get rid of it entirely!