Should I use C2 for a large game?

Discussion and feedback on Construct 2

Post » Sun May 12, 2013 3:44 am

Ah, cool, I didn't know that. Thanks for the heads up.
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Post » Sun May 12, 2013 3:48 am

NP. You still have to add the file in the editor once but you can overwrite it outside of C2 afterwards.
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Post » Sun May 12, 2013 4:08 am

I used to import with .wavs, but now just import .oggs. Since that's all that's needed for nodewebkit and the proper browsers.
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Post » Sun May 12, 2013 5:54 am

It's true C2 lacks a lot of freedom for modular elements and teamwork. Other than a small team where people make assets and provide them for a developer, it would be rather difficult to work as a team. But, on the flip side, it is much easier to make big progress as a single person or small team than in a lot of other tools.

As far as finding a game to champion, I think multiple games is a better approach. I have full faith in Arima with lp, but it still may be a ways off until we really get to see it. I intend no selfishness, but I also would submit my own game, Courier, as an example of bigger things that C2 can do--particularly on the rpg front. There are some neat platformers already, and they'll only get better, but RPGs are lacking (for lots of good reasons!).

At initial release, Courier won't be gigantic. It will be larger than any other rpg project I've seen in C2, and most non-rpgs, but that isn't the point. The point is to treat the web as a unique platform, so that means early + often, ever-evolving and expanding, and freely available. So where bridges are knocked out and landslides have blocked paths, those paths will open up over time (and over development) to creat an ever-expanding world. And being web-based means changes can be made to existing areas organically and automatically, too. NPCs might not always say the same things or even have the same quests, buildings can be built, businesses can open and close (or move), and none of this is difficult to do in C2. Users also don't have to worry about installing updates since it will be the latest version each time they play.

It works now, the game has quite a lot of bigger systems, an inventory system (though admittedly much simpler than something like fallout), pleasing visuals, high-quality music, and is currently already larger than most C2 games and set to ever-expand. I say all this not to boast, but to explain that things like this are very doable in C2 and it handles them quite well. The ONLY problem I've had with C2 is it sometimes throws errors (or crashes) after previewing repeatedly. But Courier certainly seems to fit many of the qualities of a showcase for C2, and it isn't alone. I just have the benefit of releasing progressively, so it can be played sooner than a game targeting the end credits before release. Though I doubt I would ever have end credits... Just keep adding content even after the main story...
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Post » Fri May 17, 2013 3:16 am

Well, define large... because "Baxter" is at 82 MB right now, but the majority of that comes from the soundtrack, and another chunk of it from large PNG files. The entire soundtrack is embedded in the demo, but the PNGs really beefed it up. The final product should be a little over 100 MB.

Baxter takes the level design from platforming with some puzzles added, and the overworld is something you see off of Angry Birds. 5 Acts (10-15 levels each), 4 special acts (with 3-4 super hard levels each) so you're looking at about 55+ levels for the completed product.

C2 seems to handle it, but I have noticed that it takes longer to save progress and test it via browser now that I've gotten so far compared to just starting out.
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Post » Fri May 17, 2013 9:09 am

[QUOTE=C-7] It's true C2 lacks a lot of freedom for modular elements and teamwork. Other than a small team where people make assets and provide them for a developer, it would be rather difficult to work as a team. But, on the flip side, it is much easier to make big progress as a single person or small team than in a lot of other tools.[/QUOTE]

You know, I haven't exactly tested this myself yet, but I'm pretty sure C2 is actually quite capable of being used for a more collaborative type of project, especially compared to Construct Classic, old versions of Game Maker, and any ClickTeam product. The event sheets and layouts are all XML so that should have no trouble working with something like subversion and you should even be able to work collaboratively with multiple developers being able to handle merges of eachother's work in place as long as the placement of blocks in the XML don't change arbitrarily (and I don't see any reason that they would).
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Post » Fri May 17, 2013 1:46 pm

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