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A member registered Jul 17, 2015 · View creator page →

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New Update
Draft 0.0.6: riseatzeroGDD.odt

added backcover and small addition to prototype description. The real news for this update is that I am actually getting into try and make a working prototype!

Hopefully will post something on my github, then will set up a Itch.io page whenever something that actually runnable will come from it,

New Update

Draft 0.0.5: riseatzeroGDD.odt

- New images

- New chapter for a prototype: an own simplified game design with only the core features and loose ends that will be adjusted as player tester try the game.

It's not game file; a libreoffice (odt) document with the core design that I will update to new version.

I don't want to clutter my profile page with lot of draft, also I am still working on Triad of One which is my actual project. This GDD (game design document) it's more a technical exercise, if there's enough interest (people interested into play, someone able/interested into make a prototype) I will turn this in something more solid (and setup a itch.io page of course). Otherwise it's just self-training exercise do share and discard.

I am also open for criticism about this game design (format, grammar, obscurity/clarity of gameplay etc): help to improve grammar is very welcome btw.

(Edited 4 times)

UPDATE 19 July 2018:

Draft 0.0.5: riseatzeroGDD.odt

Old post

Rise at Zero is a, battle royale scale, co-op arena (Survival Apocalypse genre) where a massive number of players try to survive combining their efforts against swarms of piranha-like insects, frequent earthquakes shatter the ground (reducing available ground) while a merciless apocalypse its taking act.

Currently it's only in game design phase; I am looking for collaboration to make a playable prototype (Godot is the game engine of choice) and see if the very basic core mechanics are engaging and fun for the player (since it's nearly a completely new things, we are in extreme need for player feedback).

Draft 0.0.4: Download (9.84MB)

The draft is under development, I will post here updates

If I am not logged, I don't see the "Community" link. When logged "Upload a game" is hidden.

"Browse games" become just "Browse" while logged...?

What are you trying to tell me, Itch.io.. what are you!?

Well, sometime ago some people would say that also the concept of itch.io would be probably difficult to work :P and, indeed, it was.

So, thinking it's worth to give it a shoot, I am currently trying to gather interest around this idea.

I've posted a thread on /r/pcgaming which it's the best place to try to make some noise (if people is up to) Take-Two initiative to crap around their loyal modders could give a bit of help... if this thread will manage to get a bit more visibility.

I've also pinged the Godot community here.

Here's the idea:
The community of developers build a basic, highly moddable game which will function as market place for that kind of game (a bit like dota2 or team fortess 2 is). Then those artists who make assets can sell them giving back a share back to the team who's updating the "game".

world case scenario: let's say a group of people build a racing simulator with one nascar-like track (or a simple cc0 one) and another bunch of simple cc0 cars. The physic and mechanics would very basic at first since the biggest workload should be made to make it functional (almost bug free) and extremely moddable with other cars and tracks.

The game itself should set some firm rules/standard to get things working: for example racing cars should always contain some strict requisite such rigging (wheels tires and, if cockpit available, also steering wheel) a minimal amount of lod (at last three: far away/ mid range and highpoly for player driver and/or when in ultra settings graphics). Optional things can be destructible parts (this can be detailed as much the 3d modeller wants) etc.

Additional tracks will also follow similar rules (these are expected to be more expensive since can be very complicated with LOD, animations and stuff)

The starting point for the generation of the basic game would be a Game Jam; and as for editor of choice.. Godot is the best guess. Since it's MIT licensed there are basically no licensing issues on what/which/who you should pay share. Also Godot philosophy for "node based" makes it perfectly suitable for make moddable games. The storefront would be, of course, itch.io and... maybe in future being integrated in itch.io desktop app?

(Edited 1 time)

The idea of Android addition is not intended as general propose emulation; but to give developer who deploy preferably on Android to being able to sell their product on potentially any PC (given that said PC can boot from usb: see recent lenovo bloop on booting from ssd).

Wine is a great project, but I wouldn't put this by default: while Android emulation is much more about keep a bunch of apks (which are basically zip file) in one folder; Wine is most about complete applications who are used to change the os and require special configurations.

Playonlinx and "Wine bottles" for each game may tend to growth bigger and bigger and, usually, the space on a usb key is very limited.

Lastly: Windows 10 is going to be a closed platform "ala" iPhone/PS4/xbone with it's own store bundled in the OS... any indie developer who stick with windows will soon find itself forced in the uwp (where, probably, other store like itch wouldn't be allowed: see recent effort to put Itch app in greenligh: see the refused app there ). I would say: give the wine (latest update with driver and optimization tho) as option and not integrated by default.

Windows 10 is going to be an "xbox experience", so I think it makes sense to promote more open platforms (Linux/Android) to fight back before being kicked out (see Valve with SteamOS)

...also, it would be interesting to see if this could integrate Android support (run Android apps) as RemixOs does http://www.jide.com/remixos this would be a killer feature considered the number of android games already availalble in Itch.io store.

(Edited 2 times)

Oh, I like the idea of itchOS! If it's lightweight and boots fast, provides all necessary drivers out-of-the-box (graphics, sound, controllers, VR?, etc) or downloads them automatically, comes preloaded with itch app, runs from usb dongle and doesn't make user touch command line (unless they want that themselves), that might be a good step towards more Linux gaming.

Bear in mind that this is just a draft idea. I am not skilled enough to produce/maintain a linux derivative dedicated to gaming. So, also part of my knowledge can, even, be sort of misleading.

Providing working driver and stuff out-of-box it's the very core idea: this appeal to the awesomeness of have your complete pc-gaming experience to be run on virtually any PC capable to boot: being at home, using a pc in public library, internet café (quite popular in asia) etc.

Collect most of driver shouldn't be a problem: a basic PPA with all driver in the same fashion SteamOS does would be enough for almost everything.. only possible fail would be with some exotic win-only hardware: but gaming is a lot more restricted into need.. you don't need compatibility with some shitty 10~20 years aged win-only printers and stuff like that.

GPU drivers are the most critical issue: but AMD and Intel deliver stable and decent drivers... Nvidia proprietary stuff can be delivered in the same way SteamOS does.

VR is a bit trickier: OEM are responsible for deliver decent Linux driver; but ATM they are too busy forcing themselves behind Microsoft and MS natural defeat vs Sony. Anyway, once some serious OEM provide some decent Linux's driver/support... wouldn't be too much of a issue to add driver and stuff in the repositories (also, add a separate unstable ppa branch is always one simple click away ;) )

Just got an idea about re-using butler/wharf's binary patch support for updating itchOS. I mean, does even any existing linux distribution support binary patches for updating? As far as I know all package managers (apt, yum, pacman) always downloading full packages. itch app is essentially a simple package manager already, so extending it to be able to update system quickly and smoothly may be interesting.

Linux provides lot of different options; it's long way gone the time in which you had to compile everything ala Gentoo (with some app that would require a *whole day* of compiling from soruce!!).

Distribution method integrated with the OS can be in any fashion, some example are:

- separate ppa repository for free and commercial games (idea: free games can be installed/updated from itch desktop app without even need to login... while commercial/bought apps require you to login, with valid key-registred account, to enable installation from commercial ppa.

- rsync: rsync don't just download binary only file... but it does actually download only the single bytes who are updated on the server (not the whole file)

- appimage package: http://appimage.org/

- snap packages: https://insights.ubuntu.com/2016/06/14/universal-s...

- a separate sandboxed folder where install/update packages

- ...

the most simple/easy to maintain is to maintain a ppa and let the apt protocol (example apt://gimp) package manager to install/update everything needed

(Edited 5 times)

As preparation you need:

1. Lubuntu .iso (download if from lubuntu website)

2. A usb disk (8GB and more) prefereably USB3 for speed

Launch VirtualBox and create a new Virtual Machine, put "Lubuntu" as name then...

...press [Next] until ask for "Hard Disk" and select [Do not add a virtual hard disk] until virtual machine is created

Once created, run your virtual machine; you'll be asked to select a start-up disk. Click the proper icon and select your Lubuntu iso

After the language selection select [Install Lubuntu] and right click the small usb icon and select your USB key

Now, just follow the install instruction (usually just press [Continue] ) until the "Installation type" screen and select [Erase **WHATEVERWHATEVER* and re/install]

complete the installation, reboot PC from USB (check your bios/mainboard's manual for info), enjoy

New version... now with added emulators (just for testing things out)


There's no such thing like the "perfect tool"... but the right tool that match perfectly our need.

So, yes. Of course the best choice is what you find suitable for your needs.

But Godot, and other alike tools, are extremely useful for very specific need.. such as prototyping your game.

It gives you complete access to advanced technologies already blended smoothly to work together.

For example, if you wanted to experiment a 2.5D game, you could just test out the feature (and eventually scrap it away effort-free ) while using a framework will require you to put efforts to implement... just for testing it out!

So, I don't think it's a good idea to pick a choice on the basis of what break first (Murphy Laws, anyone?) but stick with whatever inspire you to go forth... even when things breaks up big time ;)

(Edited 1 time)

There are some old ideas I got

1) A simple fantasy RTS with quick action/strategy on field

2) A sort of "bidding of isaac" kind of game but only one weapon, dodgeball inspired action adventure

3) Another "single weapon" game, but this time FPS:

video 1

video 2

video 3

video 4

Have you tried on different hardware?

The issue may be related to the "advanced rendering feature" used by popular 3d engine (like Unity) which are not properly rendered by your own PC (especially if you have and integrated GPU or you're on a laptop). Try exporting into binary format for another PC to see if this issue is replicated.

Well, it's all about the features you need and the time you have to develop them.

Godot comes already with advanced 3d engine and lot of features like global illumination and such.

The best things about Godot, compared to other game editor/enigine is that's given in a free Mit license, which doesn't set any kind of limitation/share. Also, if you got the skill, you're also enabled to modify the engine's sources (and not required to, but you still can, share the sources of it, such has is required with GNU license)

Is 64bit only: fewer hardware compatibility, but maxium software's one (32 bit app runs on x64cpu, 64bit app ar64).

For raspberryPi, and other arm hardware, there are already lot of distro in which choice: included regular Debian/Ubuntu, gaming with emulator and, of course, android. But I assume you need also the Itch.app first

Gave a better try, and used Lubuntu instead of Puppy Linux. Now the Itch.io runs more games, and was even able to install Steam together too.

made screen

file is a bit bigger, but now is compatible with debian/*buntu


user and pass are: user

as general rule: never user your regular login/pass when using OSes from unreliable/unsupported/unofficial source (such as this one): just make a "dummy" account to test the itch app out.

I wonder if anyone heard about.

Originally developed by Okam Studio; Godot Game Engine is an advanced 3D/2D game engine/editor, export to Linux, OSX, Windows/WinPhones, Android, iOS and some consoles (not publicly available, because console's SDK aren't) and HTML5 on redo (switching from emscripten to webasm)

License: MIT. Take the editor/engine/binary/sources and do whatever you want. Absolutely free of charge

it's member of Software Freedom Conservancy, and it comes with it's own GDScript: a programming language which is clean, simple and powerful and already lot of demos to start study it.

Other than the online help (directly in the editor) there's a wiki and some video tutorials

Gamefromscratch's playlist

Generic godot tutorial's playlist

Also this youtuber made several tutorial about Godot

Other resource:

Showcase playlist

Editor download are for Windows, Linux e OSX


(Edited 1 time)

I second this, I think that's a very basic need for a fully functional "browse store" feature.

Btw: I went forward and gave a try by myself.

I've installed a Slacko puppy linux onto a 16GB usbkey. Made some "setup" to make it look more "itch-y" and stored the image.

So anyone, who ave a 16gb usb dongle laying somewhere, can give it a try!

extremelyunofficial.ItchOS.img.gz (587.6 MiB, for 64bit PC only)

to "burn" it on linux, use

sudo su

gunzip -c ./ItchOS.img.gz | dd of=/dev/sdX

Where "X" is the letter drive for the usb flash drive (ie: mine is /dev/sdb). if "sudo su" doesn't work, try use just "su".

On windows just extract the archive and write the img file with software like win32diskimager

I don't even know if it work; it's just a quick/random example. ^^"

Don't try things you're not sure about; this puppy derivative runs with root privilege so, once boot, don't even try to mess with your hard disk.

I am not saying that's not a good idea, it's just a different scope. I am sure a RaspPI would make a great little console: but you have still to "target" the platform somehow, for example the kind of driver and such (gpu is mali, ardeno, tegra...? all drivers into a single arm live distro?)

PC desktop platform are, instead, made by design to be bundle with bunch of drivers. This make easier to build up a live distro just to run for a "itch" when you want to boot/reboot any "unknown" pc rig.

Well, you can't stand out by just following what big companies are capable to offer better.

Valve's job to improve Linux's driver will come to benefit to everyone (that's the greatness of the open source), and any Linux derivative. On the opensource side is even better with Intel/AMD graphic stack... which mean that driver can be delivered to work out-of-box, at full performance, without infringing licensing issues with GNU.

Anyway, having an ItchOS doesn't mean that the main app couldn't work into steam as non-steam app.

The capability to boot your own complete gaming platform on something simple like a usb dongle, it's an added value/capability that Steam doesn't have.

Second, what architectures should be supported? Obviously x86 would need to be supported as the vast majority of computers use this architecture what about other architectures.

Everything desktop/laptop is 64bit these days.
32bit mean mostly old hardware and few "recent" netbook. The bad things about that is that OEM have been very lousy into support Linux's hardware driver in the past. That's very true for gpu hardware (with only nvidia doing the right job, but restricted to it's private proprietary garden), meanwhile the coming for Vulkan seems to be a "game changer" for ARM and 64bit hardware with 32bit architeture left for a very marginal role.
So, in short:
32bit - Good to work at maxium compatibility (probably it could run even on the "junks" that run in your local libraries). But missing the potential of last/more expensive PC/gamingPC (ie: no more than 4GB ram)
64bit - oriented to latest pc hardware that will run Vulkan compatible GPUs (also support for greater RAM quantity). Optionally promote it as "benchmark tool"

if itchOS had ARM support for example then would make it a highly versatile system as it would be able to run on many other things such as the Raspberry Pi (or similar boards.) A mobile version of the OS would also be possible but this is probably overthinking things a bit.

It's a bit difficult to see Raspberry Pi and similer as gaming platform other than retro style games. As mobile I would like to see how things go with the latest SoC that are getting out from AMD/Intel/Nvidia. The failed kickstarter campaing of SmashZ was supposed to come out with 8GiB of ram (pro model); I guess this mean the AMD new SoC is supposed to be 64bit also.

Well, it could be simple as build up a regular linux install (set as regular user things such as: default applications, ppa, driver, wallpaper/themes etc); then backup the whole disk (all the partitions inside) into a single downlodable package.
Then, user may only need to do something like
gunzip -c ~/Download/ItchOS.img.gz | dd of=/dev/sd[usbkey letter]
to "install" the system onto a usb.
But there's no doubt that website and app should have aboslute priority.

Valve may have the ability to make deals with hardware manufacturer in regard hardware driver&stuff; but Linux and all its flavoured distro are open source, don't they?

So, why don't a "dirty trick" (not really dirty, but still a trick) on them?

Let's make a ItchOS that runs live and persistently booting from USB (usb3 for faster boot): bypassing (virtually) any kind of OS that may comes installed on *every* PC capable with legacy usb boot (and maybe even on some UEFI bios too).

Nowdays is possible to buy a usb3 64GB dongle for about 22€... even if the whole ItchOS takes about 5GB, still remain about 50~60GB worth free space to install lot of stuff.

The physical "Itch key" (usb3 dongle) would be even sold in bundle packages with some games already.

The options could be:

- minimal live with just graphics/network(browser)/gaming services installed (who needs to have cups and other stuff on a linux live distro?) "ala" puppy linux (ref)

-regular "*buntu flavoured" install with complete set of tools

-rebrew SteamOS: kick out steam-binary stuff, plug in the Itch's ones. :wicked:

One can imagine things XD