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2342
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Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game
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on: January 07, 2012, 07:46:00 AM
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Thanks, Irock. The ground is asphalt, so I think that it would be gray... Should it be brighter? I think I'll add some grass around to break up the monotony, as well - that should help things out.  Here's a small update.  Yeah, it plays a jingle now, which you have to wait until the end of to continue the dialog.   So, I've got a little more of the GUI, as well - there's now a play-time counter that counts how long you've been playing. As you can see, I also worked on the tunnel - now that I look at it, it looks less broken and crumbling than some sort of tunnel from Cybertron.  Maybe I'll get around to fixing that...  Also, I've got a little of the sewers finished. I think the water should be brown or green... We'll see how that goes. I think that I should add some water dripping down, little platforms and pipes and things - you know, make it interesting. Oh, and the sound - I've got a lot more sounds in the game, and some BGM, too! I currently have two songs - one for the sewers, and one for the town.  EDIT: You'll have to wait for the devlog video to hear them, though I already used the town's song in a video before this.
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2343
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Feedback / Playtesting / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: January 07, 2012, 07:34:14 AM
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Now to this post... I must say I disagree with you on a lot of things, but you also have some valid points. Btw, I numbered your posts so they're easier to relate to my responses... 1. Firslty, about the music. I personally like the current music when I'm just wandering around. Where that strong music you're talking about would be pretty cool is if there's a big monster, like a troll or a blue crab (I don't know what other big monsters there are yet) 2. This is not only an RPG but also an exploration game, so I think the Sound Effects fit quite nicely. I mean they can be improved, but I like the main Idea. 3. The landmark thing is great, I agree with you there. Adding some distinguishing random landmarks to villages or even at random places would be great. It would also be great if these Landmarks each had a little quest/story type of thing with them 4. The combat can be improved, you're right about that. It should be a bit more skill based, but it's not pure luck at the moment either. I mean just watch his videos. As the game progressed, he added Dodging, Parries, and I am sure that there will be a few more things added. What about counters, that have to be well timed? Anyway I again like the general Idea where the combat system Wollay Created is heading, so I wouldn't change too much of it, but it sure still has room for some improvement, to make it a bit more skill-based. I don't like your Idea of changing the entire combat system though. 5. Do you know what a voxel game is? Voxel comes from combining "Volume" and "Pixel", which therefore creates 3D pixels, aka Voxels. That's what this game is for. I really like the Characters. They have smaller voxels than the landscape, for example, and are more detailed, but still keep that voxel feel. Using Voxels is (correct me if I'm wrong) also what allows the world to be randomly generated, because they are not so hard for PCs to render 6. I agree that there should be some kind of stories, but only small ones in each village/landmark/whatever. Not a huge story. What makes this game so special and great is the fact that it doesn't have an end, but still has RPG features. Of course that might get boring over time and you'll stop playing. But let's say it gets boring after 6 months (only an example), then you stop playing. If It had a story, you'd also stop playing after the story finished, which also as an example, could take 6 months. Therefore it doesn't matter that if it doesn't have a set story with an ending you'll stop playing after a while cause it might get boring, because IF it had a story with an ending you'd stop playing at one point anyway; when the story is done. Most people here, I believe, Don't want to see a story. That's what differs this game to other RPGs. That it doesn't have a story, but still has that exploration feel. Now it still differs to Minecraft and Terraria, because it has RPG elements, and it's not based around Mining, Crafting and Building, but more around Fighting, Questing and Leveling Up. To Wollay, You can try to add some things that will make the game diverse, so that it doesn't get boring once you reach a certain level, but PLEASE don't add a story that ends the game once it's complete. Again, I wouldn't mind seeing small stories in some villages or around some landmarks. 7. Read the FAQ. This is a quote directly from it: "Q: Will the final game still be called "Cube World"? A: Probably not. It's currently just the project name. I'll have to come up with a new name soon." There are also other things in the FAQ, like what features he still wants to add. Btw, I'm not saying your Ideas are bad, but they're just not what most people want to see in THIS game  Alpha3lob The music was fine to me, last time I recall watching the video. I think that some 'epic' music would be nice, but when some tough battles hits. Otherwise, the music can be laidback. I pretty much like everything the way it is, though I think that an overarching story would be nice and would set it apart from other voxel-based exploration games. Terraria and MineCraft don't have stories, so I stopped playing them a lot faster than I really would have liked (though I go back every so often). I think it would be a good idea to have at least mini-stories that give some depth to the NPCs in the world.
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2344
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Developer / Creative / Re: So what are you working on?
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on: January 06, 2012, 03:37:48 PM
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It's very nice... Why didn't we do this kind of project in my school?  Indeed. It's quite good for a school project - there's a lot of polish in that game. Good job so far!
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2345
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Developer / Technical / Re: Game Engines for Indie Developers
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on: January 06, 2012, 07:54:13 AM
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If you're new to game development and design, I would either go with Game Maker or Stencylworks. Currently, Stencylworks is a lot like Game Maker, but for Mac, and is more capable in terms of the visual programming language.
If you're a coder, I would recommend FlashPunk, as it's Flash, which means that it's very cross-platform compatible, and it's a nice game framework.
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2346
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Feedback / Playtesting / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: January 03, 2012, 08:53:17 PM
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I apologize the rant, but hopefully it'll contain some sort of insight. Also, my anger was not directed at you, SolarLune, but rather at the cookiecutter trend of RPGs.
Nah, it's cool, I get you. You're right that the quests could be less chore-based and more story and skill-based - quests that play into the specific role of the hero. It'd be interesting if the quests changed depending on what type of hero you are. For example, a swordsman's quest could be to participate in a gladiator's quest, while an archer could direct an ambush on a flying enemy (distance attacks).
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2347
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Feedback / DevLogs / Re: Journey To Hammerdale
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on: January 03, 2012, 12:08:28 PM
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Looks quite good, indeed. You've got awesome art and very nice color schemes. What kind of puzzles did you have in mind?
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2348
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Feedback / Playtesting / Re: Cube World - Voxel-Based Exploration RPG [WIP]
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on: January 03, 2012, 12:04:43 PM
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I would personally like to see it not be about building - Minecraft does voxel-based building. This should be more about fighting and destruction - about action more-so, I think. Although, eobet's quest ideas do sound interesting. I do agree that the 'kill X and return to me' quests are a little boring.
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2349
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Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game
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on: January 03, 2012, 09:21:25 AM
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Thanks, you guys. In a little update, I found that I didn't do the 'dual item wielding' concept like I wanted. I wanted to have it to be where you can equip any two items at any time (gun and targeting system, jump boots and... whatever else). Turns out I already coded a primary attack button and secondary attack button, with separate dictionaries for both sets of items (weapons, like the Machine Gun, and items, like the Jump Boots). Go figure.  It's cool, though, since this way you won't have anyone spamming grenades and jump boots.  I'll just have to make sure that certain items (like grenades or flare guns) are correctly categorized... EDIT: In other news, I was going to implement (hack together) play time myself with just a timer, rounding, and some paper clips, but I think that Python could do it for me if I just get the time at the beginning of the game and subtract that from the current time. Hurrah. EDIT 2: Creating a new date time every frame seems to be putting a slight stress on the logic, so I'm just going to do it myself. I'd be able to split it up, anyway (I know it's possible with datetimes too, but I'm just exactly sure how).
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2350
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Developer / Art / Re: 3D thread
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on: January 03, 2012, 12:18:16 AM
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Well, it's not necessarily an improvement over the last model, but I enjoyed the practice. My attempt to rig him didn't go so smoothly, so I posed him manually, blegh. Might try to go back to something simpler with the next one so I can force myself to try texturing and such. In any case, here it is:   @threesided - It's quite cool. I personally like it a lot - even the 'hard' edges caused by using 'Shade Flat'. Looks cybernetic, so to speak. Cool robot! 
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2351
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Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game
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on: January 03, 2012, 12:06:50 AM
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Sorry about the lack of devlog updates - stupid games have been taking up far too much of my time.  LAWLZ  So, I'm working on fixing up the GUI. I've got the primary weapon ammo counts (currently in clip / maximum available) working, and the rest are just labels. The reason that the two icons on top are pushed over so much is because I thought of having cash in the game, but decided against it. I was thinking that enemy robots could drop the cash when defeated, and you could use the cash to purchase weapons and sub-items from human merchants still around in the area. I ended up deciding against it. Basically, it would work against the Metroidvania feel of the game. Without the mechanic of cash, I'll be forced to have lots of hidden areas and interesting branching paths to host all of the different weapons and items. However, there now won't be too much interactivity with other NPCs in the game, and you won't have a huge reason to attack any of the enemy robots, as they won't drop anything more than health or ammo. I also am working on a more 3D tunnel (it's a WIP), as the original was quite flat. I also fixed up Simon's walking animation to animate correctly at the same speed as the forward and downward animations (finally). I've also been working on music for the game, creating different tracks and seeing what from my old tracks I could use, if anything. Anyway, that's about it.
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2354
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Developer / Creative / Re: So what are you working on?
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on: December 31, 2011, 06:47:51 PM
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It's looking better. The rock is pretty good, I would add some sort of 'dirt' 'texture' leading from the cliff going to the grass. Of course, I know it's not finished, so that can wait. The water's pretty good - I would make it less abrupt on the left and right edge, but again, it's WIP. The lily pad's drawn from an overhead angle rather than top-down - it should be shaped like an oval, not a circle. The rock looks fine. You could probably add another level of shading (the darkest color). Finally, I would get rid of the black line around the wall and roof tiles and replace them with shading (light lines for the sun's direction, dark lines for the edges facing away.
It's looking very nice!
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2355
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Developer / Creative / Re: So what are you working on?
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on: December 31, 2011, 02:37:33 PM
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gory.  Only way to go, we've seen enough gay-cuteness here. Yeah, why have personality when you can be DARK and EDGY Agreed. I was thinking about this earlier. Seems like every game wants to be darker, like dark and edgy = good. Now, I can go with darkness in a game, like Limbo (which had some gore, but was more of a penalty for dying; you could turn it off), and I can go with dark undertones, like Braid's story. But to just be a 'dark, edgy, first-person, gory shooter' makes it just the same as any other shooter game (just as an example). Think about Cave Story. If you were a soldier "out for revenge with nothing to lose," the game wouldn't have been as emotional as the game is. It's the fact that there are normal parts to the game with humor and interesting, non-murderous characters (Toroko, King, even Balrog) that makes you feel more if you lose them. If everyone was a killer, the player doesn't care who dies. EDIT: For an example, see Splinter Cell. A genuinely interesting spy game, where you would try to evade detection and not kill people. What'd they do to it: Make it darker and edgier. You no longer have to hide, and you can now kill everyone. I have no interest in playing that - it's not Splinter Cell anymore. EDIT 2: Not saying your game's like this, orange08. I'm just talking about the subject at hand of the seeming insistence of dark games. EDIT 3: tl-dr; I agree with you, Ashkin. Seems like games are getting darker and edgier by the month. Also seems like it's second-nature for game developers to make sequels darker and edgier than the last. I can't count how many times I've heard "This time around, we decided to make the game darker and more primal; edgier" when a developer's interviewed about their game.
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2356
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Developer / Creative / Re: So what are you working on?
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on: December 30, 2011, 11:06:09 PM
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Started messing around with a Gameboy styled game, not sure if this will go anywhere though...  Somebody needs to comment on this. It's quite good. An RPG of some sort? Continue.
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2357
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Developer / Art / Re: show us some of your pixel work
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on: December 29, 2011, 10:03:50 PM
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The new ones are all awesome. Proportions and everything. The pirate guy doesn't look as evil, and the middle guy doesn't look as armored (looks more like a light blue form-fitting space-suit), but it's still awesome. EDIT: On second look, I'd say just modify the woman's face to be a bit more angular - she looks like a female version of the main guy, rather than a unique character.
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2360
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Developer / Art / Re: show us some of your pixel work
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on: December 26, 2011, 07:40:49 PM
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Hmm the perspective kind of made me feel like the head-appendage was feeding into the back leg.  Same. EDIT: Can't be rude, though - it's really quite well-drawn. The tree feels a little over-shaded in comparison to the rest of the scene, but I like the scene's colors. @letsap - It really isn't that hard to see that it's a scarf, especially if you start the game without one. Besides, the new color looks more like flesh than the original color - the flapping tail adds tremendously, so I don't think that changing so many frames is really necessary. If it is, just release an update for your game once its finished. 
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