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879653 Posts in 32994 Topics- by 24375 Members - Latest Member: Leumas

May 24, 2013, 03:00:07 PM
TIGSource ForumsDeveloperFeedback"Frontiers" - Sci Fi action RPG
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Author Topic: "Frontiers" - Sci Fi action RPG  (Read 3785 times)
Sollthar
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« Reply #15 on: October 15, 2011, 04:28:12 AM »

Alright. One year anniversary working on the game is approaching. I've reached the stage where I'm actually taking a step backwards:

After learning a lot about unity, about coding in general and trying out different things (some I liked, some I don't) I'll actually be spending the next weeks back on the drawing board and re-evaluate some of my concepts. Then I'll flesh out this "idea" into a solid, handleable and clear direction and then I'll push forward to develop it to that point.


So there won't be much updates on the game for the next few weeks. At least nothing that's showable in pictures.
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Sollthar
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« Reply #16 on: November 13, 2011, 06:26:22 AM »

And another post after a bit of silence.  Smiley
 
http://www.youtube.com/watch?v=TzvjzK7XFqc

I'm changing the combat system from "Arcade Shooter" to "Tactical Shooter".
For that I'm experiementing with new techniques. Currently, the system works similar to a roundbased and skill/itemdependent AP system, but it's in real time and instead of AP's all your actions take a certain amount of time to perform. A quickshot (LMB) is fast but less accurate then an aimed shot (RMB). Some weapons will offer special abilities like forcing an enemy into cover, stunning him for a couple of seconds etc.
Also, it's now possible to give context sensitive orders to your team members like (attack, heal, build defensive turrents) etc.
Feels much better then it did before! Lots of things to add yet still.
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AaronLee
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« Reply #17 on: November 13, 2011, 03:00:54 PM »

Liking the new changes. If you've got a diverse action set, it should be interesting enough. Though I hope you can find a solution to the pathfinding problems (your allies don't walka round you and try and walk through you) as that's a game breaker.

Absolutely love the command animations, though. Very intuitive.

By the way, how hard-sci-fi is this setting going to be? Warp drives and replicators or rocketships and remass?
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GamesFoundry
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« Reply #18 on: November 13, 2011, 06:30:47 PM »

The gameplay is looking much better.  Combat looks to be more engaging and tactical rather than a FPS click-fest.

Visually the environment art and mood is great, and the soundtrack is awesome.  Animations are an obvious weakness but they serve their purpose for this stage in development.

Can't wait to see more progress.  I'll be watching out for this one.
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Alehkhs
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...why not?

Alehkhs
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« Reply #19 on: November 13, 2011, 07:06:51 PM »

Yup, I'll be watching this. Even if this were nothing more than Mount&Blade - In Spaaaaace!, and gameplay consisted of me repeatedly getting Redshirts horribly massacred valiantly leading my trusting troops to victory on away-missions, I would most likely happily play for hours on end. Keep up the good work!
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Sollthar
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« Reply #20 on: November 14, 2011, 12:05:46 AM »

Thank you! Glad you like it.

They don't have any pathfinding yet at all, rather a simple steering system (pathfinding is still above my coding skills so far).  Smiley

Animations are motion capture files I recorded here - I rather like them actually. I think the oddities are more due to some rigging / modeling problems with the characters then the actual animation files themselves. And the fact I used some dodgy takes, heh.

The game won't just be about battles, it'll have tons of dialogue and story elements as well I'll try to present in a cinematic way - but at it's core, it will be a strategy game.


The sci fi setting will have a lot of wild west influences. The universe is the "new frontier" and just being settled with a lot of unrest and different powers at work. The technology won't be flashy, glowy and clean star trek style either but rather used and washed down rusty / metallic. 
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Gimym TILBERT
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« Reply #21 on: December 15, 2011, 01:57:15 AM »

Very impressive
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Sollthar
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« Reply #22 on: January 06, 2012, 02:07:14 AM »

Due to the fact that my life pretty much went into a straight downhill ride in the last months, I'm giving this project up. It's been good fun and a very interesting experience. Thanks to everyone who supported me with advice, kind words or tough but honest critique.

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starsrift
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« Reply #23 on: January 06, 2012, 04:11:05 AM »

Sad

You'll completely rule out returning to it after a hiatus?
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"Vigorous writing is concise." - William Strunk, Jr.
As is coding.

I take life with a grain of salt.
And a slice of lime, plus a shot of tequila.
gunswordfist
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« Reply #24 on: January 06, 2012, 10:35:41 AM »

Thanks!

The voices will be recorded by voiceactors once I have everything ready. So far, I just record all the lines myself to check if the code is working.  Smiley
Whoa, if that was really you doing the voice acting then you have a good voice, unlike every single other game developer.
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eigenbom
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« Reply #25 on: January 08, 2012, 03:42:41 PM »

Due to the fact that my life pretty much went into a straight downhill ride in the last months, I'm giving this project up. It's been good fun and a very interesting experience. Thanks to everyone who supported me with advice, kind words or tough but honest critique.

Aw no, that sucks dude. I wish you the best in recovery from this. You should consider releasing a "short story" version of your game, a prologue to your intended game. That way, you can get something released and out there and it may, or may not, lift your spirits.
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Kapser
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« Reply #26 on: January 08, 2012, 05:51:12 PM »

Too bad you had to cancel the project. To be honest, it looks like biggest piece of achievement someone made alone in one year. I cancelled a lot of project, but even without finishing this you can still be proud.
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helgravis
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« Reply #27 on: January 09, 2012, 06:45:22 AM »

I agree with Kapser. I think you should at least show it off in your website (and not just in youtube), and maybe let people play what you got so far.

Also maybe you can just rewrite the story so the game is short rather than cancelling the whole project? It seems such a waste to just shelf it, imo.
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KomradeJack
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« Reply #28 on: January 09, 2012, 03:18:00 PM »


Also maybe you can just rewrite the story so the game is short rather than cancelling the whole project? It seems such a waste to just shelf it, imo.

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