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891457 Posts in 33544 Topics- by 24777 Members - Latest Member: Amy

June 19, 2013, 06:46:34 PM
TIGSource ForumsDeveloperFeedbackDevLogsPioneers
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Interrupt
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« Reply #30 on: April 29, 2012, 07:04:42 PM »

I was just thinking the other day that maybe the prevalence of adventure / RPG games is due to most people not having any spaces left to explore except those we invent - this is a quite literal take on that thought Smiley

A sepia tone / less desaturated look could work better than the straight greyscale - have you played with that yet?
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Eigen
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« Reply #31 on: May 02, 2012, 12:37:53 AM »

I was just thinking the other day that maybe the prevalence of adventure / RPG games is due to most people not having any spaces left to explore except those we invent - this is a quite literal take on that thought Smiley

Thanks. Exploration and curiosity to see what's out there is in our blood, it's our driving force I believe. As a kid, I used to love wondering around the woods around my grandparents place. Sometimes I had the dog with me. Not that I'd be the first one there but still, I was there alone and felt like I was discovering stuff. Unlike deep forests in America (just kidding), there was no fear of running into a serial killer or something so I just wondered around for hours. Luckily I didn't run into a bear or anything.

A sepia tone / less desaturated look could work better than the straight greyscale - have you played with that yet?

The grayscale stuff is just a by-product of the graphics. You see, I do all the art in 4 gray colors and then apply the palette in code, that way I can try out different color schemes more easily. In the video, I just disabled the sprite coloring for a while. I thought it looked interesting, not that I'd want the whole game to look like that.

Anyway, I've been doing some stuff and implemented a simple main menu. I'll be tackling intentory next.

Here are some pixels (quite a lot of them actually). It's already pretty fun just to go around and discover land until you come across a forest you can't cut down (yet). Nor do you have to worry about food and water.


Clicky-click. In the second image, I wonder what's beneath that one hidden area on the island. Oooooh, maybe an entrance to a super secret treasure cave? Nah, most likely some flowers. Of death.

I like the terrain. It's easy to add details to it and make more varied stuff. But not the water. All I can think of at the moment are the waves, which do not look like waves at all and occasional rocks. Other than that, it's really empty.
« Last Edit: May 02, 2012, 01:27:42 AM by Eigen » Logged

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« Reply #32 on: May 02, 2012, 05:54:34 AM »

Water is empty, not your fault Eigen  Roll Eyes
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johnki
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« Reply #33 on: May 02, 2012, 12:03:35 PM »

Well, you could at least put a sea monster there for decoration. Tongue

Seriously, though, this is looking great, and it looks like you're making good progress.
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Eigen
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« Reply #34 on: May 02, 2012, 12:31:57 PM »

Water is empty, not your fault Eigen  Roll Eyes

Here I was, blaming myself Grin
No, but really, what I meant was that water has texture and waves, it refracts light, reflects the sky and the clouds and so on. It's in motion. Here's a nice pixel-art water though I don't have the colors to work with.

johnki, thanks. Yeah, it's progressing nicely. I currently have a slower period at work so instead of just sitting around, I work on this.
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« Reply #35 on: May 02, 2012, 12:43:32 PM »

I suppose it depends on how much dithering you want to do.. you could use the blue and black for some darker areas and the green and blue for turquoise shallow areas.
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
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« Reply #36 on: May 04, 2012, 11:03:38 AM »

Devlog 3

Characters now have attributes (strength, stamina, agility and intellect) and stats (health, energy, hunger and thirst)

Energy is depleted with each move you make. You can only restore energy by resting which you can (or will be able to) do in a camp or in the ship. Hunger goes up with each turn you complete (a day passes). While on the move, you can eat berries and such, but you need to make camp to make proper food which you have to hunt/fish .. you can't eat raw meat you know. Character gets thirsty only when not carrying or having run out of water. If you have water, drinking is done automatically. You can get water from springs and closed bodies of water.

You can make different kinds of camps. One would basically be a fire and some tenting and another which is more permanent, if you need to stay in one place for longer, a cabin. You don't need to camp every night. The more stamina points, the longer the energy lasts. I know it's not realistic to go on exploring for 10 days without resting but nevermind that.

If you run out of energy or get really hungry or thirsty (fatigue, starvation and dehydration) you start losing health. I haven't decided how to restore health ... maybe some herbal potions or other medicines. Run out of health and you're dead. Real sad. Anyway ...

Character/party creation upon starting a new game + attribute rolling + name generation

Changing attribute values manually is yet to be done.



Tried out different parameters for map generation




Still haven't gotten to inventory yet. I should, really. Hopefully tomorrow will be a productive day.
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« Reply #37 on: May 04, 2012, 11:24:42 AM »

HNGNGGHHHH

This builds more hype than D3
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« Reply #38 on: May 04, 2012, 01:43:51 PM »

^ This.
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Franklins Ghost
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« Reply #39 on: May 06, 2012, 01:55:37 AM »

This keeps sounding better and better. Like the old school attribute rolling for character generation. Takes me back to playing Demons Winter.
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« Reply #40 on: May 07, 2012, 03:30:45 AM »

Oh, my word... to my old 8-bit heart, this looks like a wonderful cross between Ultima 4 and Pirates! The nostalgia is STRONG.

The only thing more I would wish for, after looking at these screens, are more varied tiles. The old games couldn't afford them, but I think you can. And I don't mean just three different grass tiles, but small unique details you can come across while exploring.

And what I meant would not just be graphical rewards for finding something, but also perhaps have a small gameplay impact. Something similar to all the little neat stuff you can find in the Heroes of Might & Magic games, which gives you a small bonus, perhaps?
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stevesan
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« Reply #41 on: May 07, 2012, 07:39:46 AM »

Lookin awesome man...so awesome
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Quarry
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« Reply #42 on: May 07, 2012, 07:46:12 AM »

IT'S BEEN 3 DAYS, EIGEN ARE YOU DEAD, WE DEMAND UPDATES
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« Reply #43 on: May 07, 2012, 09:51:03 AM »

Hand Fork Left pixel+generated+rpg+characters+attributes=good Hand Knife Right
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Eigen
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« Reply #44 on: May 07, 2012, 11:41:14 AM »

Thanks for the comments everybody, it means a lot. Beers on me! Toast Right

IT'S BEEN 3 DAYS, EIGEN ARE YOU DEAD, WE DEMAND UPDATES

Sir, yes, sir. Lots of updates. Updates for everybody. But not yet. Soon. Meanwhile, I DEMAND you go and work on your own game.

This keeps sounding better and better. Like the old school attribute rolling for character generation. Takes me back to playing Demons Winter.

Sadly, I haven't played it. It's not a kind of game I would've been able to get my hands on around here back then. That is, in early-mid 90's in an ex-soviet country having just regained its independence (basically no Internet and not a lot of games going around), when I got my first computer. So, the early and even a lot of later RPG games kind of went past me.

The only thing more I would wish for, after looking at these screens, are more varied tiles. The old games couldn't afford them, but I think you can. And I don't mean just three different grass tiles, but small unique details you can come across while exploring.

And what I meant would not just be graphical rewards for finding something, but also perhaps have a small gameplay impact. Something similar to all the little neat stuff you can find in the Heroes of Might & Magic games, which gives you a small bonus, perhaps?

Yes, I'll be adding some terrain variations and definitely some unique things here and there, which I'll add once I figure out exactly what they should be. I'm still deep in technical aspects of things, haven't gotten to much gameplay yet Sad

Hand Fork Left pixel+generated+rpg+characters+attributes=good Hand Knife Right

Yum-yum.
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