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891095 Posts in 33521 Topics- by 24767 Members - Latest Member: karlari84

June 18, 2013, 08:49:22 PM
TIGSource ForumsDeveloperFeedbackTROLL Story!
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Squishymonster
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« on: October 03, 2012, 06:43:14 PM »

Hi TIG Sourcers! Coffee

I've been following the site for several years and have always enjoyed keeping tabs on the project updates that you guys sling around here. I figured it's time I throw my hat in the ring.

A little background: I've made two games in the past called Wave 49 and Blastorama and sold them under the label Satellite Moon. For the last 7 years since then I've been in the industry, but I'm always looking back to my indie roots.

During the last couple of years I've been maintaining and slowly developing the engine from those previous two games. However, recently I decided that progress there was too slow, and I'm way too motivated by what I see on these forums to wait it out  Smiley

As a result I'm starting a smaller tandem side-project called "TROLL Story!" Since I have a good understanding of the kind of commitment it takes to finish a project, I'm reluctant to do so. But I figure I'll push this thing down the hill and see how far it rolls.

I made a half-way detailed post about the project on my engine devlog site, so feel free to have a look, but in the spirit of the TIG Source community, my aim is to keep the Troll Story devlog on these forums. And speaking of forums, my use of the word "troll" in the name has some meaning to it.

The first swf build I have to show is really just a starting point. It will only give a very rough idea of the initial concept that is driving my thought process at the moment, and to show that it is (slightly) more than an idea and a forum post  Smiley

HTML embedded TROLL Story! & info: http://isaacvanier.net/blog/troll-story/

The original idea was to have a very linear side scroller that would take place within two parallel hallways in a castle. There would be open doorways connecting the hallways to one another along their length. While wandering through the hallways, the player inadvertently wakes a giant troll who then aggressively pursues him to the death. My intent was to try to create a sense of panic by allowing the troll to run slightly faster than the player, and able to kill the player instantly. On the flip-side, the player’s attacks did an almost insignificant amount of damage to the troll, but enough to create a sense of hope. That was it, and "Very Pre Alpha 1" is what I ended up with.

Since then the idea has evolved quite a bit, mostly because I want to experiment with action adventure game design. My current direction is to make the game a bit of a Zelda \ FF6(JPN) hybrid with some side scrolling platform areas.  I envision character development and camera similar to FF6, but with player movement that is more responsive \ agile.

I am thinking of random encounters where you are pulled into a 3/4 side-view but have full movement control over your party. You can halt time for strategic skill selection, or take control of secondary party members - a mechanic similar to that of FF12.

The premise however is that as you explore you are not slowly working your way toward the Ultimate Evil(!!!) - as is common - but rather, it has found you and recruited you unwillingly to run for your lives. Basically, you're being pursued by a troll.

This seemed to me like an interesting twist, and it will allow me to dial the agressiveness of the troll up or down to any extent that fits the emerging gameplay, or even vary it in different areas. If I decide I want to lean more toward adventuring, the troll can become not much more than a story element.

While the game could use random encounters on an overworld map, those monsters are either recruited by the troll, or in the trolls party. You never defeat the troll during the normal battles, but you weaken its massive HP, and maybe get more advanced drops from it as time goes on.

Eventually the story develops with the party realizing the only way they'll survive is to lead the troll to the only place in the world where it can be killed. Sort of a LOTR thing.

It might be fun if your party can always see the troll approaching, shaking the ground as it runs, and it gives you the opportunity to lay traps to assist in a fight, or run away to avoid an encounter for a level or two. We'll see.

I really want to leave everythign completely open because I love the idea of having a project where I can just jump in and add something seamingly random.

So, we'll see how it goes. What I want to experiment with next is taking the current build and adding 3 NPCs that are following the player's actions. Then perhaps do some basic encounter controls \ ability selection stuff. I'll probably hold off a bit to do an overhead view.

I'm considering approaching this with a vertical slice approach. Building a working game with a tiny environment that literally would take 5 minutes to beat. Then perhaps moving on with exploring world creation. I'm a fan of being able to "ship" at any time.

I'm definitely interested in feedback, so if the idea resonates with anyone, or doesn't, I'd love to hear your thoughts, ideas, etc.

Later!
« Last Edit: October 04, 2012, 06:42:11 PM by Squishymonster » Logged
petertos
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« Reply #1 on: October 03, 2012, 10:51:22 PM »

Hi!

I have read most of what you've written about Troll Story here and in your blog, and I see the only way to play it is through a swf link. I am missing some artwork posted directly here or if not, a proper landing-page which formatted the swf in order to provide the optimal width and height for the swf to be displayed... I don't like to download swfs and I think the best way to show them is on a website... (old school).

Aside from this, I think it's a funny idea, and also the name of the game is funny itself, reminds me of a good movie but with a twist. The idea of prosecuting hero-wannabies is funny either.
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Squishymonster
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« Reply #2 on: October 04, 2012, 06:26:41 PM »

Thanks for the feedback Smiley I went ahead and embedded the swf straight into the webpage as you suggested. I had to reduce the pixel ratio to 1:1 which makes it a bit small, but I suppose once I start making maps I can fill the frame out a bit and maybe up the sprite dimensions.
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FrankForce
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« Reply #3 on: October 05, 2012, 07:09:45 AM »

Yo Isaac, how the hell have you been man?  This is so random, I was checking on here because I'm also getting back into the indie scene.  I released an open source game engine a while back and I'm working on some games for it.  Recently laid off now so I actually have some more time on my hands.  It's amazing how much faster a game can progress when there aren't hundreds of people working on it, kind of ironic actually.  Also learning unity so I can get into the app market.

Anyway to stay on topic here I played your demo, it seems like a good start.  One minor thing I'd change is rather then pressing down to enter a door, just have it automatically enter the door when you walk into it.  The concept sounds like a cool idea, it reminds me of Resident Evil Nemesis but as an RPG.  I'd really like to see the 5 minute vertical slice you had mentioned.  Also, I'd like to get your feedback on what I'm working on and my engine, if you can spare some time.
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Squishymonster
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« Reply #4 on: October 21, 2012, 11:03:27 AM »

(Please note that the art in my recent screenshots is copyrighted by the author of the Flixel Adventure Game Tutorial, as I was using that to gain more familiarity with Flixel and AS3, and want to post updates about that progress.)

After stumbling through AS3 a bit I decided I'd better spend some time learning some more standard approaches to common problems. To that end I went through the whole Flixel Adventure Game Tutorial (http://www.kcnhgames.com/blog/?p=418) - that took about a week of free time.

By the way, it's an excellent tutorial. Major props to the author.

Next I thought about how my own 3d engine was just about at a state where it could do all of that stuff, so I switched gears and wrote a thin 2d game kit to make it easy to do tile mapping, sprites, etc. That took about another week.

A couple of days ago I started implementing the tutorial specific code in C++. I've just about got everything up and running in my own engine. I think this is going to help me keep my engine "production ready", and let me make advancements with it at the same time as working on a game.



My next task is to implement door entry\exit, and a dialog system. I'm thinking I should be able to make solid progress on those things today. Once those are done, I'm going to start replacing the tutorial content with my own game specific stuff. I should be able to start on the actual game early this week.

Finally, I have been keeping my blog up to date with changes to the engine. It's a fairly interesting progression, at least in my view Wink. You can read more and see more screenshots here http://isaacvanier.net
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Squishymonster
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« Reply #5 on: October 21, 2012, 11:22:50 AM »

Hey Frank! Awesome "running in to you" here Smiley I dropped you a line at your website under your most recent post.

Thanks for the feedback. Good advice. In my last update I was describing how I'm implementing the Flixel Adventure Game Tutorial in C++ in my engine. That tutorial actually does doors the way you suggested, and I think it'll make a nice tweak. When I start bending this thing back into my own game concept I'll see how well that carries over.

V is changing a lot, and hiring. You should take a look. Still no heavy C++ though Wink
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AntiAntagonist
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« Reply #6 on: October 23, 2012, 07:34:54 AM »

The minimalist design is fun and I think you effectively communicate the impending danger with the screen shake.

The part I have trouble with is that I can jump the troll and go from one room to another, but don't know what to do from there.  Mind you, I started playing before reading any of your posts.  I tried jumping on top of the monster after reading about being able to attack, but died on all attempts.
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