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December 30, 2014, 05:54:11 AM
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team_q
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« on: June 06, 2012, 08:20:59 PM »

Local Lord
Action RPG


Hey Tigsourcerers. This will be my Development Weblog for for my XNA Action RPG Local Lord! Since I've been a young dude, I've loved Actraiser. I've beaten it countless times. I intend to make a game that captures some of the feelings from that game. I really like games where you must complete action sequences in order to gain resources and followers. I intend to make it light hearted.

There will be 3 modes based off of the 3 gameplay modes in Actraiser: Action, Sim and World map.

Action:
Action will be where alot of the gameplay takes place. Unlike Actraiser, you will be able to enter certain action sequences whenever you want. This will be your oppertunity to gain resources at a faster rate then your population does alone. There will also be other action squences similar to Actraiser, with bosses maybe, I haven't quite decided.

Sim:
Sim will be the other half of the equation, in terms of complication, the Sim aspect should fall between Kingdom of Keflings and Actraiser. In the Sim section you will be tasked with outlining where your citizens are to build and what additional structures. There will also be goveners you need to manage who will have their quirks, so try not to leave your towns in their hands too long!

World map:
This screen is how your camp will move between townships.

Games that influence this idea:
Actraiser
SoulBlazer
Kingdom of Keflings
The race sections of Kirby

I don't currently have an aesthetic in mind, I'm not the best at graphics and I'm hoping as this project goes further on, I'll be able to convince an artist to help me. I've integrated The Beta version of Spriter into my project which I'll be using for graphics, which I'm hoping to go for a higher quality 2d style, similar to Aquaria and the like.

Current Progress Screenshot:


Ain't much yet, but It's a start.
« Last Edit: June 07, 2012, 05:44:25 PM by Eric McQuiggan » Logged

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DustyDrake
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« Reply #1 on: June 06, 2012, 09:04:00 PM »

I'll admit, I chuckled at the screenshot.
Oh XNA Cornflower blue, how you represent what a game can be.
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Liosan
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« Reply #2 on: June 06, 2012, 11:12:43 PM »

Keeping my fingers crossed Smiley I've never played ActRaiser but I like the concept!

Liosan
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team_q
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« Reply #3 on: June 07, 2012, 04:00:43 AM »

@DustyDrake
Good Ol' Cornflower blue, hopefully it won't be so blue soon, I'll be working on how I'm doing the levels next, as I wanted to get the Spriter code up and running first.

@Liosan
You should play ActRaiser, it's fantastic, the music in particular is really great.
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« Reply #4 on: June 07, 2012, 05:24:03 AM »

Fuck ya Actraiser!! Can't wait to see this come together!  Coffee
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team_q
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« Reply #5 on: June 07, 2012, 04:51:07 PM »

I'm right now getting tech together.

Have my 2d camera class up and running, tried to make rotations:



Whoops!
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« Reply #6 on: June 07, 2012, 05:36:29 PM »

Nice! I'll keep my eye on this.  Blink
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Liosan
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« Reply #7 on: June 07, 2012, 11:03:25 PM »

@Liosan
You should play ActRaiser, it's fantastic, the music in particular is really great.
Now that I've tried it... you're 100% correct, sir Smiley

Have my 2d camera class up and running, tried to make rotations:(...)
Whoops!
Don't see what's your problem, stuff looks rotated Wink

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team_q
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« Reply #8 on: June 08, 2012, 09:23:36 AM »

Fixed my camera rotation issues. Turns out XNA accepts a matrix into it's SpriteBatch creation that works as a draw matrix for the entire Batch. Cool! I wish I found it sooner then I did!

What I was trying before with attempting to create rotations for each individual point is something I can attempt to use in the future if I wanted rotations of the entire character independent of the screen. I just need to think back to my matrix math.


I kinda wish Spriter supported forward kinematic hierarchies, that would make procedural editing of animations easier! I intend to have the character have a bow, and perhaps pivot at the arms/waist for aiming. It would be a shame if I had to can it and try to manually scrub through an animation!
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JMickle
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« Reply #9 on: June 08, 2012, 09:27:44 AM »

I believe they are still working on procedural animation, but it is definitely in the pipeline.
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mauz
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« Reply #10 on: June 08, 2012, 09:40:39 AM »

I'm right now getting tech together.

Have my 2d camera class up and running, tried to make rotations:



Whoops!

Could be an interesting gameplay element.  Well, hello there!
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team_q
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« Reply #11 on: June 08, 2012, 09:47:20 AM »

I believe they are still working on procedural animation, but it is definitely in the pipeline.

Well, it's more of a question if I write it myself or wait until they do, I guess. I've written similar systems before. I'm more interested in them getting interpolation between animation keys running in the editor.
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team_q
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« Reply #12 on: June 12, 2012, 08:02:11 PM »



aww yeah, paralax layers, I've made it pretty extendable so I should have as many paralax layers as needed, right now, there are 3 and they scroll at different rates. Those tree graphics are from a previous game jam game.

I'm hoping to make it easy for individual levels to be loaded from either XML or JSON, HOPEFULLY this would allow me to make a simple editing tool so that building out level layouts would be relatively straightforward.
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Hangedman
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« Reply #13 on: June 12, 2012, 08:15:35 PM »

 Gomez

Also loooooove actraiser.
Can't wait.
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team_q
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« Reply #14 on: June 18, 2012, 06:24:30 PM »

So I had an issue with my Paralax layers, they're working now!

I'm now setting up level loading and how I'm going to do collisions in the side-scrolling part, the easy way would be set it up with tiles, but I think I want a system similar to Aquaria. I've been harassing cool dude, Owen Deery, about how he's done it in the past.

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« Reply #15 on: June 18, 2012, 06:26:17 PM »

So I had an issue with my Paralax layers, they're working now!

I'm now setting up level loading and how I'm going to do collisions in the side-scrolling part, the easy way would be set it up with tiles, but I think I want a system similar to Aquaria. I've been harassing cool dude, Owen Deery, about how he's done it in the past.



Your best bet is to hardcode them into your .cs files.
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