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879974 Posts in 33014 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 11:48:11 AM
TIGSource ForumsDeveloperFeedbackDevLogsEldgame - a sandbox rpg
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Author Topic: Eldgame - a sandbox rpg  (Read 5047 times)
obsidian_golem
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« Reply #30 on: June 26, 2012, 08:23:09 AM »

I wasn't aware I had so many tigsource followers!
This devlog has gotten you at least one more.
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JMickle
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« Reply #31 on: June 26, 2012, 08:27:06 AM »

always loved your art, man. glad to see you're making a game!
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Birdorf
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« Reply #32 on: June 26, 2012, 10:19:23 AM »

I wasn't aware I had so many tigsource followers!
This devlog has gotten you at least one more.

Make that two.
Looks really interesting.
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geepit
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« Reply #33 on: June 26, 2012, 11:36:01 AM »

Artwork is fantastic! And gameplay sounds awesome, will definitely be keeping an eye on this
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eld
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« Reply #34 on: July 09, 2012, 01:23:43 PM »

Some more ui-work and things surrounding one possible skillsystem, a very simple one where the act of doing things will net you skill points to use to purchase yourself to knowledge.

Some will just do simple things such as give you the ability to make things out of certain recipies that might require a skill, others like portal lore will give you the ability to know how long a portal to another world will be open and how many times it can be used.



EDIT:

And with the craftingbag closed down and the character-window tabbed to equipment (the small buttons on top of it)

« Last Edit: July 09, 2012, 01:31:46 PM by eld » Logged

_Madk
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« Reply #35 on: July 09, 2012, 01:30:05 PM »

your arts

they are so delish

make more
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Recs
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« Reply #36 on: July 09, 2012, 02:20:16 PM »

nice style in those screenshots.
« Last Edit: July 09, 2012, 09:12:35 PM by Recs » Logged
Yngram
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« Reply #37 on: July 09, 2012, 03:23:40 PM »

This looks like awesome in the making. Your graphics are great.

Im curious to see how you will continue to handle the tile elevation from the current perspective. Can the elevation have a harsher falloff and greater range or are you going to limit it more like your current screenshots?
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eddietree
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« Reply #38 on: July 09, 2012, 05:34:43 PM »

This is lookin really good!

Would you care to tell us a bit about the tech? What are you using to build this game?
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eld
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« Reply #39 on: July 09, 2012, 09:54:13 PM »

Thanks again people Smiley

Im curious to see how you will continue to handle the tile elevation from the current perspective. Can the elevation have a harsher falloff and greater range or are you going to limit it more like your current screenshots?

It's only 2d, but every different tile can have different heights, so the rockwall will be high enough to not be passable, and the water-tile will be low enough so that it's beneath regular ground-level.

So it is not a big heightmap, it's a simple map of tiles, with each tile defining the height.

This is lookin really good!

Would you care to tell us a bit about the tech? What are you using to build this game?

I think I wrote a bit about that somewhere in the thread, but I'll write about it again. Smiley

It's c++ using sdl, opengl, and tinyxml for the xml-heavy datasystem.
« Last Edit: July 09, 2012, 10:01:48 PM by eld » Logged

KomradeJack
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« Reply #40 on: July 10, 2012, 07:16:16 AM »

Hotness.
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www.jackmenhorn.com
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« Reply #41 on: July 10, 2012, 07:55:55 AM »

Lookin' so good. Keep it up!
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kamac
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« Reply #42 on: July 10, 2012, 08:28:12 AM »

Where do you people get all that cool art from  Waaagh!?
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Quarry
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« Reply #43 on: July 10, 2012, 09:00:08 AM »

Eld does them himself
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eld
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« Reply #44 on: July 10, 2012, 09:12:58 AM »

Yeah, I'm lonewolfing this entire project in every way Tongue
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