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TIGSource ForumsCommunityDevLogsThe Curious Expedition
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Author Topic: The Curious Expedition  (Read 188070 times)
jO
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« Reply #240 on: June 13, 2013, 11:36:05 AM »

As an avid admirer of Homo Ludens, I just want to say how amazing it is to see Huizinga's name come up as a character in a computer game. Awesome. Even if the rest of the game didn't look so excellent, I think I'd buy it just for that.

He, being the traveling anthropologist that he was, was an obvious choice, also especially because his work that has inspired me as a designer from very early on. I'm glad you like it.

This project is so epic. I like it very much.

Thank you very much  Gentleman
 
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jO
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« Reply #241 on: June 13, 2013, 11:36:03 PM »



Some updates:

We've been temporarily scaling down the world generation a bit. Using a smaller amount of the already created biome types allows us to reach a higher quality and more interactions for each biome. This is in preparation of our demo, which should show the general gameplay without us having to basically do the whole game before we're able to have something playable out there.

We're constantly adding new fixtures which are specific locations like villages, caves, waterfalls, missions, stone statues and the such. Interacting with those fixtures is one of the essential parts of the gameplay, so the more we have of them, the better (right?!).



We're working on connecting fixtures all over the place to give the world a more connected feeling. For example, when you come across a mission you'll be offered to take a monk into your trek. He wants an escort to the next mission you find, and if you successfully drop him of there you'll be rewarded. However, monks tend to be rather hungry, very sensible to stress and complain a lot along the way, so keeping him alive and mentally healthy will not be easy.



We're still working hard on improving all kinds of feedback systems. We've been adding systems like crazy and usually did some very basic feedback for them, since WE know how they work - however, if we want to be able to hand out a public demo we'll have to improve the feedback systems so everyone understands whats going on, even when we are not sitting next to the person to explain all the weird stuff that is happening.

While we want to keep our combat sleek and easy to grasp, we are adding a lot of elements to make it a more strategic combat. Right now all enemies have a very simple behavior of using one attack as soon as they reach a position right next to one of your units. We will add additional skills for each enemy so they are able to heal or buff each other, or even retreat from melee range and use some ranged attacks.

We have implemented a basic version of status effects that will be applied to your units in certain situations. A bleeding wound or being poisoned are status effects that can be applied to your units from combat, but you'll also face problems like alcoholism if you use that whiskey too often to temporarily raise the mood of your units. Other status effects are paranoia, fever, leeches (damn swamps), zombification, all kinds of curses and many more.
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eigenbom
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« Reply #242 on: June 14, 2013, 12:04:00 AM »

Nice hexagons Wink
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« Reply #243 on: June 15, 2013, 01:17:52 PM »

Since you're preparing for a demo, could you possibly give the most general date possible, even if it is, say, something something 2013?
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jO
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« Reply #244 on: June 18, 2013, 03:40:54 AM »

Since you're preparing for a demo, could you possibly give the most general date possible, even if it is, say, something something 2013?

This is really not easy to answer; the immediate thing I want to say: As soon as possible!

I really don't want to give a date, or even a month range, since I don't want to disappoint anyone. One thing I can say, however, is that we really want a demo out there as soon as possible.
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jO
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« Reply #245 on: June 18, 2013, 05:48:41 AM »

Some small updates from our attendance on the IRDC:

Here is a video a participant of the conference did that actually features a super short snippet of the presentation we did there. Video link

Also, we got talked about a tiny little bit in the latest roguelikeradio episode. We start at around ~ 1:05:40 Roguelikeradio IRDC episode
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jO
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« Reply #246 on: June 26, 2013, 02:00:48 PM »

Because you're taking suggestions for explorers, I'm going to suggest Marcus Garvey.  I had a couple of other historical figures in mind (W.E.B. DuBois, Harriet Tubman, Haile Selassie), but I think he fits the era and tone of the game the best.

Excellent suggestion.
Welcome to the expedition, Marcus Garvey.
 


For now, he is the first politician on the trek; any ideas for special abilities or skills are very appreciated.

Also, for completeness, here are the portraits of all currently playable specialists.

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eigenbom
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« Reply #247 on: June 26, 2013, 02:35:19 PM »

Great portraits!
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gimymblert
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« Reply #248 on: June 26, 2013, 04:29:14 PM »





If there is enough room for
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jO
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« Reply #249 on: June 26, 2013, 11:40:14 PM »





If there is enough room for

wow, that is a truly inspiring video. Thank you for sharing  Gentleman
Also - there is always enough room; we plan to have plenty Explorers.
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gimymblert
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« Reply #250 on: June 27, 2013, 08:02:28 AM »

I'll try to dig more then Wink
both in terms of african history and explorer to get more interesting material for world building
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« Reply #251 on: June 28, 2013, 02:17:28 AM »

The pixel art is really nice and lush and this seems like a great idea, good luck! Looking forward to seeing the finished game! :D
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« Reply #252 on: June 28, 2013, 03:44:03 PM »

Great portraits!

Seconded. These are outstanding!
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jO
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« Reply #253 on: June 29, 2013, 12:57:49 AM »

Great portraits!

Seconded. These are outstanding!

thanks a lot, guys  Gentleman

Here's a small, rough concept of how our rivers could look like and be generated.
The important part is that rivers will flow on the edges, between the hexfields instead of right through their centers.



Also, we keep adding a lot of random events when a new day starts. Here's one where a monkey tries to steal your shit (really rough and out of context mostly):

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jO
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« Reply #254 on: June 29, 2013, 10:32:55 AM »

Rough version of the Game-Over screen, showing the route you have traveled until your inevitable death:

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jO
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« Reply #255 on: July 01, 2013, 01:23:51 AM »

Small update:

Added geysirs, both on land and special geysirs that will appear on shallow rivers.
Also improved the tile graphics for swamps.

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« Reply #256 on: July 01, 2013, 01:40:04 PM »

Nice, when's the alpha testing? Wink
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jO
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« Reply #257 on: July 01, 2013, 02:12:32 PM »

Nice, when's the alpha testing? Wink

We are working on this at the moment  Gentleman

Also, we worked on making swamps more deadly



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« Reply #258 on: July 02, 2013, 11:24:57 PM »

sweet
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Vitali Kirpu
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« Reply #259 on: July 03, 2013, 12:46:05 AM »

I really like the details in the game world even if it's very minimalistic, also the animations bring alot of life. Like this sort of games.  Hand Clap
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Working on the game and trying to help others on the way!

If you ever need tips let me know! I will gladly help
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