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Title: Silent Business - Victorian Assassins! Post by: ChevyRay on January 17, 2011, 10:59:11 AM Alright, just gonna update so people know kinda what's going on. Here's some info on the game!
So yeah... getting most of the gameplay rules cleared up! Coding the pathfinding and stuff now in C# and getting the grid/map information storing properly so I can check for intersection and place/move units. Once that's all done (I think it might be actually), then I'll code in a quick A* implementation for unit pathfinding. One thing I think I'll add to the list above is that money is going to be incremental. So every time you pickpocket, you get a coin (NPCs have limited money). BUT, you cannot see how much money you have until you go to a shop! This is because players will actually be able to pickpocket each other as well, so if you've been ripped-off, you won't know until you get to the shop and find a couple coins missing! :) More graphics coming, gonna get all the basic tile/house stuff done, then a placeholder NPC/unit, and then I can pretty much get coding most of the gameplay stuff, and add in more graphics and pretty things as I go. So excited about this! BRAINSTORMING Quote Current Premise: 2-4 players join in an arena as assassins... the catch? They're all assassins sent from rival parties, and have to deal with each other! Hide amongst the alleys of a dank and stylish Victorian-style city, or in the crowds of innocent bystanders, and use your stealth skills to figure out who the other assassins are and kill them off before they kill you. I'm thinking that you'll have certain actions you can do that will "alert" the other players (or nearby ones) to your general whereabouts, but also to your advantage. Perhaps every minute or so as well, you are "informed" about the other players a bit, thus increasing the intensity of gameplay. Win Condition: kill all other players. Lose Conditions: get killed, or kill an innocent bystander. I like the idea of being able to set traps, decoys, and taking chances guessing which character in a crowd is one of your rivals. Quote Currently, thinking historical. Like lots of dank bricks, lanterns, and top-hats and umbrellas and rain, Victorian-style. Could go with something even more creative though, will see what the artist(s) think! Also, the notion of day+night could be cool too (less/no NPC traffic at night), but I'm gonna just toss that into the back of my mind for now and concentrate onto the basics, keeping it as deadly simple for now, so I only really add what the game needs as I go along. Quote Quote Robert: I keep thinking of disintegrating the platforms of the other player in fun ways for your assassin game me: haha what do you mean? Robert: forcing them into corners by eliminating squares me: :O fuck thanks man! that's a great idea! writing that down... I love the idea, if it is tile-based, of allowing the players creative ways of "disabling" or setting traps on tiles, which can only affect the other players. Or maybe even just having certain tiles automatically become "alert zones" or something over time. What this will do is prevent players from just all sitting and waiting safely, and narrow down the play field over time, making it easier to watch NPCs and determine who the rival players are. Quote I'm thinking that certain activities will be flagged as "suspicious", and send out a kind of wave or something that will "alert" the other players of the general location of the action, so you'll have to duck and hide after doing lots of things. Suspicious activities (these may or may not be whilst only in NPC-vision, we'll see):
Quote Quote [1:45:23 PM] Matt Thorson: have NPCs with various clothing styles [1:45:32 PM] Matt Thorson: and the players look like NPCs [1:45:36 PM] Matt Thorson: then reveal things [1:45:37 PM] Matt Thorson: like [1:45:39 PM] Chevy Ray Johnston: yep that's the idea so far [1:45:45 PM] Matt Thorson: "player one is wearing a green hood" [1:45:47 PM] Chevy Ray Johnston: ahaha [1:45:50 PM] Chevy Ray Johnston: that's interesting too [1:45:52 PM] Chevy Ray Johnston: i kinda like that [1:45:55 PM] Chevy Ray Johnston: ohhh it narrows it down [1:45:58 PM] Matt Thorson: yeah [1:45:58 PM] Chevy Ray Johnston: gonna write that down [1:46:01 PM] Matt Thorson: like Guess Who So what he's saying is, with the whole "disguises" idea, have it so the disguises are actually broken down into a set of parts, and all the NPCs are mixes of these parts, as well as all the assassins. Then, certain in-game events (or maybe just time/suspicion) will reveal parts, another way of narrowing down which player is which. The only thing I'm not too sure I like about that idea is it is incompatible (or at least difficult to merge with) the changing-disguises idea, and that depending on the NPC mix, you could get a rare combination, making it a lot easier for the other players to narrow it down to you. So I'd have to code it properly to make sure that didn't happen. I think I like the idea of narrowing the playing field down spacially with tiles a bit better, as it sounds more easy to understand and more action/reaction-oriented (less thinking) than using disguises, and helps increase the action and game intensity to a climax. Also requires less art :P but I thought I'd drop the idea here anyways to see what people think. Title: Re: First Mockup! Post by: handCraftedRadio on January 17, 2011, 11:10:02 AM Nice, Chevy, looks and sounds cool so far! Are you thinking it will be turn-based?
I'm looking forward to beating you at your own game. :lol: Title: Re: First Mockup! Post by: ChevyRay on January 17, 2011, 11:13:59 AM Ahahaha that'll probably be so.
Turn-based: hmm, probably! This would make the networking the least intense as possible, but I'm not dead-set on an idea until I (hopefully) get an artist who wants to help out with this, and some more input and ideas. If it were turn-based, I'd probably do it so you both take your turns at the same time, as not to have one player "waiting" while the other decides what to do (and probably timers on how long you have to make your turn, or at least a game mode with that option). Perhaps an offense and defense phase. Every odd turn, one player is offensive and the other is defensive, and every even turn, it's the other way around. Maybe the trick would be trying to predict what your opponent is going to do and then countering that in both phases for maximum excitement + strategy! ... hmm IDEAS! I do definitely like the sound of that, though! Title: Re: First Mockup! Post by: namre on January 17, 2011, 11:36:48 AM Hi Chevy!
I was initially planning on doing my own online/networked game for the compo but I'm afraid I'm still a newb to try something that advanced, especially on my current level. Anyways, if you like I could help you out with the art. I make use of Photoshop and sometimes Illustrator for my artworks (but I mainly use Photoshop). I can do cutesy stuff (http://www.accidentalrebel.com/arblog/wp-content/gallery/artworks/portal-chelleandsentry.png), gritty ones (http://www.accidentalrebel.com/arblog/wp-content/gallery/artworks/trappedintime-boxart.jpg), and pixel art (http://www.accidentalrebel.com/arblog/wp-content/gallery/artworks/pixel_art__randy_astigin_by_namre.png) as well. Here are just some of my works for your reference, http://www.accidentalrebel.com/artworks/. As for game ideas, I have some but they're not fully fleshed out yet. PM me if you're interested! Cheers! Title: Re: First Mockup! Post by: ChevyRay on January 17, 2011, 11:49:00 AM Alright, I've chatted with one artist a bit, and I think we've got a fantastic premise for a game idea in the works! Will update with more info soon ;D
Accidental Rebel: I might message you, we'll see how the current artist feels about the workload, might need someone to help out with some extra bits, special effects, or tilework or something! If you like the game premise, that is :) YAY so excited, this game is going to be fun to make ;D Title: Re: First Mockup! Post by: namre on January 17, 2011, 11:50:22 AM No problem. Just holler at me. ;D
Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 17, 2011, 12:24:31 PM Current Premise:
2-4 players join in an arena as assassins... the catch? They're all assassins sent from rival parties, and have to deal with each other! Hide amongst the alleys of a dank and stylish Victorian-style city, or in the crowds of innocent bystanders, and use your stealth skills to figure out who the other assassins are and kill them off before they kill you. I'm thinking that you'll have certain actions you can do that will "alert" the other players (or nearby ones) to your general whereabouts, but also to your advantage. Perhaps every minute or so as well, you are "informed" about the other players a bit, thus increasing the intensity of gameplay. Win Condition: kill all other players. Lose Conditions: get killed, or kill an innocent bystander. I like the idea of being able to set traps, decoys, and taking chances guessing which character in a crowd is one of your rivals. Will see where I go with this. Any ideas/suggestions, people? What think of the idea so far? Title: Re: Victorian-Style Assassin Game Post by: Widget on January 17, 2011, 12:28:00 PM Sounds like a great concept. Are you thinking a historical setting or alternate-history (for example, steampunk) setting?
Title: Re: Victorian-Style Assassin Game Post by: Inanimate on January 17, 2011, 12:30:08 PM I've never played Assassin's Creed, but I heard from my friend that the multi-player is like this. Maybe check that out?
Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 17, 2011, 12:33:01 PM Sounds like a great concept. Are you thinking a historical setting or alternate-history (for example, steampunk) setting? Currently, thinking historical. Like lots of dank bricks, lanterns, and top-hats and umbrellas and rain, Victorian-style. Could go with something even more creative though, will see what the artist(s) think! Also, the notion of day+night could be cool too (less/no NPC traffic at night), but I'm gonna just toss that into the back of my mind for now and concentrate onto the basics, keeping it as deadly simple for now, so I only really add what the game needs as I go along. Title: Re: Victorian-Style Assassin Game Post by: Widget on January 17, 2011, 12:40:29 PM That day/night thing would be really interesting 'cause it's almost two different games. Stealth and ambush in daytime or more action/arcade at night without the crowds. Good idea to leave extras like that on the back-burner for the time being, though.
Be nice to see a "pure" historical Victorian setting again, haven't played or read anything like that for ages. Best of luck! Title: Re: Victorian-Style Assassin Game Post by: kavs on January 17, 2011, 12:43:04 PM I've never played Assassin's Creed, but I heard from my friend that the multi-player is like this. Maybe check that out? Yeah, the multiplayer in AC:Brotherhood is a lot like this. You have a target, and someone has you as their target. If you're winning, you generally have more than one target on you. They give you a radar that points you toward your victim, though... feels kind of cheesy sometimes because your hunter knows what avatar you are, but it may have been a necessity in order to keep the game flowing. It's quite obvious when players are running across the roof and such. :D I love games like this, though. Good luck Chevy! Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 17, 2011, 12:44:51 PM Yeah considering it's not 3D and it won't be as live-action as Assassin's Creed, I'm not too concerned about overlap, I'm pretty sure I've already got this funneled down to something original, just need to get some help from peeps ironing out the design.
Gonna work on this like MAD tonight. Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 17, 2011, 12:49:53 PM NOTE: I posted a mockup, which kinda counts as starting early, but since I'm not doing the art and none of this will be used anyways, I'll not post any more mockups/graphics and wait until the official start date (tomorrow), before I progress anymore.
For now, just brainstorming, as the rules allow :) Title: Re: Victorian-Style Assassin Game Post by: namre on January 17, 2011, 12:50:50 PM Hey, Chevy, I have a question: Will this be in third person? First person? Or top view?
Also, will the game also include the ability to use and change disguises? Let's say you could get some baker clothes and blend in the crowd. That kind of stuff? Also, we might want to look at the design decisions made on the creation of AC: Brotherhood Online Multiplayer. For example, instead of killing all the other players in the game, they opted to just assign one target for them to kill. There was a good explanation that I've heard before as to why they did this, I forgot where I got it from, unfortunately. Quote That day/night thing would be really interesting 'cause it's almost two different games. Stealth and ambush in daytime or more action/arcade at night without the crowds. Good idea to leave extras like that on the back-burner for the time being, though. I like this idea. By doing it this way, there will be a good mix of action and stealth.Quote Currently, thinking historical. Like lots of dank bricks, lanterns, and top-hats and umbrellas and rain, Victorian-style. Could go with something even more creative though, will see what the artist(s) think! I wonder how the assassins looked like in the Victorian-era. Isn't Sherlock Holmes from the Victorian era?Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 17, 2011, 12:56:28 PM Quote Hey, Chevy, I have a question: Will this be in third person? First person? Or top view? I'm quite intent on doing a top-down game, something similar to the perspective in the initial little perspective mockup I posted. I don't know the official name for that perspective, though hurrrr. Quote Also, will the game also include the ability to use and change disguises? Let's say you could get some baker clothes and blend in the crowd. That kind of stuff? Disguises sound kinda neat, but I'm not sure how to actually implement them into a nice gameplay mechanic. Also, they take a lot of art resources to produce, and I don't want to set the scope too high, so for now I'll say that all NPCs will probably look the same or very similar, and the players will look like a randomly selected one or something. Just keep it simple and do-able for now, so it can be completed. Quote I wonder how the assassins looked like in the Victorian-era. Isn't Sherlock Holmes from the Victorian era? I believe Holmes was set in Victorian times, but somebody correct me if I'm wrong. Also, assassins don't "look" like anybody, I think the general idea of public-scene assassins is they're not supposed to look like anybody, they're supposed to just look like normal people and blend in, but have some kind of concealed weapon or poison to do the deed with. Title: Re: Victorian-Style Assassin Game Post by: namre on January 17, 2011, 01:03:36 PM Quote I'm quite intent on doing a top-down game, something similar to the perspective in the initial little perspective mockup I posted. I don't know the official name for that perspective, though hurrrr. Yep, I think that perspective would work fine. I think it's called 3/4 perspective? Haha. I'm not really sure. It's the one that is widely used by old-school JRPGs.Quote Just keep it simple and do-able for now, so it can be completed. I agree. Just spewing out some ideas from the top of my head. :DQuote Also, assassins don't "look" like anybody, I think the general idea of public-scene assassins is they're not supposed to look like anybody, they're supposed to just look like normal people and blend in, but have some kind of concealed weapon or poison to do the deed with. Haha. It was stupid of me to ask such a question. I was just wondering if there were some assassin characters in any literature set in the Victorian Era to draw inspiration from.Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 17, 2011, 01:11:51 PM Yeah, ideas are great! If I respond sort of dismissively, that doesn't mean I won't use it! I'm just taking care not to let the idea get carried away :) but input is helping so much! I'm getting a REALLY solid idea of this game in my head now!
For example, via Robert Lupinek (aka. Darthlupi): Quote Robert: I keep thinking of disintegrating the platforms of the other player in fun ways for your assassin game me: haha what do you mean? Robert: forcing them into corners by eliminating squares me: :O fuck thanks man! that's a great idea! writing that down... I love the idea, if it is tile-based, of allowing the players creative ways of "disabling" or setting traps on tiles, which can only affect the other players. Or maybe even just having certain tiles automatically become "alert zones" or something over time. What this will do is prevent players from just all sitting and waiting safely, and narrow down the play field over time, making it easier to watch NPCs and determine who the rival players are. This is good, this is very good... man this is the best brainstorm I've had in awhile! Thanks everybody for the input so far :D Title: Re: Victorian-Style Assassin Game Post by: namre on January 17, 2011, 01:18:26 PM Quote I love the idea, if it is tile-based, of allowing the players creative ways of "disabling" or setting traps on tiles, which can only affect the other players. Or maybe even just having certain tiles automatically become "alert zones" or something over time. What this will do is prevent players from just all sitting and waiting safely, and narrow down the play field over time, making it easier to watch NPCs and determine who the rival players are. That's a really cool mechanic!Also, will setting up traps make you vulnerable to attacks or being spotted by enemies? I'm thinking that this would prevent players from placing stuff all over the place without thinking. Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 17, 2011, 01:22:13 PM Yeah, I'm thinking that certain activities will be flagged as "suspicious", and send out a kind of wave or something that will "alert" the other players of the general location of the action, so you'll have to duck and hide after doing lots of things.
Suspicious activities (these may or may not be whilst only in NPC-vision, we'll see):
Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 17, 2011, 01:56:07 PM More ideas, from the sexy Matt Thorson:
Quote [1:45:23 PM] Matt Thorson: have NPCs with various clothing styles [1:45:32 PM] Matt Thorson: and the players look like NPCs [1:45:36 PM] Matt Thorson: then reveal things [1:45:37 PM] Matt Thorson: like [1:45:39 PM] Chevy Ray Johnston: yep that's the idea so far [1:45:45 PM] Matt Thorson: "player one is wearing a green hood" [1:45:47 PM] Chevy Ray Johnston: ahaha [1:45:50 PM] Chevy Ray Johnston: that's interesting too [1:45:52 PM] Chevy Ray Johnston: i kinda like that [1:45:55 PM] Chevy Ray Johnston: ohhh it narrows it down [1:45:58 PM] Matt Thorson: yeah [1:45:58 PM] Chevy Ray Johnston: gonna write that down [1:46:01 PM] Matt Thorson: like Guess Who So what he's saying is, with the whole "disguises" idea, have it so the disguises are actually broken down into a set of parts, and all the NPCs are mixes of these parts, as well as all the assassins. Then, certain in-game events (or maybe just time/suspicion) will reveal parts, another way of narrowing down which player is which. The only thing I'm not too sure I like about that idea is it is incompatible (or at least difficult to merge with) the changing-disguises idea, and that depending on the NPC mix, you could get a rare combination, making it a lot easier for the other players to narrow it down to you. So I'd have to code it properly to make sure that didn't happen. I think I like the idea of narrowing the playing field down spacially with tiles a bit better, as it sounds more easy to understand and more action/reaction-oriented (less thinking) than using disguises, and helps increase the action and game intensity to a climax. Also requires less art :P but I thought I'd drop the idea here anyways to see what people think. I love making games like this, getting input from all kinds of sources! It's so creative and fun and open. Title: Re: Victorian-Style Assassin Game Post by: fidgetwidget on January 17, 2011, 09:24:16 PM I guess I should chime in on this thing seeing as I am doing the art work (or at least most of it) for this game.
Here is a mockup of what the buildings might look like in the game. (http://farm6.static.flickr.com/5165/5365744875_61e284f917.jpg) It is made of parts, so expect there to be lots of variations, with parts animating and what not... As for the characters, I am still figuring out what they will look like, but I will post something here when I have something ready to show. Title: Re: Victorian-Style Assassin Game Post by: yokomeshi on January 17, 2011, 11:08:45 PM I think changing disguises is definitely not incompatible with the Guess Who idea. Basically, if your opponent investigates or whatever and finds out enough clues about you that you're getting nervous, you have the option to change what you look like - but it's risky, since the switch itself might give you away. There's a tension in how long you wait; if you do it too early, it's an unnecessary risk, but if you wait a long time, the field will be narrower and you're more likely to get caught in the act.
Have you heard of the appropriately named Spy Party (http://spyparty.com/)? It's got a lot of cool mechanics you might want to check out; for example, the spy has to say a codephrase which his opponent will hear, so the spy should time it so that many people are talking when he says it. Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 18, 2011, 01:51:51 PM Sweet, thanks for the input yokomeshi.
As of now, I've got the server running, allowing you to create/join rooms (of 4 players each). I've got all the games syncing up, so each player can move his/her character individually via the server. I really enjoy working with C#, I wish ActionScript 3 had generics and function overloading. Next up: more graphics from fidgetwidget, and preparing the town and NPC info on the server and having that updated by the player events and echoing back to the players. Here's a little doc I wrote up outlining how I'm thinking of generating the towns. They're all going to have a similar layout, but have randomized elements within them: I'm thinking the map will generate something like this: ####### ##### ##### ##### ####D## #D### ###D# #D### ## X ## ## ####### ##### ### D# #D ###D### #D### ### ## ## ###X ## ### ###### ##D### ## X##D ####D# ###### ## <- (example map) #D ### ###### D# ## #D#### ## ## #D# ###### #D#### ## ### ###### ###### ## X ## #D D# ## ##D## #D##### ###D# ## ## ##### ####### ##### ## The # rectangles are houses. Notice how there is an outer ring of houses, and then an inner cluster of houses as well. Then there'll be a road that goes around the whole thing. The spaces between houses will be alleys. The alleys in the middle can be used to cut-through, but the alleys on the outer ring just lead to the edge of the town, which cannot be exited (there'll probably be a stone wall around it or something). # - house/wall, cannot be traversed D - doors, this is where NPCs will spawn from X - these are "crowdspots" (vendors, etc.) NPC behaviour will be simple (to start, anyways). They will spawn from the doorways (D), and I'll use pathfinding to make them move between the crowd spots (X), and then eventually back into a door (D). This will have NPCs walking kind of all over the place, but then crowding in certain set areas, giving a sort of natural flow to the town. If things are slow with too many NPCs, I can easily pre-calculate all the pathfinding between doors and then store the data for each map, so the paths will not need to be calculated in real-time. If the town is too small, and wee need more space, we can widen this up a lot, and maybe add 2-4 little "inner" clusters, so it looks more like this: ############### # # # ## ## ## ## # <- (mini version, the inner-parts are housing clusters) # # ############### Basically, the "clusters" of houses, doors, and hotspots can be procedurally generated, so they are differnet every game, resulting in a nice variance in town flow for each different game. Later on, if we decide we want to mix things up a bit more, we can add in more factors to the town, but I think this will be good to get the ball rolling. Title: Re: Victorian-Style Assassin Game Post by: ness io kain on January 18, 2011, 02:16:10 PM I honestly didn't read this whole thread, but I saw
umbrellas bricks Victoria So, YOU WIN. I'm excited to see where this goes. Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 18, 2011, 03:16:14 PM More sweet-ass house action from Mr. fidgetwidget. I'm cooking up the town-generating algorithm as we speak, I'm loving where this game is going!
(http://chevyray.com/versus/house_prefab.png) Title: Re: Victorian-Style Assassin Game Post by: Ive on January 18, 2011, 10:11:02 PM This is definitely the game I am most keen to see.
Title: Re: Victorian-Style Assassin Game Post by: ChevyRay on January 21, 2011, 11:39:02 AM Alright, just gonna update so people know kinda what's going on. Here's some info on the game!
So yeah... getting most of the gameplay rules cleared up! Coding the pathfinding and stuff now in C# and getting the grid/map information storing properly so I can check for intersection and place/move units. Once that's all done (I think it might be actually), then I'll code in a quick A* implementation for unit pathfinding. One thing I think I'll add to the list above is that money is going to be incremental. So every time you pickpocket, you get a coin (NPCs have limited money). BUT, you cannot see how much money you have until you go to a shop! This is because players will actually be able to pickpocket each other as well, so if you've been ripped-off, you won't know until you get to the shop and find a couple coins missing! :) More graphics coming, gonna get all the basic tile/house stuff done, then a placeholder NPC/unit, and then I can pretty much get coding most of the gameplay stuff, and add in more graphics and pretty things as I go. So excited about this! Title: Re: Victorian-Style Assassin Game Post by: Nate Kling on January 21, 2011, 11:51:32 AM This sounds awesome! I love the idea. Will there be fog of war or something? If somebody kills someone it will be pretty obvious who is a player when one guy is dead and there is a person standing next to them.
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: ChevyRay on January 21, 2011, 12:01:43 PM That's part of the risk, and why it would make more sense to kill either stealthily in a crowd, or from a distance with a thrown dagger. I don't think there's going to be any fog of war or anything like that, but the map is quite large and you're only going to be able to see in the small area around you.
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: Nate Kling on January 21, 2011, 01:35:42 PM Ah okay that makes sense. so the map is bigger than the players can see at a time. Making it too big might be a problem because it could be hard to find each other. This sounds really great. Ive played a similar game in real life when I was younger where one person secretly was an assassin. You walked around shaking hands and if the assassin scratched your hand while shaking it you had to die, everyone else had to try and figure out who the assassin was. Throwing knives and different kinds of items and traps will make this game incredible!
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: ChevyRay on January 21, 2011, 01:40:12 PM Yeah, my plan is just to get movement up and running first, with the NPCs and players all moving at once, and making sure intersections are dealt with accordingly. Once that's done, I'll have to see how it feels, and make any gameplay adjustments accordingly. But hopefully it'll play as good as it sounds in my head, then I can just cook through this and finish as much as possibly (if not all of it) by the deadline! :D
Excited to get more artwork. Fidgetwidget is working on the houses right now, which are made out of a bunch of different custom parts that can be procedurally generated to create different houses, so once he's done that I'm going to code the town generation and I'm really excited for that! Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: ness io kain on January 21, 2011, 02:54:15 PM thrown dagger I love you even more now.I have a couple of those, you know. Daggers for throwing. They're super cool. Seriously. Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: Hangedman on January 21, 2011, 06:56:05 PM They're illegal in the Canadars.
Name suggestions: Darkest Affairs Broken Bell Silent Business Stroke of Midnight The Undercity Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: godatplay on January 21, 2011, 08:11:34 PM Hindley's Challenge
Tiptoe Earnshaw Lockwood Wuthering Griffin What The Devil Ye Olde Ninja Fight Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: deadeye on January 21, 2011, 08:36:46 PM "A Gentlemanly Dispute"
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: jwk5 on January 21, 2011, 08:41:04 PM This project is sounding pretty awesome Chevy, I will definitely have to give it a try when it is ready! :beer:
Also, you should remake Project: Hairy RPG someday! :beg: Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: PsySal on January 21, 2011, 08:59:20 PM Chevy it needs stilettos!
!! Sorry if this idea was already mentioned it I did not read the whole thing because! I'm going to get some work done on my versus game =) This is a fantastic idea anyhow, but stilettos! Knife or dagger is like, not victorian enough. Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: namre on January 21, 2011, 09:04:34 PM Your game is turning out great, chevy! Ack! Can't wait!
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: PsySal on January 21, 2011, 09:37:34 PM Man! I'm a genius without even knowing it. The game can be called "Stiletto".
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: ChevyRay on January 21, 2011, 09:45:30 PM Thanks for the name suggestions, guys! Haha some really good ones. For some reason I really like "Silent Business", it kinda has a dark assassin vibe to it, but seems to also fit with the fairly cartoon-style visuals we've got happening so far.
Will see, plenty of great name ideas so far! Hehe Thanks for the feedback too, glad people are liking the ideas/art. Can't wait to have something playable! Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: fidgetwidget on January 21, 2011, 09:54:27 PM Figured I should post an update now that I have something more to show.
Here is the walking animation so far (I am not happy with the last frame of the side animation). Let me know what you think! (http://farm6.static.flickr.com/5206/5376723963_936b9d3d1c.jpg) Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: Maqrkk on January 22, 2011, 06:44:32 AM The closest I can come to describing my feelings now is: Holy fucking fuck. This project is too good to be true. The art looks brilliant, the gameplay sounds ridiculously amazing. Do want. Now.
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: FinalSin on January 22, 2011, 11:38:35 AM This puts me in mind of Spy versus Spy. Loving the sound of the mechanics you're mixing in.
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: rivon on January 22, 2011, 12:56:51 PM For some reason I really like "Silent Business", it kinda has a dark assassin vibe to it, but seems to also fit with the fairly cartoon-style visuals we've got happening so far. I like it too, it caught my eyes immediately. It's kind of mysterious, it's short and just sounds good.Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: ness io kain on January 22, 2011, 04:26:26 PM They're illegal in the Canadars. What? That's stupid.Don't you guys have to fight bears like every weekend up there in the frigid northlands? (I actually don't know that I can carry mine legally where I live, either. I can have them, but I may not be able to carry them around without a permit. It's because of the "dagger" part, though, not the "throwing" part.) Also, I agree that it needs stilettos, but I'm going to guess those are wretched for throwing. I don't have a lot to say that isn't about knives. Sorry. Oh, I approve of "Silent Business", though. Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: knight on January 22, 2011, 04:52:27 PM Hey Chevy just wondering how are you handling what happens if two players both select the same space to move to?
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: yokomeshi on January 22, 2011, 05:07:19 PM How about "Nasty Business"? That seems like what a Victorian constable with a ludicrously well-maintained pair of moustaches might say about it in the aftermath. >:D
Title: Re: Victorian Assassin Game [ Title Needed! ] Post by: ChevyRay on January 22, 2011, 05:17:07 PM Hey Chevy just wondering how are you handling what happens if two players both select the same space to move to? This can happen with NPCs as well, since they are treated the same as players as far as movement is concerned. Priority will be given to the unit nearest to the spot, if they are equal priority will be chosen 50/50 at random, and the player that did not get the spot will be moved as close to that spot on his path of movement as possible (it will be a cycle until all units are placed). Something like that. Title: Re: Silent Business - Victorian Assassins! Post by: ChevyRay on January 22, 2011, 10:46:59 PM Alright, got a SHIT load of work done today!
(http://chevyray.com/versus/connect_test.png) The game board is being generated on the server end, so the map is created and all the NPCs are being added to it in random empty spots (for now). Then, each player is assigned to one of those NPCs, and once that is done, all the information is mirrored back out to the clients where they duplicate the map on their end. From that point on, the players just send action requests to the server; the server will check to see if the action is legal, and if so add it to the action queue. Once all the players have selected their actions, the server will choose actions for all the NPC players as well. Then, all the actions will be performed at once, and the results broadcasted back out to all the players so they can update their maps accordingly. Next up:
Once I get the action system all set up and working how I want, things should really start to get interesting; then, I'll also be able to play around and start getting an idea for how the game is going to feel. Title: Re: Silent Business - Victorian Assassins! Post by: FinalSin on January 23, 2011, 08:56:33 AM Sounds great! I also really like the way you're handling the problem of aggressive/passive actions. It's a really nice solution.
Title: Re: Silent Business - Victorian Assassins! Post by: Noel Berry on January 23, 2011, 07:14:33 PM Lookin' good man! Excited to play this with a bunch of people when it's done ;D
Title: Re: Silent Business - Victorian Assassins! Post by: ChevyRay on January 23, 2011, 07:59:55 PM Next up:
Also completed:
Sooo next up on my list of things to do is:
Title: Re: Silent Business - Victorian Assassins! Post by: Μarkham on January 24, 2011, 08:44:42 PM This is another game that could do with an awesome soundtrack (http://www.youtube.com/watch?v=LwVWle0y6sQ&feature=related).
Title: Re: Silent Business - Victorian Assassins! Post by: fidgetwidget on January 24, 2011, 08:48:57 PM This is another game that could do with an awesome soundtrack (http://www.youtube.com/watch?v=LwVWle0y6sQ&feature=related). Hans Zimmer is amazing, but personally I prefer this : http://www.youtube.com/watch?v=Z-Uze2PQocI (http://www.youtube.com/watch?v=Z-Uze2PQocI) ... this too : http://www.youtube.com/watch?v=-5zpHI49nrY Title: Re: Silent Business - Victorian Assassins! Post by: ChevyRay on January 25, 2011, 10:39:53 PM Some houses:
(http://chevyray.com/versus/mocks/house1.png)(http://chevyray.com/versus/mocks/house2.png)(http://chevyray.com/versus/mocks/house3.png) (http://chevyray.com/versus/mocks/house4.png)(http://chevyray.com/versus/mocks/house5.png) These are not all variations of the houses either. Fidgetwidget has cooked up different wall types, chimneys, windows, doors, and roof types. This week, I'm going to get together with a few programmer buddies in town and get them to help me with the code to generate the towns and houses' placement and variations within them. :D Title: Re: Silent Business - Victorian Assassins! Post by: soundofjw on January 25, 2011, 10:47:21 PM :handjoystick:
i do awesome soundtracks. (on good days) Title: Re: Silent Business - Victorian Assassins! Post by: ChevyRay on January 25, 2011, 10:54:56 PM Oh, I know! This post actually popped up just a couple days ago:
Quote Skull Pogo is a hugely addictive game that is also tremendously satisfying and frustrating. But that’s what makes it great. A must-play for soundtrack alone. I just feel bad because it took me so fucking long to pay you last time. :-[ Actually, I have someone writing up some music for it now :) but I really appreciate the offer! <3<3 Title: Re: Silent Business - Victorian Assassins! Post by: soundofjw on January 26, 2011, 09:18:29 AM Oh, I know! This post actually popped up just a couple days ago: Quote Skull Pogo is a hugely addictive game that is also tremendously satisfying and frustrating. But that’s what makes it great. A must-play for soundtrack alone. I just feel bad because it took me so fucking long to pay you last time. :-[ Actually, I have someone writing up some music for it now :) but I really appreciate the offer! <3<3 No worries! I still love you! I'll just harass you at GDC. (; |