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Community / DevLogs / Re: Project gnh20. (roguelike+craft+evolving world+platformer)
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on: November 08, 2012, 05:56:08 PM
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News in recent days:
1. When the item appears in the inventory, game begins writing his story. As used, whom they killed, what blocks interact. This gives a clear assessment of the statistics and past actions. Well, this is a classic feature of the genre roguelike.
2. Added three new types of enemies in the game. They are available from the second map, and have some new features.
3. Did the preservation of the old player house. Now, in the new game, the player will be able to meet their house from the previous game. For the balance this house will be deep underground, and chests will be looted. But in general, I think this feature will improve replayability.
4. Now it is possible to remelt some items to make up their resources. This will rectify the situation, if a player is found unneeded items. This also adds a choice: we need an item or its component materials.
What do you think about these innovations?
And what else would you suggest? Some of the features of classic roguelike?
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Community / DevLogs / Re: Project gnh20. (20 OCT BUILD) _ (roguelike+craft+evolving world+platformer) __
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on: November 05, 2012, 06:47:04 AM
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Great idea! But i think parallel world must have more contrast with main world. In style, in colors and in brightness level.
In caves the parallel plane is visible, as an illusive shadow on a wall. Here picture. How to you? Why not keep it subtle?
Sorry, didn't understand, about what you speak. And yes, plane. Thanks. Pic. In the top part the ladder from the parallel plane is visible. 
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Community / DevLogs / Re: Project gnh20. (20 OCT BUILD) _ (roguelike+craft+evolving world+platformer) __
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on: November 03, 2012, 12:14:57 PM
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Meanwhile I do new feature: parallel plan of the world. In game there will be a parallel world. In each world it will copy the original. But it is invisible by default. Second plan visible only with the special glasses. And if the door in it is found - it is possible to move there. Planned feature: time there will go more slowly, if the player not in it. Therefore, when the main plan of the world will strongly change, the second remains closer to protogenic option. At the same time pluses: it is easier to find unique characters. In one plan it can die, or to become inacessible. But if the character is necessary on a quest - you way to the parallel world! The picture where the hero equipped glasses and sees the parallel world: 
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Community / DevLogs / Re: Project gnh20. (20 OCT BUILD) _ (roguelike+craft+evolving world+platformer) __
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on: November 01, 2012, 11:28:44 PM
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louisdeb #SharpAll these unique characters - are created generally for quests. Such characters now around ten. And for the new version I already made quests of the king. And for four other unique characters. So yes, in your version with the king there is nothing to do. But from the new version it will give quests. ------------- At the same time I want to announce communication with not unique characters. Now usual reasonable beings can prompt to the hero. Interest that beings can give to the hero good and useful advice. For example here about what: a) What unique beings live nearby. b) What stocks of ore exist nearby c) What useful constructions nearby. For example, altars or shops.
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Community / DevLogs / Re: Project gnh20. (20 OCT BUILD) _ (roguelike+craft+evolving world+platformer) __
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on: October 30, 2012, 02:43:36 AM
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Thank you all. So, at the end in case there is a new font. Briefly summarize: 1. The new font was less formal, more gaming. 2. The new font is less hurts your eyes. 3. The new font is slightly less readable. I think, I endure the last point.  ------------- And I worked on the look of game windows. a) Now they have the background. b) And is stylish frames! c) And the most important thing. In the list of actions icons will appear, explaining the action. Now easier to pick out the desired action. Picture, old variant upper.  ------------- Added couple of days later: Rewritten system of definition and display of properties of beings. Many new properties were added. Here the picture with Russian font: 
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Community / DevLogs / Re: Project gnh20. (20 OCT BUILD) _ (roguelike+craft+evolving world+platformer) __
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on: October 22, 2012, 09:15:51 PM
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Gentlemen, thank you for your thoughts, but at this stage the game without music. And probably will remain so.
The reasons are actually several. The fact that the roguelike genre usually has no music or sound. And the fact that I personally think that it is always easier to put your favorite music on the background. And that silence - is also very good music, actually.
So now the game without music and sound.
-------------
Meanwhile, I think over the to allow dwarves to construct buildings in front of the player. So the player will see the process of construction.
The fact is that long ago, in the early development of the game, I forbade dwarfs build when the player looks at them.
Do you think it will be interesting to watch the process of building block by block?
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Community / DevLogs / Re: Project gnh20. (20 OCT BUILD) _ (roguelike+craft+evolving world+platformer) __
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on: October 20, 2012, 06:59:36 AM
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The new higher resolution graphics look very nice to me, it's just a shame it affects performance.
Do you have room in your palette for more shading for the white-blue-grey bricks/rocks? I think they might look better with a few more shades in there in your shading routines.
When too smooth shadows - lost brutality.  Yes, in fact I used to try to make smooth transitions of brightness. But it looked, in my opinion, less expressive.
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Community / DevLogs / Re: Project gnh20. __ (roguelike+craft+evolving world+platformer) __
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on: October 19, 2012, 10:50:32 AM
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Then here's latest version: http://sb-games.com/wp-content/uploads/20_Oct_build_Eng.zip------------- Changes from September 22. (Sorry for translation.) 1. (Important) Basic tiles in the game redrawn. Now the main graphics in the game at a higher resolution. And, hopefully, the best quality. The bad news is that the performance is strongly decreased. 2. (Very important) items now so damned impossible razekipirovat. To do this, find the altar or holy water. Inability to remove cursed items - classic bagels. 3. (Very important) now features found unique items not immediately known. Again, this is a classic bagels. Not known and additional features, specifications and the attacking blades. Subject to determine needs altar god of war and the resources to offering him. 4. (Important) Made possible to bind actions to keys 0-9. (Hotkeys) 5. Did zoom. Now with one click you can zoom in the picture. Especially convenient for drawing on the walls. And the owners of high resolutions like 1920 is too small to save the content in the game. 6. Several revisions of balance and bugs. For example, you can now use a block that is blocking, painting and installation of stairs magic does not throw counters, and other moves, teleportation using the wand comes with some randomization, the common enemies now have no money with me, but scientists do not throw a bomb so often. 7. The ability to shoot a barrel of rum. Help put out the lava, and take zaminirovannost have doused opponents. 8. New unique characters: Dr. Feelgood, Lord Black, Wii. 9. The new creature - Acid ooz. Sometimes rises when there is an enemy. And made immune to acid as a property of objects. Made a spontaneous and lava, and other little things. 10. Corrections balance. Now less likely that the player will nagibatorov, who will have nothing to do. To balance introduces some features, skukozhivayutsya players - nagibatorov. So only a clever player will be able to survive and spread all around. In general, it can be read as a slight increase in complexity. 11. Added one new building underground dwarfs. 12. Now touch the lava does not kill instantly, and takes half of health. What gives the ability to teleport or otherwise escape from the lava in unexpected situations. Now it will be less accidental deaths from lava. 13. Explosion injures blast now exists on some short distance away. Now there will be a situation where a scientist with a gun shot to the wall - and remains invulnerable as refractory. Earlier, was just instant death from lava that pits explosion. 14. Edit a few minor bugs. Here and there. Also changed the behavior of the wing to fly. Now the flight step by step. 15. New Item: Holy Water and the call sign of subjects. Sign calls for the player all he hutch. 16. Now, in the caves can be found occasionally automated building dwarfs. Pistons, gears, and other moving parts. 17. New item: ring "my precious." When equipped makes you invisible, but it sucks the soul slowly irreversibly. 18. There is an opportunity at the altar of life to raise the maximum health. 19. The palette of the game a little bit changed. Mainly through program effects. Also added to the effect of light from the lava. 20. An opportunity to the enemies to fight each other. And the main character can now call a friend to fight by his side. 21. Boss did in the second world without murder is not held in the third world. ------------- geez you know how to do a color palette
Thanks! Ideas about the palette I took from the wonderful graphics project that near here: Journey To Hammerdale. Thank them! 
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Community / DevLogs / Re: Project gnh20. __ (roguelike+craft+evolving world+platformer) __
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on: October 18, 2012, 10:31:49 PM
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I'm also interested in how you save the game.
To be honest, I've tried hacking the text files to give myself items, with no luck. XD
(Only to try and give myself more savebooks.)
Text files are protected from modification. There over them calculated checksum. No, this is a hardcore game. No cheating and simple solutions. I only hope that the world has enough players who like to understand the game. Here for these people, and I'm trying. ------------- Today I made another build of the game. Of 19 October. If anyone of you reading this, are interested in the English version - tell me. I would be happy to lay English build out here.  ------------- Just pic: 
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Community / DevLogs / Re: Project gnh20. __ (roguelike+craft+evolving world+platformer) __
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on: October 09, 2012, 04:34:03 PM
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Honestly this is mostly whats been keeping me from playing. I'm hoping the game development continues to the point where there's a devoted community like DF's. I'm desperate for a wiki.
Quite frankly, there is the Russian-speaking community. There also started to make a wiki: linkHow soon will the English language wiki - is up to you, the players.  This game is amazing, I've killed like 20 mummies, dwarfs, a dormant lich, gotten ores, picks, and found a demon teleporter Really, this game has impressive gameplay.
Yeah, I feel like there's really great gameplay here- it's like DF though, very difficult to get into. Any tips on getting past the first 'barrier'? I think once the interface is cleaned up a bit, this will be a brilliant game.
Thanks! Yes, I do focus on the gameplay. Partly because of this in the game rather austere interface and descriptions. Hey, so can you make unlimited savebooks? (Or can you at least create an option where I can choose unlimited savebooks?) I'm on 3 savebooks and I'm nearly dead.  Yes, it is possible to start with infinite save-book - choose the lowest startup option. This is a permanent death option. This is a classic version of roguelike games. If you want to continue your game, here's a tip: the save books you can found in the chests or bags. Chests put underground dwarfs in their homes, and the bags dropping powerful enemies after death. Usually in the chest two books, and one in bag. For breaking dwarfs chests need a random pick, do not forget. another thing I wondered, why does the God of War hate it (and get angered) when I smelt ores? I've been punished twice for creating gold and iron bars xD
(Then again if I just kill 3 enemies after smelting 3 times, the problem is solved)
I love the God system, but I'm afraid to make a brick house or even smelt a gold bar.. xD
There are many ways to appease the gods. God of nature like killings scientists and dwarfs, and the god of war like any killings. Also, under the earth you can find altars of these gods. Praying there - and you can return the favor of the gods. ------------- Thanks for the comments on the gameplay! In fact, for a long time they were not. I really thought that no one played. 
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Community / DevLogs / Re: Project gnh20. __ (roguelike+craft+evolving world+platformer) __
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on: October 05, 2012, 01:50:18 AM
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Is there any way to collect crystals instead of destroying them?
No, they are not necessary for the hero. Sometimes lizards seem to ignore me and sometimes they attack me? Why is this?
This can be found as follows: hold the mouse over the creature, and in the lower right corner you will see creature description. Check the properties! Also, aggressiveness can be understood on the icon above the creature. How do I equip a sword and armor? I lose every fight unless I'm fighting a hostile rabbit.
Place the item into the bottom slot of inventory, orange. So you equip them. Remember, items consumed when using. Can I interact with gnomes? They seem to just crawl all over me.
With players talk not all dwarfs. For example, a blacksmith or a king. I need a pick to get through limestone. How do I craft this?
Is rum craftable? I usually use the pirate so rum is plentiful.
And rum and picks can be found. Picks can be found from the killed dwarf, and the rum is often in the basements of their homes. But you can craft it youself. Here it is important to: view all available actions in all categories. It says what are the conditions for crafting, and what you need for craft. In general, the study of the action list - will give the most complete information about the game starting.By the way, does not need to break the limestone with a pick. Look for existing caves and come down on them.
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Community / DevLogs / Re: Project gnh20. __ (roguelike+craft+evolving world+platformer) __
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on: October 04, 2012, 03:08:46 PM
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I think the new graphics look good. They have all of the charm of the old ones but in a higher resolution.
Thank you! But it's better now, while changes in graphics is actual - to say, what the bad in graphics. i found a crystal tree in a deep cave and almost went crazy when I found out that instead of mining the entire tree, i just destroyed it.
spamming the teleport wand seems like something I'll have to do alot to win :D
Oh, cool! The first words of the game itself for a long time! Yes, boards previously mined from the trees. But it was pretty boring, so now the board is endless, and the trees - just an element of the living and evolving world. Believe me, such game playing is more interesting: when the game does not force you to do repetitive and boring action.
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Community / DevLogs / Re: Project gnh20. __ (roguelike+craft+evolving world+platformer) __
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on: October 03, 2012, 12:19:34 PM
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This project always has a different name every time I see it. (Then again its only had one name :D)
(I can understand. Just name it Project <Anything>)
It doesn't have to be the title -yet- ;P
mmmm
Project: All Names Are Ugly
I'm so tired of inventing the game name, that the "Project: gnh20" - is likely to be the final version. I prefer the lower-res graphics very strongly.
Yes, and many would agree with you. But the game must go on. Go forward. Therefore, the graphics will be a new, one that in high resolution. To all: If there is concrete advices on it - I will be glad to hear!I really really think you need to sit down and think about where you want this game to go. You keep changing your mind on very very basic things and if you keep this up the game is likely to never see the light of day which I very much want it to do.
All the time I try to understand it. But I can not. Yet. Therefore, the project develops randomly and chaotically.  To all: If you have thought about final \ ideal version of the project - will be very happy to discuss it here!
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Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___
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on: October 02, 2012, 07:51:46 AM
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Well, if you're looking for how to spend your time, you might want to set aside a month or so just on restructuring and rewriting  . Future you will be grateful for your efforts. Also, the creative downtime might give you some breathing space to be inspired about what else to do content-wise. Now the game's code was too much. So much I will not undertake to refactor. But yes, you're saying is true. You should probably focus on the game itself before changing the graphics. Once the game is done, you could could implement something like texture pack or something.
Yes, but as you see, I had already begun to redraw the graphics. Now start doing something else - probably not the best option.
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