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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsProcedural GenerationFray [CANCELLED]
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Evilish
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« on: May 08, 2008, 09:10:11 PM »

Hi!

From the start, I wanted to make a mimic style to Diablo II so my procedural generation relies heavily on the dungeon making.

From the start of the game, your asked three questions.
  Describe the world
  Describe yourself
  Describe the enemies

From all of that, 10 worlds are created, each randomized according to what you answered with.

The player starts off in world 1, yours stats and weaponry depends upon how you described yourself, in total there will be about 40 weapons (about 6 base ones, that you level up to get more). In each world theres a single exit point to the next.

Then, depending on how you describe the enemies, their attacks, colour, size, and abilitys will change.

In short, it's going to be a 10 dungeon rush that changes every time. I've opted for vector-like graphics, as it's alot easier for a compo (and I suck at all things graphicy).

.:Screenshots:.
- Screenshot 01
- Screenshot 02
- Screenshot 03
- Screenshot 04
- Screenshot 05

.:Download:.
Download
In each world, reach the spinning circle of funky effects, aka that thing your red curve thing is pointing towards.

Controls:
  WASD to move.
  Left click to shoot fireball
  Right click to shoot ice shot (does twice the damage but short range)

At the beginning of every world, theirs an initial delay where you can cause damage to enemies but they can't reach you.
As for now, describing your character is all in there, however your shape and colours are useless (left it out, no enough weapons for it all).
Theres also no death yet... um, just like, press the escape button if your HP goes below 0

.:Completed:.
  PG Algorithms (It gave 'Derek' the powers of Light and Darkness...)
  Menu/Intro
  Character image
  Enemy images (not does 50 unique enemies, and spreads them throughout each world)

.:Todo:.
  Add enemy classes (rusher, archer, etc)
  Complete all 36 weapons (currently done 5)
  End of game secret
  Weapon changing system.
  "secret" points (you'll probably see them in the demo as a red circle)
  Fix enemies getting stuck at beginning of world.
  Ingame tutorial.
  Complete settings.ini

- Evilish

Seeded random in GM6, hell yeah
« Last Edit: June 03, 2008, 12:57:50 AM by Evilish » Logged
William Broom
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« Reply #1 on: May 09, 2008, 12:02:45 AM »

Sounds ambitious!  Smiley Can't wait to see how it pans out.
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Pacian
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« Reply #2 on: May 09, 2008, 12:06:41 AM »

Given how Roguelikes are the poster boys for procedural generation, I'm surprised there aren't more RPG entrants.

Sounds awesome, by the way.  Smiley
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mewse
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« Reply #3 on: May 09, 2008, 12:14:53 AM »

Given how Roguelikes are the poster boys for procedural generation, I'm surprised there aren't more RPG entrants.

Sounds awesome, by the way.  Smiley

Could just be that some folks haven't announced yet.  I'm aware of at least one.  Tongue

But yeah, this game design sounds really promising!  And I'm always excited to find another soul who's using vector graphics!   Grin
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Evilish
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« Reply #4 on: May 09, 2008, 04:17:02 AM »

I can't exactly say it looks roguelike... or even plays roguelike.

Anyway, I put up some screenshots of the game so far.
I'm really liking the enemies, they're made from random amounts of points at a random distance from the center mass, then each point is an equal degree away from each other, except the last one which goes back to the center point.

Um... lets see, guess a demo will be next
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Magnus
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« Reply #5 on: May 09, 2008, 04:21:00 AM »

Sounds awesome!

I love the graphics style in those screenshots.  Smiley
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increpare
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« Reply #6 on: May 09, 2008, 04:32:34 AM »

What's going on in the third screenshot? Oh wait, is that, like, a minimap?

And, most of the generated dudes look symmetrical, except for one of them in pv1; what's the deal with that?

Looks like it'll be good to play!
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Evilish
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« Reply #7 on: May 09, 2008, 04:40:35 AM »

The third preview is a picture of the level before it's 'activated', the world starts off as 800x600 and is then scaled up.

As for enemies, every level gets 10 randomly generates type to choose from (might boot this up to 20). So enemies in a single world will most likely repeat.
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M2tias
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« Reply #8 on: May 09, 2008, 10:54:56 AM »

Sounds nice and I like those screenshots (especially the third one). How on earth are you going to analyze what people mean when they describe things in the game? O_o
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Tööt.
Evilish
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« Reply #9 on: May 09, 2008, 04:15:48 PM »

Convert the text to a seed, ^_^
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Pip
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« Reply #10 on: May 09, 2008, 04:46:57 PM »

Screenshot the third =  Kiss
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FishyBoy
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« Reply #11 on: May 09, 2008, 05:30:02 PM »

I wowed at the first shot. It looks really cool, and the concept sounds good, too. It's nice to see Game Maker being used to make such awesome stuff.
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William Broom
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« Reply #12 on: May 09, 2008, 06:51:57 PM »

Those screenshots do look very nice. What kind of combat system will/does it have? The screenies look like an overhead shooter but maybe it will be more Roguelike style?
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Evilish
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« Reply #13 on: May 09, 2008, 09:20:06 PM »

Quote
Sounds nice and I like those screenshots (especially the third one)
Shame, because that'll never be seen in the game, it's a debug shot.

Quote
What kind of combat system will/does it have? The screenies look like an overhead shooter but maybe it will be more Roguelike style?
Because it's not grid-based, I've been making it geared more towards Diablo style, ASWD to move and mouse to shoot spells.

Oh and, what spells you can get will be randomly generated, ^_^
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William Broom
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« Reply #14 on: May 09, 2008, 10:45:29 PM »

That sounds cool. It would be great if you could find stronger spells as you went along.
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M2tias
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« Reply #15 on: May 10, 2008, 02:56:15 AM »

Convert the text to a seed, ^_^

So it doesn't matter, what you write, as long as you write...  Sad
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Tööt.
Evilish
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« Reply #16 on: May 10, 2008, 03:25:59 AM »

Quote
That sounds cool. It would be great if you could find stronger spells as you went along.
Of course, though depending what your character is like, their restricted to certain spells

Quote
So it doesn't matter, what you write, as long as you write...  Sad
Yeah, really ruined the illusion for ya, but I guess thats all it was ever suppose to be, an illusion as to how the level is made
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Evilish
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« Reply #17 on: May 11, 2008, 01:24:39 AM »

Yeah sorry, no demo like I promised for next update. However I did put up a few extra screenshots of the game, one of them featuring the 'planned' super omnipotent mega ultra powerful attack, and the other one showing off how ice shots will melt when trying to hit long distance targets.

Don't expect a learning curve any shorter then 75º, I love to make my games hard

Edited first post, added a Beta test
« Last Edit: May 11, 2008, 05:40:24 AM by Evilish » Logged
FishyBoy
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« Reply #18 on: May 11, 2008, 06:23:03 AM »

I started the game. I typed in "hateful", "cheery", and "puffy". I then got lodged in a wall.  Sad  Eventually I got it working, and it's pretty cool. It's slow, but that's 'cuz my computer sucks.
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medieval
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« Reply #19 on: May 11, 2008, 06:53:54 AM »

11/30 FPS
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