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TIGSource ForumsCommunityDevLogsThe Inflicted - Horror Adventure Game
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Author Topic: The Inflicted - Horror Adventure Game  (Read 31703 times)
zamp
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« Reply #20 on: September 17, 2011, 12:57:14 PM »

I'll be updating progress on tumblr from now on. I'll check back here every now and then but won't be updating this thread until I have a playable demo up.
For future updates please visit http://koode.tumblr.com/
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Paul Jeffries
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« Reply #21 on: September 18, 2011, 02:29:30 AM »

This looks pretty cool.  Even in the videos the restricted viewpoint makes things quite tense.
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www.vitruality.com | SPARTAN - Small Pixel Art Animator and procedural tile generator
zamp
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« Reply #22 on: September 20, 2011, 04:38:01 PM »

This looks pretty cool.  Even in the videos the restricted viewpoint makes things quite tense.

Thanks!

Here's a little peek into the first map (Hint: notice the bump mapping on the table's items)
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zamp
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« Reply #23 on: October 09, 2011, 06:13:37 AM »

No demo yet.. Shrug

But instead engine updates. Yay!

Lua scripting is for map scripts. Now you can write the scripts in lua to make anything accessible from lua do anything the engine supports, and more!

Task based AI is a new method for AI. Now you can just push tasks to the AI and it will then process them in order. AKA Queue stack.

Next step is content. We're waiting for the writers to finish up writing the story. Once that's done we'll start working on the mapping/content creation and we'll most likely have the game out someday next year.
« Last Edit: October 12, 2011, 07:46:25 PM by zamp » Logged
Belimoth
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« Reply #24 on: October 09, 2011, 08:54:40 PM »

Cool stuff! I enjoy the detail you've put into your Devlog and your videos.
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FK in the Coffee
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« Reply #25 on: October 09, 2011, 09:35:07 PM »

Loving the goo.  This is looking a hell of a lot better than a lot of the other top-down survival games I've seen.
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« Reply #26 on: October 09, 2011, 09:38:56 PM »

Lookin good! Didn't know lua was available in flash, but I guess it wouldn't be that tricky to write an interpreter..
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zamp
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« Reply #27 on: October 12, 2011, 07:54:57 PM »

Thanks for the comments! Smiley

Not much to report. Some random bugfixes and optimization here and there.
Lights rendering went from 15ms to 2ms on larger maps (100x100 tiles or more).

More eyecandy though!
New spotlights (fully editable via map editor, choose angle of the spotlight, rotation, size etc.)
After stepping into the water puddles you leave footprints, same with blood
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zamp
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« Reply #28 on: October 13, 2011, 08:00:57 PM »

Nice work so far man. I liked the post on optimization, and I think you've got a good balance of eye candy in the dev log too.

Thanks, I've optimized the engine even further. Maybe I'll make a post about it later.

Now though you might want to

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zamp
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« Reply #29 on: October 26, 2011, 07:39:02 PM »






Edit: Changed video to a one with better audio
« Last Edit: October 27, 2011, 05:22:47 AM by zamp » Logged
zamp
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« Reply #30 on: October 31, 2011, 01:00:51 AM »

Tiny update.
Flippable pages in a book.
Late night... MORNING programming.
Yawn Tired
Time for me to drop out and hallucinate wildly.

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pbackx
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« Reply #31 on: October 31, 2011, 02:36:34 AM »

Looking great!
This reminds me a little of http://www.mobygames.com/game/dos/dreamweb. I loved the atmosphere.
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« Reply #32 on: October 31, 2011, 09:10:48 AM »

just watched the preview video in first post... looks awesome!
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zamp
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« Reply #33 on: October 31, 2011, 11:55:14 AM »

Thanks!
Dreamweb is one of the games I've drawn inspiration from. Another game worth mentioning is Flashback.
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« Reply #34 on: October 31, 2011, 12:31:01 PM »

This looks really good, I love the atmosphere you've created with the lighting.
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zamp
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« Reply #35 on: November 03, 2011, 06:43:16 PM »

Day 606 - Holy smokes.

After reading the archer devlog and noticing that he's counting days of development I thought I'll do the same.
So found the oldest sources of the game I could and then calculated the duration to the creation date of those files.
I didn't think it would be that far Shocked

Back then the project had 37 source files and 3409 lines of code (comments included)
Now the project has 133 files and a whopping 20052 lines of code (comments included)

Edit:
Here's a little something for all ya peeps. The run animation of the player, player's head and hands are separate sprites.
« Last Edit: November 03, 2011, 09:59:14 PM by zamp » Logged
zamp
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« Reply #36 on: November 05, 2011, 06:25:23 AM »

Day 607.


Still undecided with the name. Veering towards Epicenter. We'll see.
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SiENcE
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« Reply #37 on: November 07, 2011, 01:08:16 PM »

I really like top-down games. Esp. Dreamweb!

Is your system scriptable todo mods or additional quests? Do you use a special engine or is it selfcoded?
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zamp
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« Reply #38 on: November 08, 2011, 12:17:59 AM »

Is your system scriptable todo mods or additional quests? Do you use a special engine or is it selfcoded?

The engine is 95% all me baby!
I've used some libraries like TweenLite, DConsole2, Standing Wave 3, Lua-Alchemy and MinimalComps.
I'm gradually moving away from MinimalComps once I've done all of the menus themselves. So that's something that I'm using just for prototyping. Although if you're looking for a better prototype UI than MinimalComps get yourself LiquifyComps. It's much, much better.

The engine itself is based mainly on XML files that contain everything that the engine uses. Be it sprites, sounds, music, animationm, NPCs, etc. Only the special NPCs (mainly bosses) are hardcoded into the game.
Atm there isn't that much modding capabilities when it comes to NPCs/AI but everything else is pretty much accessible from Lua. If you look at the 6.1 devlog with the broken door, it's done all in Lua.
I'll probably do Lua based AI at some point so when the game is released people can start to mod it as they see fit.
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« Reply #39 on: November 08, 2011, 12:37:59 PM »

Thanks for your explanations. I really like lua. We used it much on Iris2 and i often use Love2D for prototyping. Thats why i asked. I thought you used love.
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