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TIGSource ForumsCommunityDevLogsTolroko - A John carter & Avatar inspired openworld game
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Author Topic: Tolroko - A John carter & Avatar inspired openworld game  (Read 53333 times)
dvoid
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« Reply #220 on: January 05, 2014, 05:24:08 AM »

New tolroko dev video:


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dvoid
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« Reply #221 on: February 02, 2014, 02:56:04 PM »

This weekend i have been working on adding local physics spaces to ships. What this means is that each ship will have its own bullet physics world. Players and other objects will be almost seamlessly moved between the ships local world and the exterior space when entering the ship.

And heres a video demonstrating the feature.





Also some screenshots O_o


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dvoid
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« Reply #222 on: February 16, 2014, 11:09:29 AM »

playing Tolroko photographer


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oyog
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« Reply #223 on: February 20, 2014, 12:56:17 PM »

And heres a video demonstrating the feature.



Awesome! Does that mean there will eventually be ships like in Sky Galleons of Mars and Space: 1889? I feel like they're a perfect fit since they drew so much inspiration from Edgar Rice Burrows. (I can't remember if you've already brought something like this up in your devlog.)
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dvoid
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« Reply #224 on: February 21, 2014, 06:56:56 AM »

And heres a video demonstrating the feature.



Awesome! Does that mean there will eventually be ships like in Sky Galleons of Mars and Space: 1889? I feel like they're a perfect fit since they drew so much inspiration from Edgar Rice Burrows. (I can't remember if you've already brought something like this up in your devlog.)

Yes! absolutely, not sure about the visual design yet. But something like this:
https://www.dropbox.com/s/1k2ioepsdqgbqz7/aircraft%20detail.jpg

 
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oyog
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« Reply #225 on: February 21, 2014, 07:34:59 AM »

Awesome! Does that mean there will eventually be ships like in Sky Galleons of Mars and Space: 1889? I feel like they're a perfect fit since they drew so much inspiration from Edgar Rice Burrows. (I can't remember if you've already brought something like this up in your devlog.)

Yes! absolutely, not sure about the visual design yet. But something like this:
https://www.dropbox.com/s/1k2ioepsdqgbqz7/aircraft%20detail.jpg

Huzzah!
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dvoid
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« Reply #226 on: March 31, 2014, 01:42:13 PM »

Recorded a small Tolroko video showing off color graded environments





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dvoid
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« Reply #227 on: April 19, 2014, 02:56:44 AM »

Test with a high quality asset ( not mine ) in the engine. I'm happy with the rendering quality.



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dvoid
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« Reply #228 on: April 23, 2014, 12:24:53 AM »

Since responses on my posts here on Tigsource has pretty much stagnated the last months.
I figured I might as well create a blog/website for Tolroko instead.
So please go visit http://tolroko.tumblr.com/ for future updates =).
Or follow me on twitter http://twitter.com/dvoidis
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oyog
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« Reply #229 on: April 24, 2014, 06:06:30 AM »

Please go visit http://tolroko.tumblr.com/ for future updates =).

Bookmarked!
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tao-tao
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« Reply #230 on: April 25, 2014, 02:30:32 AM »

I'm keeping an eye on this. You have very beautiful landscapes and I like the Burroughs-inspired theme. Also good music. (Temp tracks or composed for the game?)
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dvoid
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« Reply #231 on: May 11, 2014, 06:49:06 AM »

two new movies:







Also check out the tolroko blog http://tolroko.tumblr.com/
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« Reply #232 on: May 28, 2014, 08:39:28 AM »

This looks like one of the most interesting indie projects around with lots of potential. Somewhat mystified that there hasn't been much attention for this project.

I tried a97:
  • Pressing E doesn't seem to get you out of your starting blueprint ship.
  • In the default windowed mode scrolling to mouse scrolls the cursor off the game area. This makes it difficult to shoot.
  • Those ratbastard creatures can spawn-camp the starting location when returning later. They can be nuisance when exploring. Turning off damage or aggression might be useful.
  • Inventory could use a 'x' or close button.
  • The walk headbobbing is very very wobbly. Could use an option to get rid of it.
  • Controlling the ship with mouse is extremely awkward - a rather big issue. Is it possible to have an option where mouse movement is translated into degrees turned? This could make the turn rate limited by ship engines and inertia.
  • Most players at this stage want to explore and provide bug reports. A devmode observer cam option with movement speed control for different scales might be handy. Time acceleration or ultra-speed option would be useful for exploring.
  • Is there any chance of a mass effect like buggy with a controllable turret?
  • Options to turn off bloom/shimmer and control atmospheric haze level to increase visiblity distance would be nice. At the moment these things just end up obscuring the environment art.
  • The freelook mode in the ship is good.

Bug: Nvidia opengl CTD, with error http://nvidia.custhelp.com/app/answers/detail/a_id/3007

What is it?

Tell me more!
The game world is generated and streamed from a central server supporting multiple players ( it works much in the same way Terraria does ).

What is the eventual goal of this project - to make a medium scale multiplayer game?. Will this become a commercial game with a larger team?

What is the radius of the planet?

Tolroko should really have a forum or subreddit  Grin.

Good luck!
« Last Edit: May 28, 2014, 09:03:28 AM by avnt » Logged
dvoid
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« Reply #233 on: June 01, 2014, 02:15:16 PM »

This looks like one of the most interesting indie projects around with lots of potential. Somewhat mystified that there hasn't been much attention for this project.

I tried a97:
  • Pressing E doesn't seem to get you out of your starting blueprint ship.
  • In the default windowed mode scrolling to mouse scrolls the cursor off the game area. This makes it difficult to shoot.
  • Those ratbastard creatures can spawn-camp the starting location when returning later. They can be nuisance when exploring. Turning off damage or aggression might be useful.
  • Inventory could use a 'x' or close button.
  • The walk headbobbing is very very wobbly. Could use an option to get rid of it.
  • Controlling the ship with mouse is extremely awkward - a rather big issue. Is it possible to have an option where mouse movement is translated into degrees turned? This could make the turn rate limited by ship engines and inertia.
  • Most players at this stage want to explore and provide bug reports. A devmode observer cam option with movement speed control for different scales might be handy. Time acceleration or ultra-speed option would be useful for exploring.
  • Is there any chance of a mass effect like buggy with a controllable turret?
  • Options to turn off bloom/shimmer and control atmospheric haze level to increase visiblity distance would be nice. At the moment these things just end up obscuring the environment art.
  • The freelook mode in the ship is good.

Bug: Nvidia opengl CTD, with error http://nvidia.custhelp.com/app/answers/detail/a_id/3007

What is it?

Tell me more!
The game world is generated and streamed from a central server supporting multiple players ( it works much in the same way Terraria does ).

What is the eventual goal of this project - to make a medium scale multiplayer game?. Will this become a commercial game with a larger team?

What is the radius of the planet?

Tolroko should really have a forum or subreddit  Grin.

Good luck!


wow , thats one huge post =D.
Forum you say. thats a good idea, I just created a subreddit http://www.reddit.com/r/Tolroko/

* Pressing E will only get you out of the ship if you aim at the control panel. This will however be tweaked in future builds.
* Pressing F1 will toggle mouse capture in window mode.
* The inventory does include a close button O_o, also you can press TAB to close any open dialog.
* Some ppl tend to not like headbobbing, i tend to love it :D, might however add an option for that.
* The mouse control scheme is something i really like and i think it works really good.
* There is a dev camera mode. but its a bit complex to use, you have to log in as dev*something and then press Z to goggle dev mode etc.
* There will probably not be any car-like vehicles in Tolroko, i dont really feel that that fits into the world. But there might be rideable animals.


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Connor
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« Reply #234 on: June 01, 2014, 08:35:27 PM »

please add a giant rideable lizard monster. i want a giant rideable lizard monster.  .___.
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Firearrow games
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
dvoid
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« Reply #235 on: June 02, 2014, 12:42:06 AM »

please add a giant rideable lizard monster. i want a giant rideable lizard monster.  .___.

I want that too, with mounted lasers!
biggest problem is making a smooth riding animation for the lizard.
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dvoid
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« Reply #236 on: September 07, 2014, 01:56:49 PM »

New super unstable testbuild for the brave adventurers =).

http://tolroko.tumblr.com/post/96913522680/tolroko-build-0-105-for-the-brave Tolroko 0.105 (ForTheBrave)
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Connor
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« Reply #237 on: September 07, 2014, 03:04:31 PM »

three months, .O. its been a long time hasnt it
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Firearrow games
www.firearrowgames.net

blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
dvoid
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« Reply #238 on: September 08, 2014, 07:56:38 AM »

yea, i mostly post dev updates on my Tolroko blog now.
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dvoid
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« Reply #239 on: October 06, 2014, 12:52:46 PM »

New video:
http://tolroko.tumblr.com/post/99337990045/showing-off-some-new-stuff-in-tolroko
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