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1322855 Posts in 59587 Topics- by 50717 Members - Latest Member: LouBagel

November 21, 2017, 09:41:48 pm

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TIGSource ForumsCommunityDevLogsStone Story RPG
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standardcombo
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« Reply #40 on: August 16, 2014, 02:32:13 am »

I should play Paper Mario Smiley

I'm still working out the gameplay, but as of right now you select the location (e.g. Caves of Fear) and the character goes there and an A.I micro-manages all the actions. You can also select which items to use and that's where most of the game's depth lies. I'm not sure what genre this fits into yet but its not a JRPG. Its very strange, which is interesting and scary at the same time, as without conventions to fall back on the process relies heavily on testing. Some people find it incredibly fun while others don't get it at all.
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Rebusmind
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« Reply #41 on: August 16, 2014, 04:57:14 am »

Sounds a bit like a Point-and-Click adventure to me.
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Leon Fook
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« Reply #42 on: August 16, 2014, 08:04:13 am »

never though ascii could be animated. *mind blown*
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« Reply #43 on: August 16, 2014, 08:47:46 am »

Love the graphics, especially from the isometric viewpoint. Big fan of Dwarf Fortress so this makes me very happy. Keep it up!   SmileyHand Thumbs Up Right
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standardcombo
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« Reply #44 on: August 16, 2014, 02:30:36 pm »

It does share a point-click adventure feeling, but the system is dynamic. For example, in an adventure the items are traditionally tied to a puzzle/screen, useless elsewhere (with exceptions), and then are gone post-use, and often there is no combat. In SStory items and combat behave more as a western rpg meets rogue-like, except for the A.I. bit.

The reason for the A.I. is because the challenge is not supposed to revolve around execution of the character's micro-actions. Instead the focus is on the discovery and progress.
« Last Edit: August 16, 2014, 02:38:53 pm by standardcombo » Logged

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« Reply #45 on: August 16, 2014, 03:16:44 pm »

Here's a mockup of the item screen. Its mostly implemented except for the consumables that appear at the top row and occupy half space. The final version won't have the anti-aliasing (just a fast mockup).

Items shown in order:
Wands, Shard Box, Potions, Treasures/Keys,
Hatchet, Shovel, Bow,
Grappling Hook, Boomerang, Sword

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« Reply #46 on: August 16, 2014, 04:03:23 pm »

IMHO, this is becoming one of the most interesting Devlogs on Tigsource!
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tieTYT
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« Reply #47 on: August 16, 2014, 06:41:43 pm »

How do I know what's selected?  Or, if that question doesn't make sense, how do I pick an item?
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standardcombo
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« Reply #48 on: August 16, 2014, 08:57:28 pm »

Current solution indicates (with a highlight) which items are equipped on left/right hand (some items take both hands) but its still WIP. Pressing on an item brings up a dialog with details about the item and options to equip/unequip/drink.

On the PC/web version I'm thinking to allow inventory management by typing, e.g.: "equip boomerang right"

Edit: Of course you also see which items are equipped on the character itself!
« Last Edit: August 16, 2014, 09:02:51 pm by standardcombo » Logged

standardcombo
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« Reply #49 on: August 16, 2014, 11:08:45 pm »

Redrew the background for the Bronze Gate as the context has changed a bit.

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standardcombo
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« Reply #50 on: August 17, 2014, 12:05:31 am »

Couldn't resist and made 3 more variations on the torch.

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tieTYT
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« Reply #51 on: August 17, 2014, 02:58:59 am »

Your ascii art is better than my pixel art.  I hate myself right now Tongue
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Leon Fook
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« Reply #52 on: August 17, 2014, 09:14:07 am »

Can i pick?

I choose 3, or 2 if the dust(or flare? Is that what it called?) doesn't fly that high.
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standardcombo
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« Reply #53 on: August 17, 2014, 02:41:22 pm »

Your ascii art is better than my pixel art.  I hate myself right now Tongue

Keep working at it and if you don't have try to find someone to mentor you to help identify and improve on weaknesses. How long have you been making games?

Can i pick?

I choose 3, or 2 if the dust(or flare? Is that what it called?) doesn't fly that high.

Not sure what they're called either, I usually say 'particles' for generalization. I'm liking #3 as well, but it can still be improved. I feel like its got the right shape and movement now, but I gave the top section the same size as the bottom one and that can perhaps be remedied. The best part is that it doesn't look like a wand anymore so it's probably safe to include this feature in the game now.

When the particle system is complete I'll try different particle densities, shapes and color progressions to see if we can give this a proper smoky feeling.
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DevWithoutACrew
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« Reply #54 on: August 17, 2014, 03:06:58 pm »

"Δεν Εισέρχοντε" Where are you from? Πεζει να είμαστε συμπατριώτες;
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standardcombo
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« Reply #55 on: August 17, 2014, 05:52:36 pm »

When you find the key in a loot drop


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standardcombo
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« Reply #56 on: August 17, 2014, 05:59:55 pm »

"Δεν Εισέρχοντε" Where are you from? Πεζει να είμαστε συμπατριώτες;

I'm not greek if that's what you mean Smiley I live in California now, part American part Brazilian.

I'd rather not say why there is greek written on the gate as I'm still working on the story and it may change.
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standardcombo
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« Reply #57 on: August 17, 2014, 06:20:51 pm »

Why is "Δεν Εισέρχονται" not good ?
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DevWithoutACrew
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« Reply #58 on: August 17, 2014, 06:46:09 pm »

Why is "Δεν Εισέρχονται" not good ?

It sounds kinda weird in greek, the literal translation is "Not Entering" in english, nobody says that for a door in greek. they would probably say "Απαγορεύτε" (Not Allowed) or "Αδιέξοδος" (Dead End) but the second is almost never used. I though you were from Greece or speak greek, that's why I asked
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« Reply #59 on: August 17, 2014, 10:45:55 pm »

Between this and Cogmind, this has been a good year for ASCII graphics.
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