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November 27, 2020, 12:32:06 PM

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TIGSource ForumsCommunityDevLogsSpace Wreck - hardcore postapocalyptic space RPG inspired by Fallout
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Author Topic: Space Wreck - hardcore postapocalyptic space RPG inspired by Fallout  (Read 4178 times)
droqen
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« Reply #40 on: October 31, 2020, 05:06:00 AM »

However, should you detach from said surface, you'd be floating in zero-G (that's why knocked out characters can be seen floating in some previous GIFs). In combat this can be used to your advantage - if you pass a MELEE skill roll against opponents EVASION difficulty, you can hurl your adversary across the room

It would be extremely funny if some kind of critical fail were to launch you in the opposite direction
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Kamazs
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« Reply #41 on: October 31, 2020, 11:15:51 AM »

It would be extremely funny if some kind of critical fail were to launch you in the opposite direction
It would be hilarious but I fear players would be extremely frustrated as it is essentially an instant death because of a bad roll.
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Schrompf
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« Reply #42 on: November 01, 2020, 12:30:15 AM »

I like that series of Aaahs as the person whirls to outer space. Still I wonder: who is friend, who is enemy? Or is this just an setup to show off the shove action?
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Kamazs
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« Reply #43 on: November 01, 2020, 07:57:04 AM »

I like that series of Aaahs as the person whirls to outer space.

Budget ASCII sound FX galore!

Still I wonder: who is friend, who is enemy? Or is this just an setup to show off the shove action?

In this shove case player has secretly infiltrated the group of, err, let's call them "enemies", and kicks off the combat by, well, literally kicking off that poor unsuspecting Santiago guy into the oblivion. Since the combat is turn based, rest of the gang get to react one after another, starting with the man to the left yelling at you.

This is an actual encounter, I'm just using it to illustrate the mechanic.
« Last Edit: November 01, 2020, 08:15:30 AM by Kamazs » Logged
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« Reply #44 on: November 07, 2020, 04:46:00 AM »

The lo-fi NPC portraits have become a significant part of SW's visual identity. And recently I have started to use artificially created human faces instead of real photos. For this I am using a service called https://generated.photos/use-cases and when they learned about my game, they reached out to me to learn more and later added Space Wreck to their use case section, which, I think is pretty cool for a small project this game is.

Here's excerpt that lists reasons why are we starting to do this:

 
Quote
It is not easy to find a suitable portrait for every character in the game, especially since we have a limited budget and cannot afford models and photo shoots. Even though we have a pool of photos to work with, sometimes you need something very specific - ethnicity, hair, age - and the right angle. That can be a big problem and the one that Generated Photos solves well - you can specify quite detailed parameters and then have a selection of consistent portraits to choose from. And another less common but important aspect is that there are times when we need to portray less than admirable characters, and then it is safer and worry-free to use artificial "actors"."

Below are some of those generated photos in game:





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vdapps
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« Reply #45 on: November 07, 2020, 01:50:43 PM »

I like the look, mix of 16 colors and 2 color modes. Game looks pretty solid. Good memories from the first Fallout. Searching for water chip, Deathclaw met for the first time, can't believe it's more than 20 years.

Not lot of time to play games (let alone RPG-s) now while developing, but wish-listed anyway. Smiley
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Kamazs
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« Reply #46 on: November 07, 2020, 10:27:30 PM »

Not lot of time to play games (let alone RPG-s) now while developing, but wish-listed anyway. Smiley

Aww, thanks! Btw, this is intentionally short games exactly because of the reasons you mentioned. I don't have much time to play games myself, so I decided world needs a bite sized hardcore RPG experience. SW is intended to be like a bit longer movie, played through in one sitting. But! You could play it again, with different character build or different choices. I am trying to follow Warren Spector's advice -

Quote from: Warren Spector
I'd rather do something that's an inch wide and a mile deep than something that's a mile wide and an inch deep
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« Reply #47 on: November 08, 2020, 01:05:16 PM »

Ahh, so then when it's for several hours of gameplay, then my interest grown rapidly. Wink
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Kamazs
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« Reply #48 on: November 20, 2020, 11:06:26 PM »




The most recent addition to the Space Wreck fleet - "Sprīdītis". With a crew of up to 12 and space for cargo, this small relay ship was usually dispatched to fix mining equipment wherever needed.
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JobLeonard
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« Reply #49 on: November 21, 2020, 11:17:08 AM »

OMG how did I miss this devlog until now? The original Fallout games are right up my alley!
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Kamazs
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« Reply #50 on: November 21, 2020, 09:33:21 PM »

The original Fallout games are right up my alley!

We apparently live in the same alley!
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JobLeonard
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« Reply #51 on: November 22, 2020, 12:27:21 AM »

Hello neighbor Smiley
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Alain
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« Reply #52 on: November 23, 2020, 01:43:59 AM »

I'll also be following this. I did not play Fallout this much but you are tickling my classic X-Com bone. Keep up the good work!
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Kamazs
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« Reply #53 on: November 26, 2020, 01:13:18 AM »

[..] tickling my classic X-Com bone. Keep up the good work!
Thanks! This might be because Fallout's combat was inspired by the classic X-Com and in turn inspired the combat in SpaceWreck:D.
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