Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware Codexian Game Development Thread

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Yes, when he posted the trailer video and said only Alien freaks will known the sound. Before then I hadn't cared to open the video of the menu screen.
 

Cosmo

Arcane
Joined
Nov 6, 2010
Messages
1,388
Project: Eternity
So what's wrong with current music?

My two cents : you could afford those high-volume, high-pitched spikes if your loop was long enough to slowly build tension before them...
In its current state it doesn't suit the function of a menu screen (which is static : nothing happens in it so why should smthg happen with the music ?), and feels slightly incoherent.
 
Last edited:

Kaucukovnik

Cipher
Joined
Mar 26, 2009
Messages
488
I for one like the sonic menu background. Didn't recognize it, but it's properly creepy and disturbing. Don't be afraid to let it get on players' nerves, there are xenomorphs waiting for fresh meat and hosts, FFS.
Tension slowly building up would be nice, but on the other hand you won't be usually staying in the menu for very long.

I have a suspicion that smoothed, perfected production is part of what's killing personality in contemporary products of creative industries. Almost nothing has balls anymore, everything's toothless, but well executed.
 

zwanzig_zwoelf

Guest
Unity%202013-09-14%2023-08-07-70.png

Spent two hours overthinking and prototyping this place - still have to overthink the background (placeholder for now) and put a torch there.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
I've done some progress on my adventure game engine.
I might share some pictures in the future.
 

zwanzig_zwoelf

Guest
I've done some progress on my adventure game engine.
I might share some pictures in the future.
I'd like to have a look at it. My sister and I have a pretty cool idea for a small adventure game. AGS or Unity3d can do the trick, but if we can find a better solution, that will be good.
 

asper

Arcane
Joined
Nov 14, 2007
Messages
2,232
Project: Eternity
barker_s , great concept for a game. Eagerly awaiting updates.

Niektory , that is amazing. Is that the FIFE engine? Are you making a FF tactics style game?
 

barker_s

Cipher
Patron
Joined
Mar 1, 2007
Messages
810
Location
Poland
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut
Thanks asper . Well, the project's been on a hiatus for a past month or so. The reason is, I've got a pretty shitty situation at work at the moment. Despite my manager's promises, I haven't got my paycheck in three months, so I basically quit. He's called me today, saying that he's doing all he can to set things straight with the higher-ups (and it's a bureaucratic hell up there I tell ya), so I might still return, but for all intents and purposes, I'm currently unemployed and It's stressing me out as fuck.

Coincidentally, the artist I've teamed up with (check out his site at http://www.nostalgicalgorithms.com/, he's got a cool project of his own) also lost his job and didn't work on the assets for a while. Hopefully, he will also come back when his situation gets more stabilized. Here's some of his work (WIP, rendered in his own engine):

vent1.png

vent2.png

group_shot_AITV.png


There's also one more video that I don't think I've shared with you guys. I modified the code a little to allow for multiple Aliens and players in the level. Will come in handy when I finally get to multiplayer component (after the initial release, of course - I do want to get it out of the door eventually).

 

zwanzig_zwoelf

Guest
Thanks asper . Well, the project's been on a hiatus for a past month or so. The reason is, I've got a pretty shitty situation at work at the moment. Despite my manager's promises, I haven't got my paycheck in three months, so I basically quit. He's called me today, saying that he's doing all he can to set things straight with the higher-ups (and it's a bureaucratic hell up there I tell ya), so I might still return, but for all intents and purposes, I'm currently unemployed and It's stressing me out as fuck.

Coincidentally, the artist I've teamed up with (check out his site at http://www.nostalgicalgorithms.com/, he's got a cool project of his own) also lost his job and didn't work on the assets for a while. Hopefully, he will also come back when his situation gets more stabilized. Here's some of his work (WIP, rendered in his own engine):

There's also one more video that I don't think I've shared with you guys. I modified the code a little to allow for multiple Aliens and players in the level. Will come in handy when I finally get to multiplayer component (after the initial release, of course - I do want to get it out of the door eventually).
I can help with some minor textures (if needed). Coincidentally, I have a thing for Giger-like art.
 

shihonage

DEVELOPER
Patron
Joined
Jan 10, 2008
Messages
7,182
Location
United States Of Azebarjan
Bubbles In Memoria
I upgraded Shelter/Compound from DirectX8 to DirectX9, which was not as intuitive as it may seem... DirectX8 was going to pose more problems in the future. It already had an incurable performance issue related to font rendering.

Now slowly rekindling enthusiasm for the time when there's something to show again... namely, something that doesn't use stolen graphics and has a heavy Fallouty vibe... dry eye syndrome is a raging bitch, though. Moreso since I've been struggling with gastritis.

Now committing everything into a new Mercurial database... this one includes every single bitmap and datafile, not just source files... to make it 100% possible to revert to an earlier stage. Remembering 25000 lines of code that's been cold for 2.7 years is no joke. I'm paranoid about breaking the fragile prison demo, which uses most of the engine's features, and not being able to recreate its functionality.

I almost lost this prison demo when resuming work, and couldn't figure out why there was a phantom Player running around constantly saying "Can't talk" and a door that would say "Oink" when you click on it.

Behold, a character sprite. A meaningless image until they're all functioning as part of a whole in the way intended, however.
33xwljp.png
 
Last edited:

shihonage

DEVELOPER
Patron
Joined
Jan 10, 2008
Messages
7,182
Location
United States Of Azebarjan
Bubbles In Memoria
post demo plz
The prison demo is heavily tied to Fallout: Tactics graphics. I need to untangle it and in the process, make a new level that uses none of that.

The prison isn't how the game should start. And it has too many AOD-style dialogue teleports, which should be used rarely if at all in Compound.


There was an old video which showed some object/NPC interaction depending on character type, and it took place in a corridor of that prison level.
 

shihonage

DEVELOPER
Patron
Joined
Jan 10, 2008
Messages
7,182
Location
United States Of Azebarjan
Bubbles In Memoria
Nope. After much hard work it would be theoretically possible to port it to Marmalade or SDL, but that's a very low-priority idea compared to all the other TO-DOs.

IMO it's not a sane idea for a garage developer to port anything unless the game enjoys reasonable financial success on the main intended platform.

For example, Dead Colony is much more portable, it uses SDL exclusively, but there's no point in porting it to Mac or Linux if it sold 109 copies to date.
 

shihonage

DEVELOPER
Patron
Joined
Jan 10, 2008
Messages
7,182
Location
United States Of Azebarjan
Bubbles In Memoria
Having something that compiles to several platforms isn't the same thing as having something that 100% works properly on several platforms.

From whichever way you approach it, there are multipliers of development time involved, and it isn't worth it unless the project is successful on smaller scale, IMO.

Dead Colony is "essentially" cross-platform. I could boot up Linux and compile it there with minimal hassle, most likely. But the inevitable quirks associated with each OS would take time to iron out, and in the case of that game, that time would just be a complete waste with no ROI.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom