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Vapourware Codexian Game Development Thread

Joined
Apr 3, 2006
Messages
1,386
And one issue I want some input on, do you think that a failed attempt of crafting something always (or with chance) destroy the ingredients? Or should the ingredients only be consumed/used with a successful attempt?
Failed attempts should destroy, or render worthless, the consumable components: the reagents in a potion but not the bottle, the wood used to carve a bow but not the draw string, the parchment used to write a magic scroll but not the quill, and so forth. One thing I do like though is a crafting system which rewards experimentation; failure should impart some wisdom 'cause mistakes are a necessary part of learning.
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
And one issue I want some input on, do you think that a failed attempt of crafting something always (or with chance) destroy the ingredients? Or should the ingredients only be consumed/used with a successful attempt?
Failed attempts should destroy, or render worthless, the consumable components: the reagents in a potion but not the bottle, the wood used to carve a bow but not the draw string, the parchment used to write a magic scroll but not the quill, and so forth. One thing I do like though is a crafting system which rewards experimentation; failure should impart some wisdom 'cause mistakes are a necessary part of learning.

Thanks, I think that is the only sensible option really. Will look into it tomorrow, was a bit stressed and on my way out when I wrote the last post, but I got my senses together now +M On the other topic, wisdom from failure, I like the idea but not quite sure if it is logic, except the part that also applies in real life (as in do not mix these things, does not work). Recipes will be found through common sense and and books/notes, so I will have to think about if there is good way implement it. One thing I am aiming at is making the player make notes in real life on paper, I really think that adds to the experience.

And by the way, I really like your stuff, interested in seeing the progress!
 
Joined
Sep 8, 2008
Messages
11,313
Location
SPAAAAAAAAAACE...
Project: Eternity
I got interested in physics engine algorithms and implemented a simple one that can do elastic collisions between arbitrary-sized 2D circles and rectangles, though the rectangles only can serve as static obstacles currently:
 

Baron

Arcane
Joined
Jul 10, 2010
Messages
2,887
Looking good, Mastermind . Reminiscent of Origin's classic, Autoduel. There was something mystical in that game about cruising down the highway, suddenly getting into a frantic battle with another car, and ending it by ramming into its side and thoroughly machine gunning its occupant. Your game has the advantage of entering a building and slaughtering the people sheltering there.... loving it.

Two thoughts...

a) What was great about Autoduel (and Mechwarrior) was Salvage. And that Salvage was based on a mechanic skill. And that you points put into Mechanic skill were points that didn't go into driving skills, gunnery etc. The difficult choice is always a winner. A decent driver, who is always broke. Or the wiz mechanic, who can strip a car of parts, but who sucks in fights. The fun is in starting with a real piece of shit car (or mech) and working up to a death machine draped in the bloody scalps of the defeated.

b) In large numbers hit point bars suck. And they don't seem to serve much point here as the deaths are over in seconds anyway. Instead of starting with full green bars, what about starting with no visible bar, and filling it with an expanding red bar as they are damaged. Or (preferably) lose the bar... and just increase blood splatter the nearer they are to death. It's nice to have a trail of blood to follow as you leave the building, like breadcrumbs (except in this case chunks of flesh and brain matter).


I would pay for a budget Autoduel style game, with fog-of-war building raids, brutal Hotline Miami combat, a fucked up post-disaster setting (even something simple as widespread food/gas shortages that cause riots, the loss of government and law and order... I mean, one flood and Hurrican Katrina turned New Orleans into a lawless looter's paradise), also food scavenging, a low petrol gauge, one flat tyre. No monsters, no mutants, just a desperate homeschooled population and too many firearms. No laser mini-guns, no force shields, just a molotov cocktail in one hand, a sawn-off shotgun in the other and an easy "Fuck you!" on my lips for my fellow countryman.

For combat, personally I'd aim for a nice quiet pacing, with lonely deserted roads, empty buildings, winding your way carefully through a cluster of stripped and burnt out cars, followed by suddenly encountering a gang of motorbikes, or an overpowered truck T-bones you through the intersection, or your player creeping through a torch lit building when a machete gang bursts out of trapdoors and closets sporting confronting hairstyles. Don't get people too attached to their cars, Grand Theft Auto had the right idea. You should be able to dump your beloved pick-up, limp across a field as a sniper takes shots at you from the road, and grab a a beat up Volkswagen (and hotwiring it if you have at least one point in Mechanic skill). If you have a loaded shotgun pointed out the driver's side window then you should be still in the game.

Make good use of the quiet moments... like finding a fresh corpse to poke through his backpack or a defenceless couple, cowering in the corner of their home. Do you ignore them as you empty out their food locker, staring ahead with your dead eyes oblivious to their pleas to leave something behind, or do you waste a valuable bullet on the male. (Add a 5% chance one of the figures attacks with savage fury of a cornered animal as you approach, or fires a hidden handgun, or whistles, springing the machete ambush you walked into.)


That would be my ideal game, but obviously a lot of work. And yeah, if you think you'll get a million dollars for mindless clickfest, instant health regeneration, and cutesy zombie ninjas... then betray your beliefs and create that. But if you Kickstart the Autoduel option put me down for a box copy no matter how rough are the sprites and sounds. It's all about having a well realised strong concept you can communicate with others.
 

Mastermind

Cognito Elite Material
Patron
Bethestard
Joined
Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
Baron, thanks for the input.

* The setting is apocalyptic. The WCDS sends you in as a one-man army to cripple the librul mega-fortress so they can launch a full-on assault but when you arrive there you lose contact with home and the place has gone nuts with roving machete gangs, zombie clones, cyborgs, etc. The area you start with is the residential quarter, and you'll need to find a way to break into the mega-fortress (there will be multiple ways of achieving this, of course).

* You're probably never gonna suck at combat, though you may not necessarily be as good at direct combat as another build. Hacking and engineering (the latter lets you hijack military vehicles if you have enough ranks, while any character can hijack regular ones since walking on a map this large is a huge pain) provide little to no direct combat ability but hacking lets you take over security systems (and open doors to areas you might otherwise not be able to access, or need to waste precious ammo blasting open doors to access) and engineering lets you deploy more drones/turrets.

* Combat with other vehicles will, unfortunately, probably be rather limited. The main issue is driver AI. It's hard to do a proper combat vehicle AI. Throw in my ADD and it becomes a nightmare. Which isn't to say there won't be opportunities to ram your car into another vehicle, or vehicle combat (one of the ways you can break into the fortress is to hijack a tank and blast your way through the front door and its defenses). Cars will be destructible and limited in number. I haven't decided yet whether you'll be able to repair them with engineering, but if you can it'll be expensive and since you need the in-game currency for everything (including augmentations, weapon upgrades, abilities, etc.) it's probably an unnecessary cost you'll want to avoid. If this game does well and I can hire people for a sequel I can expand on the vehicle element to include custom made ones and more/better vehicle combat.

* There will be a lot of quiet moments. The zombies in the demo are just there for combat testing, most residential houses will probably have limited (if any) combat. You can wander around, read notes left behind by people, maybe listen to tapes depending on how I handle voice acting, etc. Isolation would be a theme I'd like to explore and this kind of setting is pretty much perfect for it.

*Healthbars can be toggled on and off. I might even link them to an augmentation. Zombies in the video are very weak which is one of the reasons why they die so fast (I don't remember if the minigun is fully upgraded). In the final game they'll be very fast, have a lot of health, and if not killed properly (burned, shattered, annihilated) the torso will break from the main body upon "death" and keep chasing you. Once you kill that its hands will break off from the torso and keep chasing you, so you pretty much have to kill 4 enemies, with the last iteration being a lot harder to hit.

*There's no health regeneration. You do have a regenerating shield (I love that mechanic for some reason, even though most here would find it popamole) though it only regenerates up to 20% if you don't invest in the forcefields related skill.

*fog of war currently only covers secret areas. I may or may not expand it.
 

Blasterhead

Educated
Joined
Nov 25, 2010
Messages
43
fNuMIJN.png


I've been putting together a pixel art portfolio over the last few weeks with the hope of doing this sort of work for a living. This is a mock-up for a blobber that I hope to make one day. Thought there might be a fair few people here that would be interested in seeing it!

Please excuse the weeabooish portraits. I'm going for a mid-nineties capcom feel with them. (think shadow over mystara).

I don't want to give away too many of the game design ideas, but suffice to say that it would be a brutal game!
 

zwanzig_zwoelf

Guest
Add tasteful rape takedown option that affects your stats and karma, and I'm sold.
 

Cosmo

Arcane
Joined
Nov 6, 2010
Messages
1,388
Project: Eternity
fNuMIJN.png


I've been putting together a pixel art portfolio over the last few weeks with the hope of doing this sort of work for a living. This is a mock-up for a blobber that I hope to make one day. Thought there might be a fair few people here that would be interested in seeing it!

Please excuse the weeabooish portraits. I'm going for a mid-nineties capcom feel with them. (think shadow over mystara).

I don't want to give away too many of the game design ideas, but suffice to say that it would be a brutal game!

Don't you dare apologize, because this looks absolutely awesome.
 
Last edited:

Durwyn

Prophet
Joined
Oct 29, 2006
Messages
1,132
Location
Erewhon
fNuMIJN.png


I've been putting together a pixel art portfolio over the last few weeks with the hope of doing this sort of work for a living. This is a mock-up for a blobber that I hope to make one day. Thought there might be a fair few people here that would be interested in seeing it!

Please excuse the weeabooish portraits. I'm going for a mid-nineties capcom feel with them. (think shadow over mystara).

I don't want to give away too many of the game design ideas, but suffice to say that it would be a brutal game!
Absolutely stunning! Portraits are great too, full of character and lively. I'm sold by sole mockup.
 

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
fNuMIJN.png


I've been putting together a pixel art portfolio over the last few weeks with the hope of doing this sort of work for a living. This is a mock-up for a blobber that I hope to make one day. Thought there might be a fair few people here that would be interested in seeing it!

Please excuse the weeabooish portraits. I'm going for a mid-nineties capcom feel with them. (think shadow over mystara).

I don't want to give away too many of the game design ideas, but suffice to say that it would be a brutal game!
Looks great! Is the guy in the lower right corner one-armed on purpose?
 

Alchemist

Arcane
Joined
Jun 3, 2013
Messages
1,439
Blasterhead Awesome work! And I'd totally kickstart that blobber. Turn-based yes? And do I see hit locations and possibly dismemberment?
:incline: :bro:
 

Servo

Arcane
Joined
Aug 7, 2013
Messages
1,479
Location
1988
This is amazing. Do you have programming talent already? If not I could help :)
 

Blasterhead

Educated
Joined
Nov 25, 2010
Messages
43
Thanks for the encouraging words all!
Do you do isometric stuff as well by any chance?

I haven't done isometric stuff before, but I intend to add it to my skill list as it is a popular style & often used for tactics games (which I love). Iso work has some technical tricks to it that I'm sure I'll have to pick up, but I believe that's within my capacity. I've done two other mocks so far to test myself, though not to the same quality as this & I don't imagine they would appeal to the codex audience: http://i.imgur.com/AOlnvlh.gif, http://i.imgur.com/F5Mebqe.png.

I've considered using a layout like this, it's still a possibility. I would like to have party-banter and to have the portraits hug the sides would make it easy to pop-out speech elements ala Wiz 8. Having the panels on the bottom lets me communicate some basic formations. I'm aware the UI needs some work and if I turn this into something real I'll definitely be looking at it.
Looks great! Is the guy in the lower right corner one-armed on purpose?
Turn-based yes? And do I see hit locations and possibly dismemberment?

Turn-based, yes, hit-locations & dismemberment, yes! I would like to experiment with less abstract damage systems, and am already bearing an evil grin thinking of the ways I could cripple the player's party. There are down-sides to this, and I foresee making combat an interesting tactical exercise more difficult with it, but I seriously think the up-sides are worth it and HP dull in comparison, and would like to make it work. I would also ensure ways to replace limbs if you're lucky enough to get an injured character somewhere safe, even if it comes at some other sacrifice for the character. Would like to have a humanity/corruption mechanic. Deals with the devil!
This is amazing. Do you have programming talent already? If not I could help :)

I'm afraid this is all just posturing and I don't have any programming talent. I'm really warming to the idea of turning this into a real project and putting a small team together. If you're serious here, let me know, and once I have something resembling a fleshed out design I would like to run it by some people to see how feasible it would be.
 

Servo

Arcane
Joined
Aug 7, 2013
Messages
1,479
Location
1988
If you're serious here, let me know

Yes. I've been working on my own top-down RPG thing but I have zero art talent, so I've been using Liberated Pixel Cup assets.

Are you good with C# and JavaScript? Are you ready to work on the free full-time basis?

Yes and yes, but I can only take on one project at a time. A guy's gotta have time to sleep you know.
 

zwanzig_zwoelf

Guest
If you're serious here, let me know

Yes. I've been working on my own top-down RPG thing but I have zero art talent, so I've been using Liberated Pixel Cup assets.

Are you good with C# and JavaScript? Are you ready to work on the free full-time basis?

Yes and yes, but I can only take on one project at a time. A guy's gotta have time to sleep you know.
You'll have time to sleep in your grave, give me your portfolio, like, now.
 

Servo

Arcane
Joined
Aug 7, 2013
Messages
1,479
Location
1988
Portfolio? What is this, a job interview? Do you want help or not?
 

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