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

Joined
Apr 3, 2006
Messages
1,386
Sure, I will answer what I can, but I'd prefer you ask in a thread so that other people can benefit too.
Ah, can I can't into socialism so fuck it.
 
Joined
Apr 3, 2006
Messages
1,386
Commie. I'm not going to share all the dark secrets I've learned about Unity and shaders. Many dark paths of calculus have I had to walk.
 

Charles-cgr

OlderBytes
Developer
Joined
Mar 13, 2010
Messages
984
Project: Eternity
Zed loving the Wasteland / Roadwar 2000 and probably a crapload of other games but those are the ones that come to mind feel.
 

CreamyBlood

Arcane
Joined
Feb 10, 2005
Messages
1,392
I started a dev diary for the turn-based RPG I am building as a hobby: http://artificerentertainment.blogspot.ca/

My goal is to update it once a month. Feedback welcome.
I'm finding Unity an utter PoS in terms of UI dev in my own (re)project so PM advise may be inbound.

Don't use the built in OnGUI except for the simplest things, like, testing.

I fought with NGUI for a few months but it always felt like an uphill battle. I hated it.

Then out of nowhere, Daikon Forge showed up. It's quick, easy, intuitive. I love it. Still needs work to use it of course, but brilliant. Good luck.

http://www.daikonforge.com/dfgui
 
Joined
Sep 8, 2008
Messages
11,313
Location
SPAAAAAAAAAACE...
Project: Eternity
Been tinkering with a selfmade sprite/tweening engine with tile support in Python. So far I can animate "entities" with different sprite representations and move them around the screen, rotate and such:
Yf4wKop.gif
 

Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
736
Location
Ergendon, Merrentar
Codex 2012
Thanks for your opinions on the mockup. Will be polishing things up, but I am pretty close to where I want it to be. I am already implementing the interface in code.

I will need an artist for the missing character portraits and for the sketched backgrounds though... sadly I don't have the required artistic skills.
 

Copper

Savant
Joined
Jan 28, 2014
Messages
469
Thanks for your opinions on the mockup. Will be polishing things up, but I am pretty close to where I want it to be. I am already implementing the interface in code.

I will need an artist for the missing character portraits and for the sketched backgrounds though... sadly I don't have the required artistic skills.

A nice pen and ink heavy style might be really good here, more consistent and stylish with the other elements, something like this:

jungle_inks_lores.jpg


or possibly this:

core$images$portraits$humans$transparent$thug.png
 

Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
736
Location
Ergendon, Merrentar
Codex 2012
Thanks for your opinions on the mockup. Will be polishing things up, but I am pretty close to where I want it to be. I am already implementing the interface in code.

I will need an artist for the missing character portraits and for the sketched backgrounds though... sadly I don't have the required artistic skills.

A nice pen and ink heavy style might be really good here, more consistent and stylish with the other elements, something like this:
The ink-heavy style might be problematic to mask when putting text over it; it would make the text hard to read. Also cost-wise the pencil drawings would be the cheapest and quickest to make, especially considering that I would need a boat-load of them. If money woudln't be a problem, I would go for realistic darklands-style waterpainted bgnds. In the worst case scenario, I would drop the backgrounds altogether.

As for the portraits I am also opting for realistic-looking artwork, either watercolors, oil painted or *gasp* photos of actual real people.
 

Copper

Savant
Joined
Jan 28, 2014
Messages
469
Well hell, with digital tools it's not going to take much longer to do a watercolour style digital painting than it is to do a pencil type drawing - for towns like Darklands, most of the time is going to be spent on getting the concept art referenced, setting up perspective, etc. If you want I can try doing up a quick mock up using a scene from my own project.

For the inks, I was thinking more along the lines of the Project Eternity text-adventure segments, illustrated below if you haven't been following it. As you can see, there's a clear division between the text and the art, and this art is also reasonably easy to create digitally - you can see that a lot of lines are done with multi-tip brushes, not individually 'cut', and it's quite loose.

pe-water-tunnel-ext.jpg
 

Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
736
Location
Ergendon, Merrentar
Codex 2012
Thanks for the suggestions. I haven't really considered having some strong art aside to the text, but it is a possibility.

The job of the drawing in the background is merely to help you navigate the location, so you know where you are from a quick glance at it instead of reading the text. I never considered it anything more than a vague or "dreamy" representation of the location you're in.

Btw, what are you working on, Copper?
 

Copper

Savant
Joined
Jan 28, 2014
Messages
469
Vapourware.

An espionage & investigative adventure/RPG hybrid. No combat or character advancement, unless you count building and maintaining aliases and gathering resources, but lots of opportunities to mess with the world and make roleplaying choices. I'm messing around with using Inkle for writing/mapping choices while I keep my options open in terms of engine - I don't need much, but I don't want to blunder into memory issues or something as a coding noob.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
early draft title screen. like master game designer Todd Howard, I always start with the title screen.

mocky.jpg
 

BigWeather

Augur
Joined
Apr 8, 2007
Messages
271
I'd play the shit out of that. Man, I love that tileset. Wish it was public domain, I'd yoink it for all my projects.
 

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