demagogue on 20/12/2012 at 07:05
Speaking of Unity recently, I got the default Unity-guy walking around 18th Century Paris now. That's kind of a Hello World thing to do. Seemed to take more work than it looks.
Inline Image:
http://i49.tinypic.com/9ih6o2.jpg
Renzatic on 20/12/2012 at 07:29
There's something very ZX Spectrumish about that, Dema. Kinda cool looking. actually.
Ulukai on 20/12/2012 at 15:56
There's something evocative of a Lowry in that, dema. Throw in loads more of those little people and see what happens :)
SubJeff on 20/12/2012 at 16:10
Somehow reminds me of The Last Ninja 2.
I'm also working in Unity now. I'm trying to build a game with a very simple concept, that is sort of the opposite of Scramble and R-Type combined, but has the potential to be pretty complex. It'll be an age before I have a working prototype though. Well, one that's respectable to show anyway.
Neb on 20/12/2012 at 16:11
I like it, you classy motherfucker.
Now all you need to do is corrupt some RPG tropes and have your mother wake you up, meet your childhood friend and go to watch some beheadings down town.
demagogue on 21/12/2012 at 07:44
When I got the whole map to tile ~seamlessly (a big task in itself), I felt that oldschool look too (reminds me of The Great Escape) and it was almost irresistible to try to get some AI roaming on it. The map is pretty massive, the entire city of 1740 Paris & surrounding countryside at the scale of individual doors, windows & trees. (
http://en.wikipedia.org/wiki/Turgot_map_of_Paris).
So the game is basically a French Revolution sim.
The mousewheel will zoom in and out, since things happen at different levels of scale -- fight spawned bandits zoomed-in (or the French military/police, or the British & Austrians who invade at some point; or helping each of these. Factions evolve as the Revolution plays out -- e.g., if the revolution passes a critical threshold, the military switches sides, gangs become revolutionaries, and nobles become outlaws -- and you can always pick sides.) or visit buildings zoomed-in (opening a popup window with stats and sometimes the "inside" in the popup, you can walk around in) vs. control your urban empire zoomed-out by clicking on buildings or AI you own or control. I'd also like letting you order AI to do work for you or fight for you, if you're a military officer or bandit gangleader, or even employees or guards, so light RTS, which would be zoomed-out; but we'll see about that. Oh and when you visit buildings, I'd also like the possibility of randomized "events" happening or mini-quests possible, so a little rogue-like in exploring the city.
I want different factions you can be, merchant, noble, military, farmer, priest, or waif, etc. You have a year before the revolution to build yourself up -- whatever that means for your position & ambition: buy properties, employees & supplies, build a bandit/revolutionary gang, move up the church or military hierarchy to command lower churches or army units, etc.
The big goal of the game is getting appointed emperor for life by the revolutionary gov't (which first requires you to get elected to the gov't itself, where you have to get your district's support block by block), and once there, get support delegate by delegate to become president (as well as enact policies that help whatever cause you want, -- create communism & abolish the priesthood, or keep the king & the nobility in the new gov't ... then see what happens on the streets, to the economy, and to your popularity -- or selfishly help your own business. This part could almost be a 19th Century France sim, since they seemed to try anything at least once in that century.)
Getting elected president would get you a victory message, but you could continue to play indefinitely after that, running politics to build up & control the city. Or you could also sod all that and fight for restoration & the highest appointment by the king, or become Bishop of Paris, or rule the streets as a merchant prince or bandit king, which could be their own alt victories. Or you could try to get all the victories in the same game (I think, not sure about that). But you could also just explore the city and trigger events in apts & hidden locations, some of which I'd like to trigger storylines that have you going all over the city on little missions following a plot to a conclusion, like early GTA.
I have a lot of notes written out on my ideas, but to spell it all out would take forever, and most of it is in flux as I'm getting a handle on what's possible anyway.
Yakoob on 22/12/2012 at 03:54
Finally, after probably 20+ hrs, much struggles and getting-sick-of-it syndrome, I am (for the time being) DONE. My plot character conversation trees are complete:
(
http://koobazaur.com/temp/SMD08_conversations_big.jpg)
Inline Image:
http://img.photobucket.com/albums/v474/Koobazaur/SMD08_conversations_med_zps2129d4cd.jpg(click for huger, spoiler free)
Much revising is needed and extra dialogue will be added, but key points to convey and gameplay variables are set up! I can move my convos to official Alpha stage. God damn finally. This turned out to take much longer than I anticipated. Many good lessons learned, tho.
Now to mix it up a little and do some coding. Next up: UI, Intro and tutorial :D
demagogue on 10/1/2013 at 13:22
If any of you like the game Axis & Allies, I made a map based on the Cold War in Asia (combines the Chinese Revolution, Korean War, & Indochina War into one map) on the TripleA engine. It could use some people playing the AI as a kind of beta-testing to balance it. If you're interested in helping out or just playing it for the fun of it, here's the (
http://tripleadev.1671093.n2.nabble.com/Cold-War-Asia-1948-v0-9-td6795601.html) map download and here's where you can download the free (
http://triplea.sourceforge.net/mywiki) TripleA engine. Then you just drop the .zip file in the "maps" folder to see it on the menu & play it (it's called "Cold War Asia 1948"). Plays pretty much exactly like Axis & Allies does.
Inline Image:
http://i46.tinypic.com/15yj58h.jpg
Bakerman on 11/1/2013 at 00:31
I've been working with (
http://www.brainworth.net) Brainworth for the better part of a year now, but one week ago we kicked into high-intensity mode. We revamped everything and have just released the first version of our product: an online educational world. You can read more about it at the main site, or hell, just (
http://play.brainworth.net) go play it! You'll need a Facebook account, Chrome, and Windows or OSX. Linux support will come within the week.
Inline Image:
http://img688.imageshack.us/img688/1382/brainworth.jpgApologies if the image comes out a bit wide. It's really best to get on the site and have a go! I recommend the right-hand Behavior Tree path rather than the Snakepit path, unless you're confident with programming already. We've not yet integrated the educational material we've started for Snakepit, so it's not entirely comprehensible yet.
A few technical notes:
* The main graph runs in Flash, with HTML interface elements over the top.
* The games are pretty much all Javascript/Canvas, with assorted exotic technology like (
http://repl.it/) jsrepl for programming in the browser.
* I was the main interface programmer (not the graphic designer). It's all Javascript, using (
http://angularjs.org) AngularJS.
Non-technical notes:
* We
can do non-Facebook logins, but we're really pushing the social aspect. It's part of what Brainworth is all about.
* The end goal is to have developers plug their own browser-based educational games into the graph, forming a massive open-source community-driven curriculum where you can learn just about everything.
* Next week: Linux support, developer abilities (create your own islands!), more content, and
maybe a way to view your profile.
Ulukai on 25/1/2013 at 19:24
Have been working on procedural dungeon generation for my top-down roguelike which I first posted shots of over a year ago :p
This is just the visualisation for the mapping algorithm, it's not part of the game. Needs a few tweaks yet - i.e. door (blue square) placement, redundant corridor removal, room density etc. The corridors are at least now flowing correctly.
Inline Image:
http://www.zen80200.zen.co.uk/d1.pngInline Image:
http://www.zen80200.zen.co.uk/d2.png