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VD's sekret projekt - the first screen evar!

bgillisp

Scholar
Joined
Mar 18, 2005
Messages
248
Location
Iowa, USA
Based on what I have seen so far of this game, and heard, it sounds like it will be better than most $50 games you can find in stores anyways.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
If you had a small grass feathering texture, it'd make it look a lot better. A dab around the base of the trees and some of the rocks and they'd blend in better. Some weeds and flaws would look more natural, perhaps the odd long tuft of grass. The green area has the look of a well-tended garden. The shrubs are nicely trimmed. If it's meant to be the Lord's gardens, then it's less of a problem.

The same could be said or the wall texture, throw in a few rare wall tiles with a flaw or a slight difference. It helps break up the monotony. What I am guessing are doorways look wrong to me. The walls just end and there's a gap. Some sort of finishing on the edges, perhaps a square brick pillar. As it is, it looks like the doors are made by leaving out a wall tile. The bottom of the wall is a very clean line too, which looks unnatural. This is not a big problem on that floor, but it makes the wall look like it is floating on or above the dirt.

The dirt texture is ok, but I can see the dark patch repeat in a short distance at least three times in a horizontal line. That catches my eye and is one of the silly things that niggles after a while.

I like that rough stone floor texture.

It's good to see you are stressing the dialogue will have those kind of options.

Edit: Oh yeah, I noticed what looks like a huge rock outside the door at the top. Unless there is a very good reason for it to be there, it should be removed. I really would be surprised to see people placing large rocks for them to trip over on near doorways and through the town center.

If the pc walks behind a wall, will the PC be invisible or will the wall fade so we can see objects and characters behind the wall?
 

Human Shield

Augur
Joined
Sep 7, 2003
Messages
2,027
Location
VA, USA
Great start, very impressive.

Good
1. Interface art mostly good
2. Item art
3. Character art on guards

Comments
1. Numbers next to dialouge options, more division from NPC reply (top choice doesn't get picked up with a quick scan). Different colors for skill options.
2. Walls make it look like mouse maze.

The interface buttons seem to be

Attack / Inspect / Sneak / Steal / Assuming pick locks but need better image / Traps / Looks like 2D paper dog model, need better pictures for whatever it is / Alchemy / Inventory (could use better picture) / Below that is the map, more clearer if you use standard globe instead of halved one.

Would need to see
1. Animation, huge element of games to be. Fallout animation kicked ass.
2. Sprites from different angles
3. Armor and weapons on avatar
4. Combat mouse interface
 

Seven

Erudite
Joined
Aug 20, 2003
Messages
1,728
Location
North of the Glow
I didn't know VD has publisher?

As for the screen I thought it looked fine. I mean it certainly doesn't look like Doom 3, but it's deccent. I'm curious though, where does this game take place (Asia)?

BTW, if it's possible a zoom in and out option might be nice (like in SMAC).
 

Sol Invictus

Erudite
Joined
Oct 19, 2002
Messages
9,614
Location
Pax Romana
The characters are nice, as is the GUI at the bottom, but I think the dialogue graphical interface in the middle could use a revamp, for the borders. The inner bevelled look with the tiger stripes marble looks really, really lame.

The perspective seems a little weird to me, but I could get used to it.

The grass looks pretty weak, like an airbrush sprayed over a texture in Photoshop. You could afford to improve that, and the trees and bushes as well. They look like they're smeared onto the environment. Add some dirt and decals to the walls, so it doesn't look so obviously tiled. So far so good with the stone floor in the room though, I like the detail on that.

The GUI Icons are nice.

I wonder if it would be possible for you to add some sort of faux overlay lighting, like Fallout and Diablo had. That would lend plenty of immersion to the game, not to mention improve the graphical effect by a lot. The game looks very 'fake' the way it looks right now.
 

Dhruin

Liturgist
Joined
Aug 15, 2003
Messages
758
Hey - I think that looks pretty good! I'll comment more when I have more time.
 

Surlent

Liturgist
Joined
Jul 21, 2004
Messages
825
Cool VD :D Certainly has that fallout fantasy effect in it, but are those soldiers ninjas or romans ?
Did you start the programming from scratch and what language you use ?
 

Reklar

Liturgist
Joined
Jun 22, 2004
Messages
395
Location
Port Orchard, WA, USA
Looks excellent to me, though the suggestions above are mostly inline with what I would have commented on. Keep of the fantastic work, but don't rush the game to get a demo out by the projected September-October date. I can be patient so long as I know it's worthwhile. ;)

-Reklar
(a Fallout/RPG fan)
 

Flink

Liturgist
Joined
Dec 17, 2002
Messages
220
Location
Tarant
I'm very impressed actually. It's gonna be interesting to see how this thing turns out...

Keep it up! :D
 

RGE

Liturgist
Joined
Jul 18, 2004
Messages
773
Location
Karlstad, Sweden
Walks with the Snails said:
What made you decide to go with the moron indicators ([trading], [persuasion], etc.)? :lol:
Hey, I need those for when I can't read VD's mind. That persuasion option really doesn't state clearly enough that the PC has no intention of paying the guy, which also seems like a potentially foolish decision, depending on if the PC can be expected to need his services again.

The font is a bit harder to read than I'd like it to be. I have no problems with the pattern on the edges of the dialogue box, but they should really be rounded on the outside if they are rounded on the inside, and the name field should stretch all the way across, otherwise the modern style of not having it stretch all the way clashes with the attempt to make it look more fantasy-like. One option that I probably would prefer as well would be a dark semi-transparent background in that window, and then white text on that. Either that or a portrait or image of the NPC. Getting a dialogue screen shoved in my face which then blocks the view of the NPC is a step backwards.

The graphics are of such poor quality that I expect them to improve a lot, particularly with some dirt and darkness. Otherwise I would've preferred a topdown perspective with decent looking cardboard icons moving around. Well, unless the animations are first class, like in that first (old) Prince of Persia game. Then the animations might be the redeeming quality of the graphics. As it is now everything looks sterile, which works against the mood rather than for it.

The icons look ok, but I don't know what the seventh is supposed to be. I'm guessing that it's a broken stone tablet though, and that the main quest revolves around collecting mystical stone tablets to decipher a message from ancient aliens. A message that will save the world! Ok, I guess it could be a rune too, maybe an icon for magic? Between the potion and the chest I see what looks like a map, but according to Human Shield the map is below the inventory. Don't know what that thing is, but perhaps 'my' map is a (magic) scroll? Or a town map, while the other is a world map? Or is the spiral icon connected to time? Perhaps it would be evident after reading a manual.

The weapon images look excellent, but the whole interface needs less yellow and more dirt and ruggedness. Horribly perfect edges scream "Age of Computers", so either go full modern style to separate the OOC stuff from the gameworld, or untidy it up a lot. And ignore me, because as cheap and lazy as I am, I'll probably never buy the game anyway. I haven't even bothered to download the Prelude to Darkness demo, even though I liked their simplified monster graphics. I just figured that I should play through HotU before buying another fantasy CRPG, but when am I going to get around to that? :?
 

bryce777

Erudite
Joined
Feb 4, 2005
Messages
4,225
Location
In my country the system operates YOU
Looking good so far, but I dislike having the actual skill highlighted saying why you got a dialog option. I hated that in toee. I would also not go crazy with making all the dialog only appear if the character has certain stats and skills.
 

Lady Armageddona

Liturgist
Joined
Dec 7, 2004
Messages
180
Location
in the middle of hell
It looks nice enough, on the whole, though the dialogue screen, as mentioned, could use some work, but it is not fatal.
I'll get it for 20 bucks anytime, if it offers at least 30 hours of gameplay.
Speaking of that, how many are you aiming at, VD?
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
11,454
Location
Behind you.
Sarvis said:
Looks ok, take one lesson from Bioware though: Make it so you can press 1-9 to select a dialog option.

Umm.. BioWare didn't come up with that. CRPGs have done that since the 1980s. It's actually a throw back to pre-mouse days.

Exitium said:
I wonder if it would be possible for you to add some sort of faux overlay lighting, like Fallout and Diablo had. That would lend plenty of immersion to the game, not to mention improve the graphical effect by a lot. The game looks very 'fake' the way it looks right now.

Lighting would go a long way, but I'm not sure how you've done the tile system, VD.
 

Stark

Liturgist
Joined
Mar 31, 2004
Messages
770
just a suggestion: you might experiment around and make the dialog box semi-transparent. As it is, the dialog box is blocking way too much of the screen. getting to look at the person you're speaking to during a dialog, helps to put things into perspective.

Alternatively a portrait of person in dialog box does the trick too. however that would mean you'll need to prepare quite a few character portraits for NPC.
 

LlamaGod

Cipher
Joined
Oct 21, 2004
Messages
3,095
Location
Yes
" Let's not bring one of the things that FO did horribly wrong into the 21st century."

learn to use the keyboard.

Graphics are fine, I dont give a shit. Reminds me of Avernum. Whats up with those Roman niggas? Also, a better cursor would be cooler, one more pointy. I use the System Shock 2 arrow cursor for everything, personally, think they used in Homeworld 2 also.

Looks cool, sounds cool, give me a place where I can obtain a pirated copy apon release OR use a 'pay to get the code to unlock this game' thing and supply keygen plzplzplzplzpllolz

Maybe for the interface, make the boarders black and the boxes a sort of grey, dunno about text color. The font could be better too, try something more text-like. Maybe courier new or something.
 

Saran

Scholar
Joined
Mar 8, 2005
Messages
468
Location
Goatse Mans Anal Cavity
Hello 1995!

It looks interesting enough, yea the graphics are awful but its the gameplay and the story that counts so fuck it.

I also like the look of the dialog system, but the GUI is ugly as hell, ohh and the local guards must have a lot of time on their hands if they can guard a hole in the wall, so it would probably be a good idea to introduce gates, if you havent planned that already.

Ohhh, and since you get to meet Loremaster Feng, is there any chance we could meet Laymaster Hung Dong?
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
I dont want to be negative, but I dont like the graphics. Actually, only thing I liked was the dialogue options and it is gameplay, not graphics. Considering it is fantasy game and graphics arent nice, I wont pay attention to it, unfortunatly.

How did you created the graphics, VD? Did you use some cheap/freeware renderer? (like PowRay) Because graphics look like that. Having no animation beats the plaisure even more.

Maybe I am graphics whore, but I find this particular tileset too...cold..simple..unnatural...abstract. Fallout didnt have the fanciest graphics, but it sure looks marvelous even today and is total eye-candy. You have slightly upgraded Avernum and it aint good. If, by any means, you could offer us graphics that aint complex but are nice to look at, I would be very happy..though..seeing how much work has been done already I doubt you are ready to change whole tileset.

Interface is another story. Forgive me, but I think its ugly as hell. There is no style in it, its mostly some lines and colours. You should make it fancier, I dunno, some wood imitation, some rock imitation, leather belt or anything, now it look like total average coloured rectangle with very simple icons. And that is one thing you can change. Take a look at Fallout, their interface demonstrates the whole idea of the game - 50's lamp-radio style, military colors, weared-out color. I kinda see that you tried something like that already but I am sure you could do better.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
I don't have time to answer every question right now, but I'll do that later.

For now, I'll just explain a few things:

Icons: Combat, Search, Sneak, Steal, Lockpick, Trap, Crafting (anvil & hammer), Alchemy, Journal, Inventory, Map, Menu.

Active weapon/item: in clockwise order, attack type (right click to scroll through the option), Action Points, Damage, Range.

Setting: 1AD influenced by the Ancient Rome and Persia. The game has a PA theme, and takes place a few hundred years after the fall of an Empire caused by magical destruction and devastation during a war against a rival kingdom. The game is focused on a single character who comes into possession of a map that leads to a pre-war temple.

We have a skill-based system with over 20 skills including critical strike, persuasion, lore, and dodge. The game also features non-linear gameplay and multiple ways to handle quests. Your decisions will have consequences and will be tracked by reputation traits.

The setting is low magic, which means that you won't be able to play as a magician, won't be able to learn and cast magic spells, and won't be able to find a +1 sword, whatever that means. To compensate you for that loss, we'll offer you a variety of distinctive character builds like assassin and loremaster, and a crafting system that will allow you to upgrade and tinker with your weapons.

Also, in regard to the question about the persuasion option in the dialogue. Everything has consequences and no option is given for purely cosmetic reasons. If you request a bill to be send to the inn, the bill would show up there, and you'll have an option to pay if you want to. If you don't, the loremaster will remember that when you show up next time and refuse his services unless you pay the bill. Simple, but effective.

Btw, is this place crawling with graphic whores or what? You guys sure you've got the right website? It sure aint Codex: putting more particle effects in RPGs.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Neato screen, never thought we'd actually see that game you're going on and on about. :wink: You probably get a lot of graphics talk because there really isn't that much else to sayabout one single screen. Anyway, for some constructive comments.

The perspective seems a little odd. Nothing that I wouldn't get used to though.

Icons and dialogue screen look good. Weapons look very good. Do we get to see different weapons/armor on our npc?

Ground, rocks and trees looks okay. The grass is a bit boring to behold...

Walls seem a bit generic and samey. How about some diversity in the textures (moss, missing stones, different colored stones, etc)

Love the different dialogue options.

Good luck with the game!


PS Working with a 4 man team? Do we have a next Vogel in our midst?
 

Saran

Scholar
Joined
Mar 8, 2005
Messages
468
Location
Goatse Mans Anal Cavity
Nah, im not a graphics whore and i doubt most of the others that raised a point about the graphics are either.

Its just that when you get used to 3d its very hard to go back, your probably thinking "What about fallout?" , the thing is fallout had a lot of attention to detail, the Gui, the perk pictures and the animations all had a lot of character, while your game looks a lot like the first Age Of Empires, ok for a game where you lead armies, not so good when it comes to immersion in a story/dialogue orientated game.

Im not trying to be an arsehole here, but then again im a noob so your probably dont give a fuck, its just that i personally find the graphics to be a bit ugly, its not due to the 2D isometric view that you decided to go with, its because the graphics are bland.

But thats it, while im fairly sick of fantasy rpgs at the moment, it looks as if your project might be a breath of fresh air, especially the dialogue, you would have thought that devs would realise that dialogue is the most important aspect in an CRPG by now.

Anyways, the best of luck, and i look forward to seeing more. :)

And another edit: If you are going to sell it online, is there anychance you could use a security key, that way those of us without broadband could buy it, all id need to do is pester someone to download it and burn it onto a blank cd, that way i wont have to wait a year while my shitty modem downloads the game, followed shortly by 6 months of patching. (thank you very much steam :evil: )
 
Self-Ejected

dojoteef

Self-Ejected
Joined
Oct 26, 2004
Messages
970
Vault Dweller, personally I think the graphics are fine. When I first saw the screenshot I was like wow, it looks pretty good. After the I read some of the issues people mentioned I looked at it more critically and found some faults. The two gripes would be the marblized border and the "green sand" that you are using for grass. I have no problem with anything else and in fact I think it looks very nice. I definitely wouldn't complain about the graphics. I also don't see the problem with the perspective.

That being said, it would be nice to be able to see the character that you are speaking to. So either go for some transparancy or make character portraits. Personally I think I'd rather see character portraits because they can bring in extra detail that you otherwise wouldn't be able to see with a tiny little onscreen character.
 

DarkSign

Erudite
Joined
Jul 24, 2004
Messages
3,910
Location
Shepardizing caselaw with the F5 button.
YES! Character portraits like in Wasteland for example. Id love to see what Loremaster Feng looks like close up! It wouldnt even have to be animated (although it could be :) )

Great catch Dojo.
 

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