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Vapourware Project X: early tech demo - feedback needed

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Changelog:

AI's can now have encounters
encounters have a range (or distance)
Characters now have a default weapon (fist) when nothing is equipped
Warmth is computed based on equipped clothing
Burden is computed based on carried weight

LEmhjDy.png
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
I made an attempt at making logo.

Also, saner code that led to new features previously impossible, like clothing with offset storage, water only being stored in bottles and the ground, etc

wQiQO5i.png


WgkNyBj.png
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
I took a bit of a break, but now I'm back.

Project X now has a state of the art... CYOA engine

ueQegsq.png
 
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jcd

Punished JCD
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Last edited:

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,088
Did not read the entire thread but I have one question: What development platform are you using?
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Did not read the entire thread but I have one question: What development platform are you using?
What do you mean? I'm using:

C++ (language)
gcc ((cross-)compiler)
Allegro 5 (cross-platform library for graphics, input, sounds, etc)
Emacs (editor)
git (version control)
github (vc hosting)
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,088
Did not read the entire thread but I have one question: What development platform are you using?
What do you mean? I'm using:

C++ (language)
gcc ((cross-)compiler)
Allegro 5 (cross-platform library for graphics, input, sounds, etc)
Emacs (editor)
git (version control)
github (vc hosting)

Yep. That's basically your development platform.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Update: added wounds, bleeding, character faction & reputation, map labels, a little intro story, better tilemap and character positions, player death in combat and resource exaustion, a help screen and more loot tables

tTUAdLU.png


4He99pL.png
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Progress: Project X has its first quest! The CYOA interface is now general enough to support that kind of thing easily

I added a config file game.conf where various settings can be changed

I implemented an alternative optional item movement system where you click to begin holding an item and then click again to release it and it's only released if it's successfully placed.

Some tile drawing fixes wrt tile highlighting.

a8Uu7Rg.png


zCRgyx2.png


FnrLR2N.png
 

Piety

Shitpostin'
Joined
May 22, 2009
Messages
1,777
Location
Chicago
Codex 2012 Codex 2016 - The Age of Grimoire Torment: Tides of Numenera
Looking pretty good, no crashes thus far for me!

How do I drink water? My dude's dying of thirst, I got some water from the lake, but all I can do with it is impotently shift it around my inventory.
 

Piety

Shitpostin'
Joined
May 22, 2009
Messages
1,777
Location
Chicago
Codex 2012 Codex 2016 - The Age of Grimoire Torment: Tides of Numenera
Ahh, yes!

Is there an inventory beyond what I'm carrying on my body? I can put objects in the little squares surrounding the paper doll and carry them around that way, but I can't seem to identify anywhere else to stash things. I wore the water bottle on my head. Later, I will figure out how to get the lake water into it, right now it's bedtime.

I'm intrigued by your funky interface convention where you move a button from one box to another to signify which action you're taking. Is that just 'cause you wanted to get creative, or are you planning to do something unusual with that? Some kind of system where certain actions/choices can be combined, maybe?
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
If you put an item with storage capacity on your body it'll show its grid in the inventory

Accepting the quest will spawn a bunch of stuff on the ground, including a backpack and a shopping trolley (which goes in the vehicle slot that's on its own screen).

You can store items by holding an item and clicking on the item you want to store it in.

Choices could be combined yeah. Like maybe JUMP + KICK in combat if you have a certain skill. Although clicking twice as much seems kind of tedious.
 

Piety

Shitpostin'
Joined
May 22, 2009
Messages
1,777
Location
Chicago
Codex 2012 Codex 2016 - The Age of Grimoire Torment: Tides of Numenera
Aha, I missed all that stuff on the ground on the first tile.

Is any kind of healing implemented? I keep dying, sometimes without having been in combat, and I'm not sure why. I think it's from when I randomly fall down, which seems to happen pretty frequently... I found a first aid kit, but it's got nothing in it. I feel like maybe I should be able to use these rags I find everywhere to bandage my wounds when I'm bleeding, but that didn't seem to work (or I can't figure out how to do it).

One note: I'm sure you're getting around to this, among a million other things, but it would be really helpful for all the paperdoll inventory slots to be labeled. I ventured into combat with the backpack equipped as a weapon and it did not go well.
 

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