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Vapourware Codexian Game Development Thread

zwanzig_zwoelf

Guest
Unity%202013-09-25%2021-27-49-78.jpg

Unity%202013-09-25%2020-37-43-74.jpg
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
I was thinking about my time-traveling adventure game idea and made a movie-style poster (128*180, 5 colors).
It gave me quite a few ideas. Good creative process :D

splash.png
 

barker_s

Cipher
Patron
Joined
Mar 1, 2007
Messages
810
Location
Poland
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut
It always amazes me how people manage to put so much detail into such tiny resolutions. How do you do that Zed ? Do you draw it in full-res first, or do you do the final thing straight away? Anyway, cool stuff.



Here's a little thing I've been working on a while back. It's an orchestral piece - by no means finished, unfortunately. There's a few ideas put into it, I tweaked a few effects, the drum is a shitty placeholder. I did intend to finish it, but then Windows crapped out on me and I lost the project files. Well, at least it was a good learning experience, so I thought I'd put it out here.

https://soundcloud.com/bark3r-2/untitled-orchestral
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
It always amazes me how people manage to put so much detail into such tiny resolutions. How do you do that Zed ? Do you draw it in full-res first, or do you do the final thing straight away? Anyway, cool stuff.



Here's a little thing I've been working on a while back. It's an orchestral piece - by no means finished, unfortunately. There's a few ideas put into it, I tweaked a few effects, the drum is a shitty placeholder. I did intend to finish it, but then Windows crapped out on me and I lost the project files. Well, at least it was a good learning experience, so I thought I'd put it out here.

https://soundcloud.com/bark3r-2/untitled-orchestral
thanks man.
I actually make program objects when I draw. Then I copy and iterate over it.
Like this:
wip.jpg


and this is how the drawing tool in mmf2 looks. it's basically MS Paint but with better zoom and movement (and that's all I want for drawing).
wurp.jpg


ALSO:
I like your music. I particularly like the string instrument picking up after 1 minute.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
multimedia fusion 2

it's a babby program but it gets the job done
 

Midair

Learned
Joined
Apr 27, 2013
Messages
101
Hexes are for open environments (war games), squares for tight corridors (dungeon crawls). In squarish dungeon rooms and halls, it is more natural to have a square grid, not just for the designer but for player as well. But in that screenshot, the open landscape makes hexes ideal.
 

Midair

Learned
Joined
Apr 27, 2013
Messages
101
Maybe wrong to like hexes in every case, but not in certain cases like war game landscapes.
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
Hi guys,

The latest work in my game, Crypts of Avaritia:



In order of appearance you see:
- Perception check of player perception level reveals a trap (if the player level is lower that the trap level no visual or audible hint will be given).
- The door is locked and you need to open it with a sequence of latches/buttons. There are 6 types of doors; open doors, locked doors with specific key, doors that open with a lever/button elsewhere, doors that must be lock-picked, doors that needs a sequence (as in the video) and finally doors that are being opened by projectiles at remote locations (open with magic or arrows, or use levitate spell and take a swing at it).
- You find the sequence and open the door.
- You pick up some items. Weight of items has been implemented, encumbrance will have effect on the player.
- You drink some water in the fountain.
- You fill up a empty bottle with water in the fountain.
- Your body temperature has decreased a bit so you raise it by the fire. There will be areas that are either very hot or very cold and will kill you over time unless you use a spell or some equipment that adds resistance to the temperature effects.
- You sleep for a while to regain stamina.
- You equip a torch to see in the dark. I will add burn out of the torches, and also that you have to ignite them at a fire source and they will be out out when you jump into the water.
- You get cut by the swinging trap and start to bleed (level 1 severity, icon showed at bottom right corner). Oh, and by the way, it was done on purpose for demonstration purposes, I don't suck quite that hard ;). You can break bones, get cuts and get poisoned.
- You change the hand in which the torch is being held (you can equip 2 weapons/torches/shields at the time).
- You find somewhere to climb down on a wall, climbing depletes your stamina pretty fast. If your stamina drops to 0 you loose your grip and fall down. If your level is too low you won't get a grip at all to begin with.
- You find a secret path (determined by skill check on player, if the level is to low you won't be notified, although you can still pass through the wall).
- Fall damage is implemented and showed (you can break bones if you survive the fall which will impair your movement).

I got my own developer thread here if anybody is interested:
http://www.rpgcodex.net/forums/inde...varitia-design-discussion-and-feedback.86069/
 

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.
f7LUySN.png


Some of the enemies I've been working on.

Left to right:

Evil Clown update
Demagogue (a new spellcaster)
Legionnaire
Technomancer (another new spellcaster)
Dr. Jenkins (one of the bosses)

Evil Clown code was already done so he'll probably be in the demo update (which I will try to get out today).
Demagogue is mostly done but since he's native to the last floor and I want to save some stuff for the final game he probably won't be in any demo. Which is just as well because while he can't do anything to hurt you himself he has some nasty support abilities.
The technomancer is also mostly done (I don't have all his floor enemy list done so there's one nasty thing in particular he can't summon) but other than that he should also show up in the demo.
Dr. Jenkins only has that frame done so he won't be seen anytime soon.
 
Self-Ejected

Cosmic Misogynerd

Self-Ejected
Patron
Joined
Apr 17, 2013
Messages
1,057
Location
Estados Fallidos Mexicanos
Codex 2013 Divinity: Original Sin
f7LUySN.png


Some of the enemies I've been working on.

Left to right:

Evil Clown update
Demagogue (a new spellcaster)
Legionnaire
Technomancer (another new spellcaster)
Dr. Jenkins (one of the bosses)

Evil Clown code was already done so he'll probably be in the demo update (which I will try to get out today).
Demagogue is mostly done but since he's native to the last floor and I want to save some stuff for the final game he probably won't be in any demo. Which is just as well because while he can't do anything to hurt you himself he has some nasty support abilities.
The technomancer is also mostly done (I don't have all his floor enemy list done so there's one nasty thing in particular he can't summon) but other than that he should also show up in the demo.
Dr. Jenkins only has that frame done so he won't be seen anytime soon.
Please post a gif or a video of one of your character's animations.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,745
Honestly I don't know why people like hexes so much more than squares.
Because they are wrong. Codex had this shit figured out in 2009:
http://www.rpgcodex.net/forums/index.php?threads/turn-based-square-grid-vs-hexagonal-grid.34078/

That thread is hardly conclusive, plenty of the posters preferred square grids.
You are agreeing with me and the thread...
 

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