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Vapourware Codexian Game Development Thread

zwanzig_zwoelf

Guest
IPP%202013-12-06%2016-30-54-01.png


A small glimpse of the IPP (Internal Playthrough Processor), which allows me to visually simulate and adjust the ingame processes (variables, formulas etc) without re-running the app or shifting my attention to in-editor settings. I plan to use it as a quick balancing tool and a CPU benchmark for any games that I might develop using Unity engine.
I just started to code it, but it (theoretically) won't be too hard to implement needed things.
 

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.
IPP%202013-12-06%2016-30-54-01.png


A small glimpse of the IPP (Internal Playthrough Processor), which allows me to visually simulate and adjust the ingame processes (variables, formulas etc) without re-running the app or shifting my attention to in-editor settings. I plan to use it as a quick balancing tool and a CPU benchmark for any games that I might develop using Unity engine.
I just started to code it, but it (theoretically) won't be too hard to implement needed things.

That sounds like a waste of time, even if implementing it doesn't take long.
 

zwanzig_zwoelf

Guest
That sounds like a waste of time, even if implementing it doesn't take long.
Implementation process is pretty quick.

It's already pretty useful for balancing the damage system that I programmed some time ago (still have to add some stuff there though).
 

Kaucukovnik

Cipher
Joined
Mar 26, 2009
Messages
488
Any additional insight seems like a good idea.

Read a bunch of cool stories how devs couldn't figure out what the hell their game is doing.
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
So I have been working on the spirit side of magic, and of course a central part of that is the summoning of creatures. First up is the same skeleton that was used for the enemies AI, but it will pretty much work the same for other creatures. Keep in mind that the summons are overpowered in this video (they kill the enemies with 2 hits) and that is done for display purposes. They also seem to disappear into thin air, but they have a set life time before vanishing, will add a particle effect to enhance this event. Again I am aiming for less chaotic battles in the final product, but it is more fun to have small groups duke it out :)



Feedback and comments go here: http://www.rpgcodex.net/forums/inde...a-design-discussion-and-feedback.86069/page-4

And if you like what you see you can vote for me on IndieDB : http://www.indiedb.com/games/crypts-of-avaritia
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
r3jonwah85 I voted for your game. I love the creepy ambient music.

Thank you very much, I feel a bit bad though since the music is not going to be final (it is borrowed from Tomb Raider), but all the ambient effects and stuff will be in. The final music will not change in style either, but I feel it is important to point it out.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
r3jonwah85 I voted for your game. I love the creepy ambient music.

Thank you very much, I feel a bit bad though since the music is not going to be final (it is borrowed from Tomb Raider), but all the ambient effects and stuff will be in. The final music will not change in style either, but I feel it is important to point it out.
As long as it creeps me out while spelunking.:bro:

Is there going to be total darkness anywhere?
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
As long as it creeps me out while spelunking.:bro:

Is there going to be total darkness anywhere?

Well, hopefully it will :D

No, there will be tiles with lots of lightning (in some previous video there is areas like that), the reason there is bad light conditions in the video is simple due to the fact that I have not yet bothered adding details to the the tiles. I will wait as long as possible to do actual level design, I want to have all game mechanics worked out before I move on so that I do not have to go back and change stuff if some system changes.

There will however be a random element on whether torches on walls etc will be lit to start with or not in many areas since it does not make sense to have a fully lit dungeon in uninhabited areas. This also adds a gameplay element to actually try to light up as many areas as possible using torches or magic for increased visibility or heat.

And lastly, you can turn up the ambient lighting to a level that pretty much makes everything visible without problem. This will of course kill the mood but if the player wants to do it the freedom is there.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Heat will be a mechanic?

Also, I think pure darkness would be possible if done like TWitcher did it but without hovering names for targets and none of that foggy atmospheric perspective looking stuff it had. Turning up ambient lighting at that point will just make everything the same tone relative to other objects on screen (but lighter gray).
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
Heat will be a mechanic?

Also, I think pure darkness would be possible if done like TWitcher did it but without hovering names for targets and none of that foggy atmospheric perspective looking stuff it had. Turning up ambient lighting at that point will just make everything the same tone relative to other objects on screen (but lighter gray).

Yes, in two senses: One is that the dungeons are cold and your body temperature drop over time, you need camp fires and similar fire sources to heat up your body. Second, going down towards lava areas for example will require special equipment with heat resistance, otherwise your body fluids will boil in seconds and you die. The same goes on the other direction, there will be cold areas that needs other special equipment or you will freeze to death.

Pure darkness will be present were it makes sense, and since we are far underground it will make sense in a lot of places. The player will be forced to use a torch to see anything which will enhance the feeling of loneliness and isolation, plus it makes you more vulnerable since you cannot hold a shield or second weapon when the torch is equipped in one hand.

Regarding the ambient lighting (might be better to call it global, it is called ambient in Unity and that means the light that is added to all other light in a scene) setting that is something I had to put in there after some feedback from those who did a small puzzle test (where the light sources were few), some users could simply not see anything due to different screens and graphics cards. Since Unity cannot change gamma the only solution is to change ambient (global) lighting.
 

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.
I decided to start work on another game I've been planning, The Magnificent Vampire Hunters. I'm making the art for this extremely low res. This way even if it's shit it's not like I can fuck it up too badly. I'm going to blend elements from a ton of games

* A ton of playable characters (I think there's about 18 or so on my final list) including a nazi stormtrooper and a soviet grenadier. I've implemented the van helsing type vampire hunter wielding a shotbow (combo crossbow and shotgun), a ninja that throws fiery darts and spits fireballs, the maiden who fires psychic waves and has a sentient plant which shoots spiny needles and an emo goth apothecary with a poison gun and poison vials that work like landmines and poison everything in their explosion.
* A home "base" with a ton of upgrade-able buildings. that provide you with all sorts of benefits, from recruiting troops to new towers and obstacles, character upgrades, new characters, etc.
* Some base/tower defense elements. You'll have to defend your base as well as resource nodes you capture.
* Haven't decided on the map details. Might just make it one huge map if gamemaker can handle it.

Gonna go for a humorous tone with lots of meta shit in it. Like codex easter eggs.

Some early screenshots:

H8YMCY1.png


Me testing out the TD mechanics. Judging by the huge pile of corpses it appears to be functioning.

eiJ48od.png


Vampire hunter just butchered a bunch of Codex trolls.
 
Last edited:
Joined
Oct 19, 2010
Messages
3,524
I have to say: directly overhead perspective is probably the worst perspective a game can have. Automatic negative.
 
Self-Ejected

Davaris

Self-Ejected
Developer
Joined
Mar 7, 2005
Messages
6,547
Location
Idiocracy
I've got no problem with overhead either. The animations and art is far easier to do, so its a good choice for indies.
 

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