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Vapourware Codexian Game Development Thread

shihonage

Second Variety Games
Patron
Developer
Joined
Jan 10, 2008
Messages
7,183
Location
United States Of Azebarjan
Bubbles In Memoria
I ported Compound to Visual Studio 2013. I like the "code peeking" ALT-F12 feature, and code formatting and insight features, but still figuring out how to activate the VS2012-introduced "code map" feature.

It would be nice to see the entire thing in diagram mode, but I just can't find it.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
God, I lost count of how many srpg project I keep suspending and archiving.
However, suspending the SRPG adventurer guild project for a rpg project to parody the current shitfest that have brewing for many years.
So a lot of materials for story and characters.
Going for fictional modern setting, so both dakka dakka firearms and magic are in. Also modern tech.

For my current project, I will be making it as a combat heavy RPG (Note the missing S).
Think of turn based Final Fantasy but with no grind and using tabletop mechanics in the combat engine.
Using 13th Age (main) and 4th DnD as inspiration for the RPG combat system.
Still using Tactics Ogre: LUCT as UI and gameplay inspiration
Using Pathfinder Adventurer Path: Curse of the Crimson Throne as inspiration for quite a lot of the story mechanics

Making this a RPG so I can focus on competent AI for the combat and ignore the cumbersome level design for tactical combat and movement based AI.

Some screens to show what I want to do (Some of which using my old recognizable assets)
Combat screen
za0qOnD.png

Edginess is back with vengeance. The sacrifice is ability to move, aside from changing ranks .

Mission screen
WgsolNt.png

Nikolai have no idea what awaits from him in the next encounter. Battle? Story encounter? Allies? Either did the developer for now.

Overworld UI (using the old Gangster Tactics overworld map as an example for now)
l0yR4tY.png

Bar brawl. Perfect way to start or continue any RPG in any setting.

I will start my own thread in this subforum once I complete the combat demo.
Should be far easier and faster since I don't need to give a shit about movement, cover and flanking bullshit anymore.


 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Alright, currently creating the stats engine for the RPG.
Thank god that 13th Age rules are OGL.

Since numbers and coding aren't that much fun to read about, let's try talking about the backgrounds and classes that will in the game.
However, I am just one person developing this, so I put the limit on those.
Please note I can't use any commercial product names because I don't like my ass getting sued.
Otherwise, feel free to crit and comment.

Backgrounds
The player will need to choose one for their avatar. Only one.

Conspiracy theorist

The world is a chaotic place filled with a variety of ideals, opinions, groups and people. Whenever it is for power, profit or other reasons, certain organizations wished to exert control over everyone from the shadows by manipulating others. That is what you believe and you have the facts to prove it. However, most people call you crazy and deluded because they simply can't imagine that some people can be this awful. But you know they can and so you stand as one of the very few sentinels of humanity.
Trained Skills:
Sense Motive, Knowledge (Religion)

Dudebro
While others called you a dudebro as an insult, you embraced it as a compliment. With your robust vocabulary of insults, you helped to make every multiplayer match "eventful". Others could do without your constant reminder of how many time you cuckolded their father in every single match though. Potato chips and energy drinks become your constant fuel as you pawn noobs online in day-long gaming sprees in the weekends.
Trained Skills:
Intimidate, Endurance

Glutton
Freak Factor probably got their show idea from watching you eat as a child. From all kinds of bugs to all kind of plants, you have been stuffing things inside your mouth for a long while now. As a survival mechanism, once your stomach realize it cannot run away from you, it can now dissolve almost everything. It is better not to tell others the reason why you are also so good in medicine.
Trained Skills:
Endurance, Heal

Keyboard Warrior
You still remember the day when you first visit that infamous imageboard. Where all the worst denizens of the internet have come out to play. When common sense is a luxury. You remember your first gore video vividly and have a dark understanding behind popular culture catch phrases and images. And after years of lurking and involving yourself in the culture, you honed your ability to bullshit others, not that you need much help in that regard in the first place.
Trained Skills:
Bluff, Knowledge (Internet)

Night Owl
Night is day and day is night for you. No one, including you, could remember when your lifestyle change and become like that. When most people are deep in lalaland at night, you are wide awake, engaging in ungodly activities. It is given that to accommodate that kind of lifestyle, you learnt to sneak around silently and perceive hidden furniture between you and your destination. Spies can only wish that they have your daily training.
Trained Skills:
Stealth, Perception

Survivalist
The forest is like a second home for you. You know it's every secret, inhabitants and what each passing season bring. To give yourself an edge in that kind of environment, you familiarize yourself with traps, firearms and explosives. Not your fault if books containing those information are illegal. Nor do you care. Urban hipsters may call you a hick but no one really give a damn about those attention whores anyway.
Trained Skills:
Perception, Knowledge (Nature)

Tabletop Nerd
Imagination is a thing to be treasured. As a small child, your relatives swooned as you run around the room trying to avoid the "lava" ground. As you grow up, the need for a perfect excuse to show off your "creative" imagination led you to the tabletop community. From leading a team of adventurers to commanding an army, you found yourself excelling in acting out whatever character you played in front of others.
Trained Skills:
Diplomacy, Perform

Wrestling Fan
"Stone Cock Stunner!" That's your favorite childhood catchphrase as you tried to break the necks of your classmates. As the years go by, you still follow up on the latest fights in the wrestling world. Sure, the fights are mostly faked with plenty of sound tech and spells. But you also understand that the risks the wrestlers take are all very real. Your passion translated into joining your local wrestling gym where you dream for the day when you will be on the biggest stage of them all.
Trained Skills:
Athletics, Perform


Classes
Also choose only one. Too much work to code and balance the multiclass elements. Start from the simplest(top) to play to the most complicated(bottom) to use.

Barbarian
An angsty person whose soul resonate PURE RAGE. Basket weavers need not apply.

Ranger
An ambidextrous bringer of pain. Most famous representative is an emo dark elf.

Paladin
Someone who really really like to smite evil. Use morality and all that jazz to justify their murderous intent.

Fighter
A master of combat, skilled in a lot of techniques to humiliate and crush the enemies. No wedgies techniques though. Damn.

Spirit User
A person who can manifest his spiritual essence into a being that granted him power. The ability to pose fabulously is optional.

Bard
Jack of all trades. Also someone who can fight and sing well. Actually, the latter part of the previous statement is bullshit.

Sorcerer
Crazy retard who think magic is a form of gunpowder that never run out. And more than happy to demonstrate that thought.

Wizard
One of the magic users who utilizes their abilities though dedication and hard work. Not to be confused with middle-aged virgins. Even if some of them are both.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
In lieu of races because stat bonus to race in modern setting is a very touchy issue even for non moral extremist, I decided to replace that with personalities.
Basically the personality you choose at the start will give you the stat bonuses and abilities usually reserved for races.

Currently, these are the personalities I am putting in:

Adaptable
You can figure out what to do in any situation and are pretty quick on the uptake.

Creative
You can think out of the box far better than most people and usually have an unpredictable take on the situation.

Cunning
You’re a survivor who considers every angle and how to exploit it.

Paranoid
You are always on your guard.

Passionate
You get hot under your collar regarding a lot of things that you shouldn't have care too much.

Positive
You always try to think of the bright side of things, even in the worst of situation.

Savvy
You pride yourself on being well-informed on most issues and that always paid off for you.

Stern
You don't break easily and when the going get tough, you keep going.
 

r3jonwah85

Savant
Joined
Sep 1, 2013
Messages
211
Location
Sweden
Been away for a while due to sickness, but have been trying to make some progress with the game. After playing some games and watching a lot of videos of other people playing games I have come up with a clearer vision of how I want to design my dungeons. Quake, Unreal and Doom/Hexen/Heretic etc have some awesome level design and very non-linear gameplay (well it can be linear progression but not linear levels) which I will use as inspiration, I just feel that the levels in these games feel more like dungeons than dungeons do in games that have "real" dungeons, if that makes any sense :roll:

So what I have come up with so far looks like this:
new_dungeons9.jpg


Sideview, just to see the verticality:
new_dungeons10.jpg


And a perspective shot from another angle:
new_dungeons11.jpg


It is still buggy as hell and looks like shit, but I have decided to not give a crap about the graphics until the mechanics are somewhat done. Here is a also a small video walking around in the dungeon:


Right now I am working on the generation of the "internal floors", as you might see in the video there are some stupid stairs leading into walls and other messy stuff, but the idea is to be able to connect new rooms on different heights and get a more vertical type of movement. This will in the end allow the player to vertically see much further ahead progress wise in the dungeon, a thing that is often used in Quake. This is already done horizontally using "windows" with bars that lets the player see into the next locked zone but is not able to get there without unlocking the doors.

The to-do list is very very long, but the big things are at least coming somewhat along.

As per usual, comments and critique is very welcome!
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Just finished all character animations for my upcoming rpg using a new skeleton/Adobe linked method that allow me to do high-speed complete animations of any characters in the game.

To show it off, we will use this helpful fellow called George.
mOfBgVa.png

Totally not half naked because ~Developer-kun~ is too lazy.

The animations are as follow:
d4hHBKT.gif

Stolen from all my previous projects.

h7DdK94.gif

Improved from Super Nuclear Riders for more shock value.

qQJUrgo.gif

Can be retconned as
worshiping/ cheering if the need arise.

1fgtkBG.gif

Definitely not a plea for help. Ignore it.

QK6aEYO.gif

Probably shouldn't have fed George that stale bread.

Going to work on weapon animations for both range and melee next.
 

JMab

Augur
Joined
Nov 12, 2013
Messages
177
Location
Melbourne, Australia
Cool, looks good. Although maybe it's necessary because of the resolution, but it kind of looks like George has nipples on his back.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Cool, looks good. Although maybe it's necessary because of the resolution, but it kind of looks like George has nipples on his back.

Damn, those are supposed to be shoulder blades. Thankfully, it is easy to have new changes to retroactively affect all the animations thanks to Adobe Creative Suite:love:.

Finally finish preliminary melee and ranged animations.
To demonstrate, let me introduce a new character and one of the enemies you will face in the combat demo.

zUmfMsK.gif

So easy to bait into doing everything with anything resembling the female creature.

Since nobody powerful give a shit about him and being nerdy hipster weaklings, Roland and his buddies can only perform two different attacks:
Dog Pile Clubbing - Deliver stronger damage if you outnumber the player characters.
ZCl8Aa1.gif

The spiked baseball bat can also be inserted into the anus for maximum sexual pleasure for the desperate virgin.

Shoot - Normal ranged shooting.
IYX7L5E.gif

The color of the gun demonstrate his grasp of fashion, as if his shirt and hair color didn't already give it away.


Since I already finished the base stats engine for the game and also the battlefield initialize stuff, going to work on the combat UI after finishing the rest of the cast for the combat demo.
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
wedding1.png


I finished a quest I'd been working on for a while. It has a ton of scripting and dialogue that probably nobody will see, but I'm really happy with the way it turned out. I think it's one of the more fun and interesting quests in the game and I hope most people see it. Room is a placeholder fyi.

https://dl.dropboxusercontent.com/u/2957395/hamham.mp3

This song has been sitting incomplete on my hard drive since 2008. I've been thinking about it for all that time, I'd occasionally listen to it and think about what I wanted to do with it and how I could use it. I finally got around to finishing it, and I think it could fit a goofy cutscene or something. I've been listening to a lot of 70s power pop recently so that may have played a part in how it turned out.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Finished the initiative portion of the Combat GUI.
It function as well as expected so no surprises there.
Pretty annoyed over the fact I can't simply migrate my old projects stuff straight over due to the changes of the internal system and engine.
So things didn't go as fast as I like it to be.
Going to go back to using Licecap and its capped 30 fps for showing progress due to annoyance at my country broadband and thus my line poor upload speed.

a55CmuE.gif

Day 127 - We are still dancing and looking at each other on the behest of ~Developer-kun~ - George
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
I like the flowers in the battlefield.
Thanks. :oops:

Moving on, just finished the scrolling, tile section, health GUI and side buttons functionality.
Going to move on the creating the attacking and resolution logic and UI next.
DISCLAIMER: The lagginess in the gifs are due to LICEcap "Console" 30 fps cap, the real thing is pretty smooth.

GODr6O9.gif

No, I won't hide my porn collection inside the game, no matter how much you try to find it.

YnUk9ky.gif

Well, I did say the game going to be a parody right?

da6EBdy.gif

Probably going to need an additional "Pay $0.50 to automatically win this battle" button for the Apple crowd.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Some progress in these few days.
Firstly, I removed the HP number indicator for the enemies since I rather be a dick let players gauge enemies hp by guesswork and experience ;).
It's the same reason, aside from inside Event Reports Black Book, you will never get to see the enemies full stats.
Also finish standard actions buttons and logic coding.
In addition, I created a scroll-able menu that populate itself based on the character equipment, ability and other attributes. If the number of items are more than what can be shown visibly, it will created a scrollbar.
Moreover, I also finish the targeting logic and the ability table to streamline all ability for easy coding.
The words on the target arrows will change color based on certain criteria, such as damage type, hit chance (attack roll modifier vs selected defence modifier) and status effect.
Will be working on attack animations and final resolution next.

Ye "Console Experience" gifs incoming.

BVaKqRn.gif

A roundabout way of telling George that he is a poor untalented retard.

Ehi0JLE.gif

The greatest question of our time. If you see three idiots in front of you, which one do you punch first?
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Pretty bro. I've kind of lost track--are you intending this to be a finished product or are you just doing things as long as it entertains you?
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Pretty bro. I've kind of lost track--are you intending this to be a finished product or are you just doing things as long as it entertains you?

Depends though.
I have no financial disaster nor need in the near future so I can do gamedev at my own pace without giving a damn.
That said, like all greedy asian jew chink reasonable person, I have no problem trying to monetize the product if I deem it is good enough to do so first.
All this consideration is only after I finish the combat demo first, which still pending, with a lot of tasks still needed to be completed.
 
Unwanted

jcd

Punished JCD
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Messages
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UNATCO HQ
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Cosmo

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Nov 6, 2010
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Project: Eternity
A short walk into Aradesh's hut someone's house, using Kaucukovnik 's environment gfx.

Looks awesome, except for your floor tiles that is : they're waaay too small, which gives the impression of a single little detail repeated ad nauseam. Easy to say i know, but 4 times bigger tiles would go a long way. Ideally (and i realise that may be more work than you can afford), you'd have several types of desert tiles to create diversity and they'd all be seamless with one another.
Of course if you keep small tiles, i'd suggest making some with much less noise in them : the more details there are, the more the tiling pattern will be visible, which can be a distraction. Plus, some things in your environments can be less detailed, it will make the other things stand out more.
 
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shihonage

Second Variety Games
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Bubbles In Memoria
Looks awesome, except for your floor tiles that is : they're waaay too small, which gives the impression of a single little detail repeated ad nauseam. Easy to say i know, but 4 times bigger tiles would go a long way. Ideally (and i realise that may be more work than you can afford), you'd have several types of desert tiles to create diversity and they'd all be seamless with one another...

Thank you.

I notice that usually these games don't actually use large tiles, they just use a variety of small ones with seamless transitions and vegetation/rubble.

In my engine, the floor tiles are the most cumbersome to put down, and floor rendering is rudimentary. It doesn't handle rubble properly, and there isn't proper automation for tile transitions. However Kaucukovnik and I are working on it.

There's been engine support for large multi-tiles for a while now, but it may become neglected in favor of small varying tiles.
 

Cosmo

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Nov 6, 2010
Messages
1,388
Project: Eternity
Kaucukovnik and I are working on it.

There's been engine support for large multi-tiles for a while now, but it may become neglected in favor of small varying tiles.

Ok, looking forward to that. Another point in favor of big tiles though : the bigger they are, the more organic they'll look right off the bat, which will prevent you from having to create a lot of different types (a potentially more economic solution?). Rubble and other placeables would easily create diversity in such a system.
If you go for tiny ones, i can see you having to create a lot more, but it depends how your engine handles those things i guess...
 
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zwanzig_zwoelf

Guest
I need some advice concerning the UI (screen position etc).
Right now it looks like this (it's just a quick and dirty GIMP sketch to show the position):
qtQ4Oe7.png
The game resolution is locked at 1280x720 resolution. The field screen is 640x480. Additional screens are the area description field and the party field. I am thinking about narrowing it down (I dislike wide text boxes) and using the freed space to add some system buttons (the controls are mostly point&click).
Also, there is a possibility that I'll need to resize the fields, so that is also an option.
Thanks to anyone who'll take a minute and throw in his 5 cents.
 
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jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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