Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dagondev

Pages: [1]
1
Incubator / Re: Would you play Pirate Rogue?
« on: March 14, 2016, 09:24:32 AM »
Hi Paul.

Thank you for such detailed insight. This is very valuable for me. I don't understand why do you see your game as a failure. Sure, you didn't deliver for 7DRL but as I can see from some reception (checked youtube) people while were confused at first, they liked it. It looked like a great base to expand after 7DRL. Could you share some playable build? Also is there a chance for source code or (preferably) resources that lead you to make such combat? Your site was down and have problem finding specific 7DRL you made for. While I *probably* don't want such detailed battles I would like to know how this works before I decide what I want.
Right now I am heavy prototyping without any attachement to my code.
Luckily I don't have such time constraint as you. :)

2
Incubator / Re: Would you play Pirate Rogue?
« on: March 10, 2016, 05:02:12 AM »
Thanks!
I will create thread when I start releasing binaries - a.k.a. there will be something to show.

3
Incubator / Re: Would you play Pirate Rogue?
« on: March 08, 2016, 06:02:44 PM »
Thanks, very nice of you to take time and get me some references.
I am also targeting real time, like Pirates!, instead turn-based.
You can also see some progress as I tackled today rotating in 360 degrees:

While I am doing ascii art and rendering glyphs I just take rendered ship and rotating this by opengl.

4
Incubator / Re: Would you play Pirate Rogue?
« on: March 07, 2016, 09:14:16 AM »
Related items might be [...]
edit: This could surely serve as inspiration?
All of links provided are definitely useful. Thank you for your input. The more reference I have, the better.

@akeley - Thanks for feedback will check both versions. Yeah, you are right, but reception exploded on reddit [thread](https://www.reddit.com/r/roguelikes/comments/491xz9/would_you_play_pirate_rogue_become_a_captain_of/), which lead me to create subreddit for this game [Pirate Rogue](https://www.reddit.com/r/piraterogue/) and start working on it already. So this was needed to get starting wind in the sails. :) Of course your idea is valid, shouldn`t expect interest all the time and sometimes it is just me and my game. But for me it is very heartwarming to see there are people waiting for updates on this.

@Tzan - Sorry, just glanced over, should read description fully. Thanks. :) What is your opinion on Pirates! Gold?

5
Incubator / Re: Would you play Pirate Rogue?
« on: March 05, 2016, 08:47:36 PM »
This version http://www.gog.com/game/pirates_gold_plus would be good then? Or do I need Atari one?

Thanks for feedback. :)

6
Incubator / Re: Would you play Pirate Rogue?
« on: March 05, 2016, 04:43:13 PM »
Yeah, need to think how this will be handled. When I get some time I will mockup another version showing more, as you said.

7
Incubator / Re: Would you play Pirate Rogue?
« on: March 05, 2016, 12:17:13 PM »
Point is I am tired of all those child-like version of those times (looking at you Sid Meier Pirates!)

Ummm...calling one of the best - if not the best - videogame of all time "child like" is probably not the wisest way to start a pitch. I`m always in the market for a pirate themed game, even though over the years most of them were abysmal failures (looking at you, Pixel Piracy)...but boy, with that spiel you really set the bar impossibly high.

Good luck  8)

Yeah. I said it too vague. Child-like in a graphics/settings/presence not gameplay/mechanic wise.

Edit:
I felt a need to elaborate more.
I really like Sid Meier Pirates, those years ago I played it.
I didn`t play original one, but the 3d remake and this what my opinion is based off.
What I didn`t like is this almost Disney-like style and feeling that everything is jolly and everyone want to help you and it is fun place.

8
Incubator / Re: Would you play Pirate Rogue?
« on: March 05, 2016, 11:51:09 AM »
Lol, yes. Definitely going to make game for myself, in the first place, but writing only for myself isn`t enough for me to keep going..

9
Incubator / Would you play Pirate Rogue?
« on: March 05, 2016, 10:40:24 AM »
Become a Captain of your own ship and sail in procedurally generated world pursuing fame/wealth/adventure/other goals. Heavy emphasis on immersion and role-playing.

Most important thing to me would be immersion. That would mean stop looking at the gui most of the time and more possibility for role-playing your character/story. While I would like to make this game realistic as possible, I would trade realism for fun/gameplay, and especially immersion, whenever that makes sense. I think this game should have grim/dark tone, closer to real Pirate times, instead all of those colorful fantasies. But I still need to think about this. Point is I am tired of all those child-like version of those times (looking at you Sid Meier Pirates!) (Although that doesn`t mean I would ignore all the cool legends!)

As you can imagine first versions would have emphasize exploration and ship fighting, to keep scope small and set basic mechanics.
To be honest I want first to nail what you can expect, and feel you would get in game, just from looking at mockup before I get to design specifics of the project.

Current mockups:







I love when games pass information about game/world without shattering immersion and this is my goal, which you can see already:

    sails show in which direction wind is blowing
    instead looking at minimap, your lookout would tell you if anything is in close proximity.
    Your crew would tell you when cannons are ready to fire.
    You, as captain, move ship by steering wheel and order crew by shouting.

But still a lot of work to do: need to creating mockup that would show how damaged cannons/hull/sails would look like and need to think how pass more information without traditional gui.

With all of this, It would help me tremendously having any feedback from you guys. If anyone would be interested I am sure I will get more power to keep going. Would you like to play this game? What do you think about mockups/ideas?


Used REXPaint to create this mockups.

TODO:

    Make sails more readable
    Make cannons represent 30% damage stated in the left bottom gui text.
    Make water show in which direction wind is blowing
    * Make sails only show damage?
    Make water look nicer
    Make bigger field of view, without creating separate 'small' models.


10
Traditional Roguelikes (Turn Based) / Re: Sleepless Temple v0.01b [ARRP]
« on: October 11, 2015, 08:28:02 AM »
Hi everyone!

Life has a habit of getting in the way despite best intentions and releasing new update is taking much more time than anticipated.
To show you that there is a progress made I created quick video showing what is new in v0.02 update.
That is: Stacking actions together in one turn (allows to plan doing something continuously: attacking (combo) or moving) as it eliminates delays created by forced breaks between 2 same actions.
And basic combo system that will utilize stacked attack actions, which will be my focus in next updates.

http://www.youtube.com/v/VjvbZCsrxvw

11
Traditional Roguelikes (Turn Based) / Re: Sleepless Temple v0.01b [ARRP]
« on: September 23, 2015, 04:18:33 PM »
Released: 0.01b

Changelog:
New:
  • From now actions can take more than one turn to complete
  • Added graphical and text progress to planned actions (icons on the left side of screen)
  • Green color of icon now symbolizes completed action and as action progresses icon is changing color via gradient white->green
  • Added text indicators for health and stamina
Balancing:
  • Move action now takes 500 ms to complete
  • Attack action now takes 375 ms to complete
  • Rotate action now takes 200 ms to complete
Fixes:
  • Made direction arrow (next to planned action) smaller
  • Icons now looks disabled rather than dissapearing completely
  • A lot of refactoring

12
Traditional Roguelikes (Turn Based) / Re: Sleepless Temple v0.01 [ARRP]
« on: September 20, 2015, 07:10:45 AM »
I will definitely check this out - I heard a lot of good things about Dark Souls combat system.

Thanks, as I stated on reddit thread already it isn`t much of a Dark souls right now, but I hope you will stick around until I finish combat system. :)

@getter77:
Thanks. :)
Yes, very ambitious. I know how those projects end, but I know it is a matter of persistence and deliberation.
I will build this game slowly - one brick at the time.
Those kind of projects are the reason I want to create and play games. ::)
I didn`t played Rogue Souls, I will check it out. Thanks for recommendation.


Edit:

Released v0.01a version.
Check first post for more information!

13
Traditional Roguelikes (Turn Based) / Sleepless Temple v0.01b [ARRP]
« on: September 19, 2015, 05:43:44 PM »
Hi everyone!
Thanks to ARRP 2015 I decided to release what I have.



Current version: 0.01b

Changelog:
New:
  • From now actions can take more than one turn to complete
  • Added graphical and text progress to planned actions (icons on the left side of screen)
  • Green color of icon now symbolizes completed action and as action progresses icon is changing color via gradient white->green
  • Added text indicators for health and stamina
Balancing:
  • Move action now takes 500 ms to complete
  • Attack action now takes 375 ms to complete
  • Rotate action now takes 200 ms to complete
Fixes:
  • Made direction arrow (next to planned action) smaller
  • Icons now looks disabled rather than dissapearing completely
  • A lot of refactoring
What is a Sleepless Temple?

It is a dark-fantasy, top-down and turn-based tactical rogue-like focused on exploration, fighting and interaction - heavily inspired by Dark Souls I, Dark Souls II and Demon Souls games.

Sleepless Temple will be a game about exploring unknown underground temples to fulfill your character unique goal. Depending on mission you can team up with or fight against other NPCs. You will need to use whole arsenal of abilities to survive long enough... That includes making friends, doing buisnesses, convincing others to your goal, but also fighting, deceiving, lying or plotting against others. All of that while managing your sanity and trying not to go insane before you reach your destiny. Are you going to play along with your character personality or are you going to risk your mental health and become different person? It is known that those who got back from the temples are changed forever...

  • Procedurally generated terrain
  • Permadeath
  • Nice graphics (no ASCII)
  • Turn-based, tactical fights
  • Dark-fantasy theme
   
Is it already done?

Nope, it is in pre-alpha state, which means that there is a little of actual game right now. I am working on creating solid code base that will allow me to create interesting and deep systems.
   
I see, what can I expect in foresable future?

When I hit my first big milestone - fighting system - you can expect: Duels with simple AI fueled by interesting and deep fighting system heavily based on Souls series. You will need to know your weapon, manage your stamina and position as well as figuring enemy next move.

When I hit this milestone, you can expect at least one weapon from each type.

So what can I expect in this version?

  • Very simple game where you can kill (or be killed by) enemy that has random movements/actions
  • Moving hero around and attacking
  • Unique time system where every action in game takes specific amount of miliseconds to finish and each of you turn is dictated by human reaction time.
  • Nice GUI controllable by mouse and by keyboard (WIP)
  • Placeholder art and sounds
  • Main theme music

System requirements:
  • Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work. (minimum Intel HD 4000)
  • OS: Windows XP+, Ubuntu 12.04+, SteamOS+
  • Minimum resolution: 1024x768 (anything less will be scaled down and blurry)
  • CPU: SSE2 instruction set support.

Links:

Download latest version from itch.io: http://dagondev.itch.io/sleeplesstemple
My dev blog/Tumblr: http://www.dagondev.com/
Official subreddit: https://www.reddit.com/r/sleeplesstemple/
(best place to leave your ideas and check existing ones)
Trello Board: https://trello.com/b/KamcRDtT/sleepless-temple
 (second best place to leave your ideas and check existing - you can leave comment)
Roguebasin page: http://www.roguebasin.com/index.php?title=Sleepless_Temple

Screenshots:




Pages: [1]