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Messages - jasonpickering

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256
Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: October 27, 2011, 02:59:18 AM »
Here is a small Test.

arrows to move around and you can press Y to yell.

right now the monster (green blob) just randomly wanders and wont interact with you at all. if you yell he will get a ! and move towards where the yell was. I don't know how to do the lighting yet if I jsut want the static overlay or something a bit more dynamic. I know I don't want raycasting. it might just be tile to tile based, but dont know how to do it. The original idea was going to be you and several monsters hunting you, but just having the one monster out there in the shadows is kinda freaking scary and many times I found myself turning a corner only to be staring right at the monster and have to back up.

next up is better lighting and building out the level construction code.

257
Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: October 26, 2011, 05:24:27 AM »
so working on this a little more. so the plan for the monsters for now is: wander AI based off of some of the ghosts in pacman. when they reach an intersection, they randomly choose a direction to go, but will never go back the way they just came. next I will use something I am calling sound flags. basically when a noise is made a sound flag item will be placed and any monsters in a certain radius will be alerted to it. they will then A*pathfind towards it to check it out. originally the idea was don't make a sound, but that has since changed to manage your sound. the player will be able to take a cue from metal gear solid and make sounds to draw monsters to other areas.

also the player will have several abilities all tied to fatigue (which I will be using as a food gauge also) and different actions lower fatigue. so running will lower it and also fighting. you cant actually fight. but I have run into some problems where I came down an alleyway and a monster was coming right for me. so you will basically be able to knock them down and continue past them. they will stay down for a few turns giving you a head start, but they are gonna scream like hell so you better hope they don't have any friends with them. Fatigue will of course only return when you rest.

258
Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: October 24, 2011, 05:13:35 AM »
wow that's pretty helpful. I will have to try that.  how much of a drain was the interest array on resources? how many enemies were there at a time.

My goal is to code this in Unity so it can be released for the iphone. and also I work by day as a 3D animator. so I hope to end up building this in 3D, but will still treat the game as 2D (like those Legend of Zeldas for the DS. they were in 3D but mechanically identical to the top down version).

as for levels I am going more Boardgame then usual cave generation. basically the "Town" will be Comprised of blocks. these blocks will be randomly chosen from prebuilt sections I have constructed. I am still thinking about the actual game mechanics. I do know several things I want though. Limited inventory, no combat, and some type of timer. I was thinking maybe that on the edge of the map is the ocean. You are a journalist/private investigator. you explore this town and try and gather information and basically that would be your "score". you can find books, take photos, overhear conversations. all of this would add more and more knowledge. as you play though more and more enemies spawn, meaning its harder and harder to maneuver. imagine pacman, without power pellets but the longer it took the more ghosts showed up. I even plan on almost all walkways to be 1 square wide passages. that will make it easier to hide. especially if they are twisty turny and should make pathing easier. the only thing I wonder about is how to escape from something chasing you. should I give the player two moves for each enemies 1?

259
Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: October 22, 2011, 10:06:42 PM »
Alright Guys so trying to figure out the movement engine. right now I am having trouble with giving the character speed. the original idea was to give the player 3 speeds because I wanted you to be able to run away from this big monster chasing you. I think I might change it and the player only has 1 speed. it will make things a little easier, but I want to make it that their are a couple monsters and they have hearing ranges and all noises go different distances. so you are making loud noises to move them around the level while you sneak past them. and there will be some alcoves to hide in which will basically let them pass you so you dont get stuck
 

260
Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: October 19, 2011, 10:42:32 PM »
Yeah I have basically been focusing on that. everything makes noise and everything makes different levels of sound. the main problem I am having now is I thought about doing different speeds. so the player can tip toe/walk/run. but I dont know how to speed while keeping it turnbased. I also wonder if realtime would make it more scary. knowing that while you stand here something is slowly hunting you down and you never get to rest.

what do you guys think?

261
Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: October 16, 2011, 02:56:57 PM »
yes on further research I am thinking of doing everything based on sound as you are hunted by a blind monster. I will also have different movement systems tiptoe, walk, run each one being louder. I tried to pair the game down to one solid idea so its "Dont get heard"

262
Programming / Shadow over Innsmouth (Hide and Seek)
« on: October 16, 2011, 02:23:19 AM »
So I was thinking about this, while reading Shadow Over Innsmouth and would like some feedback. it would be based off the Story somewhat. so you are the main character and you need to escape Innsmouth, while the townsfolk hunt you down. you basically need to survive for a certain amount of time, while monsters spawn looking for you. So here are my questions:

1. has hiding/sneaking been done in a game before?
2. what would be the best way to make these monsters look for you?
3. would you play this game again after you beat it?

I basically figure this could be a super simple roguelike hopefully done in 7 days. I always wanted to do a Horror game and I think something chasing you would be pretty tense. also I thought about doing this with one larger monster instead of a town of people.

263
Programming / Re: 7DRL questions
« on: September 05, 2011, 02:10:54 AM »
yeah I was basically towns as RTS systems. each turn they gain gold for you to capture and take back to your hoard. they can use that gold to buy guards, heroes, traders, thieves and settlers which will go make other towns, but the idea of different races had not occured to me yet. I might have to look into that, could be really fun.

264
Programming / Re: 7DRL questions
« on: September 03, 2011, 05:16:33 AM »
Thanks, that helped a lot. I don't have different terrain, but I was able to separate my level out, by distance from the center like a concentric circle. works good.

new questions will be coming in, this probably will be a 7-ish day roguelike as some stuff as come up so I cant put all my focus on it.

265
Programming / Re: 7DRL questions
« on: September 02, 2011, 02:40:10 AM »
sorry about that.

basically I am wondering what algorithms or processes people go through to populate their world with Enemies/ items that kind of thing.

obviously you don't want the player to spawn at the stairs surrounded by every monster in the level. so how does someone go about  placing these items. My original plan was to go through cell by cell, but that caused everything to be more weighted towards the top left side of the screen, where I was hoping for a more even distribution across the entire landmass.

266
Programming / 7DRL questions
« on: September 01, 2011, 04:30:34 AM »
Hey guys. I am going to try making a small 7 day roguelike in flash. I started a while ago, with building different code snipets I.E grid movement test, Turn based movement test, stuff like that, but after learning all the basics I am starting an actual one. so I have a landmass being created and the player starting in the center at their Lair. My next task is adding things to the world, basically houses (code is done so they grow into towns over time). I guess I just don't understand how to populate my world with stuff. so how would you go about doing this? I need more theory then actual codes.


Test Build

267
Early Dev / Re: Fathoms: barely a Submarine Roguelike
« on: January 06, 2011, 05:40:12 PM »
So I am still working on this. I added items to the game, but now I needed to add a way to get items. so i started working on the town structure. well this has been rather complicated and I decided that actual moving around the town from building to building would be better then just having one window with everything you can buy from town (this was my original idea). this caused a problem because now I had to build a system for when you are outside the sub, which I had originally planned but was waiting for later. so thats whats been going on recently just thought I would give an update. so once I finish this I can use the system to walk around towns and also walk around outside the sub.

268
Programming / One Monster Game
« on: December 22, 2010, 05:49:43 PM »
so I have an odd question. has this ever been done before? a game with only one monster. My example is  like if you were to convert the movie Alien ( notice I said Alien and not Aliens) into a game. so you are running around a spaceship. collecting weapons and gear in order to defeat a monster.

269
Early Dev / Re: Fathoms: barely a Submarine Roguelike
« on: December 22, 2010, 04:32:46 AM »
cthulhu is from beyond space and time. you cant beat him.

270
Early Dev / Re: Fathoms: barely a Submarine Roguelike
« on: December 21, 2010, 04:47:28 PM »
I guess not much at the moment. When I think of roguelike I always think of Randomized map generation, turn based gameplay, and resource managment (like hunger and stamina). so i tried to stick with those specific things. but going with board game dungeon quest it has the first two but not the third. Also I will be doing character where you build your captain. so you can choose face and perk. the other 2 crew will be randomly generated and you choose from a lineup.

Any thing I could do to bring in a more Roguelike feeling?

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