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Messages - Hamish

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Programming / Re: Graphic Designer Needed: Small Project. Apply Inside
« on: December 06, 2011, 10:10:27 PM »
How many icons are we talking about?

Programming / Re: ASCII vs 8-Bit
« on: December 05, 2011, 10:37:39 PM »
The main strength of using ASCII is that you are free to populate you're game with as many races and creatures as you like without worry. 26 characters in 2 cases and 10 colour combinations gives you 520 monster types - and you could push it a lot further than that.

It would be a huge amount of work to create that many distinct sprites in isometric with animation. and people are more likely to feel cheated by ever so slightly different looking sprites than slightly different coloured ASCII characters.

Still, if you really wanted to have graphics you could check out my blog *end plug*

Programming / Re: Tile set project
« on: December 05, 2011, 10:28:05 PM »
Ahh, throw me a bone people, 60 views but only one reply (my thanks getter77, you are a gentleman).

I've posted up a fair bit of stuff now and could really do with some feedback, please check it out and let me know what you think.

Many thanks.

Programming / Re: On the subject of Plot...
« on: November 30, 2011, 12:16:57 AM »
I think plot isn't necessarily a bad thing, if done interestingly. I think in roguelikes part of the appeal is that the player is not always the star of the show, he's just some guy who might make it big, or might starve to death in a hole somewhere. So it would be neat to have the player slowly work themselves into the narrative.

Early on in the game you could have low level NPCs chit chat about the lords of the realm, brewing troubles etc. This would add some narrative texture and set up some scenarios for later. As the player progresses they can interact with some of the more epic NPCs and follow plot branches depending on who they work for, kill etc.

With a little work it could all be randomised as well, so it would provide new story arcs to hang quests on for each new game.

I dont know if that counts as plot anymore, but from the development side you get the fun of writing some of your ideas into the game.

Programming / Re: Tile set project
« on: November 28, 2011, 12:11:42 AM »

Ahh, tanks very much.

The oddball/oryx tileset was a bit of an inspiration for me, it is amazing how much that stuff got used! I'm just hopeing that if a do a good enough job my work will get incorporated into someones game, it seems a surer approach than searching for a programmer to work with exclusively.

Programming / Re: Giant Enemies?
« on: November 27, 2011, 11:22:45 PM »
I'm liking the look of the explorer and the cave walls, i think the idea of having an amorphous blob that squelches through gaps and swells to fill caverns would not only look bad ass but also make for some interesting gameplay. a but like the goo things in zelda but on a grander and creepier scale

Programming / Tile set project
« on: November 27, 2011, 11:05:06 PM »

Hello people,

I'm here to sell my ware's, well give them away actually.

If anyone was thinking of sullying their projects with some graphics then they could check out my blog.I've started to make a roguelike tile set and would love to get some feedback.

I've always preferred roguelikes with ASCII displays (a strange position fro someone with an illustration degree) because they're suggestive and evoke more mood than detailed sprites. But I've got to give it a go dont i? In the spirit of low tech I have opted for 8 by 8 tiles, which will hopefully act as pictograms - being clearly readable and representational rather than explicit. well thats enough pretentious waffle for one post, if your at all interested you can check em out here, like i said it'd be great to get some opinions.

Thanks a lot

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