Geas Demo
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Kildorf

Hey everyone... I can finally change my signature because I am no longer 'readying' the Geas tech demo... it's here! (gasp, shock)

It's available in the files section right here.

Make sure you read the readme.txt included in there. To clarify, when I say this is a 'tech demo', I mean that there is no story whatsoever in there (even less than in the HoV demo). Basically, I'd like to hear what people have to say about the way I've done things... like the skill system (it's built on a tree :O ), the shop system, etc etc.

Source code is included, so feel free to look (it's all in system.vc and the /src directory), though it's a rather uncommented mess right now (and no steeeling plzkthxbye).

I'd love to get some feedback. You too, can prevent forest fi- er... can help me make a game that doesn't suck.

Posted on 2004-12-08 18:08:49

Kildorf

I just realized that I didn't include any of the interesting keys to test stuff out. -_-;

F7 toggles the lighting engine (it's pretty slow :( )
L adds a light around Kiel, which goes away after a bit
Esc opens your menu
Alt closes stuff (as per normal VERGE)
F2 causes all characters to lose a random amount of health and energy
F4 recovers all characters' health/energy

In a character's status screen,
holding F3 makes them gain Exp

There may be more (look in the tick() function in the source) but I've forgotten them.

Posted on 2004-12-08 18:24:12 (last edited on 2004-12-08 18:25:58)

mcgrue

Holy fucking awesome. This is quite impressive!

Massive kudos on the menus. The treeing skills are quite sexy, and the shop is clean.

* note, if I exit the buy menu with the page down a bit (say to the fruit), exit, and go to the sell menu, it doesn't reset to the top of that list until I move an arrow. Also, there's a 0=3 in the bottom left corner on the Save menu?

Also the clock and lighting rules. It took me some fastforward keying to get that that was a clock. What's up with you kids and your day/night systems?

Also Kiel's status pic is too awesome. I just wanted to say that.

Now make the rest of the gaaaame ;_;

Posted on 2004-12-09 02:33:05

Overkill

Not bad, from what I've played so far of it. The bouncy fading digit effects were fun to watch in battle. The text description for characters under their status screen was cool. And large character portraits, as before except colored, was awesome.

I found it kind of strange Tanessa kept on getting 'stuck' when trying to follow me. I don't know if this was a problem in the Verge3 chase function, or perhaps one of your own functions.

Anyway, I wish you good luck with the actual game.

Posted on 2004-12-09 03:13:25

Gayo

That is awesome. Absolutely gorgeous, promising skill system. Time-based lighting is omfg awesome. A few notes:

It'd be nice if 'Quit' prompted you before booting you out. It's easy to select by mistake.

The pathing is pretty problematic. I often wished I could just pick up Tanessa and carry her, because she had quite a bit of trouble following along narrow paths.

At one point I was able to start a fight with Tanessa in a wall. It doesn't cause any serious problems, just thought it bore mentioning.

Are you supposed to be able to use Gnomish Fires on yourself out of combat? They're greyed out.

Posted on 2004-12-09 03:14:22

vecna

Thats pretty awesome, Kildorf.

Pathing was abit annoying, yeah. If I made the EntityStalk have a variable follow distance (er well, it'd still be constant within the session but the point is, you could make it >16pixels for bigger CHRs), would you use that instead? Because I've been meaning to do that for a while but never got around to it because no one making demos with hi-res CHRs that I knew of until now.

Also: I really like the, er, town music for some reason.

Posted on 2004-12-09 05:04:18 (last edited on 2004-12-09 05:05:09)

immortalowl

wowww...the demo is jawdroppingly beutiful!! I had seen the screenshots earlier ofcourse but in action it looks like a dream :) amazing lightning effects and the general atmosphere is something totally unique, like in your previous demos too. Also loved the battlesystem, can't wait to see what you can do with it in the future.
Indeed there's something wrong with the followup scripts but they can be fixed I'm sure :)
kildorf+tulokyn=rules the world :)

Posted on 2004-12-09 07:41:31

Rysen

Nothing else to add that no one hasn't said all ready. Great stuff Kildorf! :D

Posted on 2004-12-09 08:20:20

blues_zodiakos

Argh, I wish I had a 1/100th of you people's art ability. CG is my only option (well, there's always that OTHER option...)

Posted on 2004-12-09 11:52:26

Kildorf

Wow... I'm glad everyone liked it so much. I was actually a little nervous about releasing because it really is lacking in a lot of what I wanted in a 'first' demo (like story and so on).

First of all, thanks for all your bugs. Most of them seem like they should be pretty easy to fix, so that's cool... except for the biggest problem that everyone mentioned: The way Tanessa follows Kiel.

I really wanted to have this better before I released it, but I ended up deciding that I wanted to release this demo before 2010 and just let it go with what I had. What I had envisioned at first (after I discovered EntityStalk() wasn't going to do work with the larger characters anyway) was a follow system similar to say, KotOR, where the characters follow you in a group but not necessarily in a straight line. However, I discovered that unless I wanted to spend a long time studying and programming on the following engine, and neglect the rest of the stuff that I needed to do, it probably wouldn't be feasible... so at this point, I see two options, basically:

a) Use an entityStalk style thing. If vecna coded that directly into the engine than that would be omgwtfawesome, and I know it would help out other people as well. I hadn't really though he would offer like that, so I wasn't expecting that before, and was instead brewing up ways to write one myself... but an in-engine solution if vecna wants to go for it might be better.

b) Use a good pathfinding library (ie. Rage's A*). This would be cool, and I could get the effect I'm looking for, probably... but this will still be more complicated since even with A* I'd still have to figure out a way to make them not all walk on top of each other, and not look like morons. Also, A* would add another thing to be calculated all the time, and my lighting engine is already taking up enough time.

I'm leaning more towards (a) at this point... what do you guys think?

Anyway, again, thanks for everyones' kind words and encouragement. This has definitely given me a boost in my determination! :D

Posted on 2004-12-09 17:58:45

Gayo

Intelligent pathing would be awesome, but I'm betting it'd be pretty slow. If you can optimize lighting it might be worth a try, but I expect the two together will be too much of a drag.
I just noticed that on the skill screen, the word 'experience' goes outside the box it's in. Maybe 'EXP'?.

Posted on 2004-12-10 02:42:44

mcgrue

Quote:Originally posted by Blues Zodiakos

Argh, I wish I had a 1/100th of you people's art ability. CG is my only option (well, there's always that OTHER option...)


...whoring?

Posted on 2004-12-10 02:52:49

Troupe

Oh shitcocking bloody balls.

This is insanely awesome, and I hate you terribly for getting this out before we managed to put anything together. Know that this has inspired me 10fold to work on Duskbane, and Erdrick is one leet bastard!

Oh, a few comments. I just attacked a dead guy and the game crashed; that should be fairly obvious. I think maybe instead of the enemies disappearing when you flee, you should turn 'invincible' (the enemy can't engage you in combat) for a few seconds so you can make your getaway. Fleeing is too much of an easy out as it is now.

OK, that's really it. This looks so rockin I don't know where to begin. Many <3's.

Posted on 2004-12-11 07:28:50

blues_zodiakos

Quote:Originally posted by mcgrue

...whoring?


Who do I have to sleep with to get good art for my game?

...

Actually, I should probably finish more of my game first. Damn step 1, damn it to hell.

Posted on 2004-12-11 10:44:13 (last edited on 2004-12-11 10:44:40)

Gayo

There are probably a couple dozen VERGE games being developed right now. Maybe four or five of those will ever get anywhere near finished, and I'm betting one or two (to be generous) will ever be completed and see a proper release. So yeah, the main thing you want to have to distinguish yourself from the countless others is a game that's really far along!

Posted on 2004-12-12 03:20:08


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