This is sad
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Syn

Verge forums is depressing lately. I wish my personal project was more advanced. I soooo want to post screenshots and help live up the boards. Since I'm unable to do that yet, can some please post somethings from their projects. Hopefully it will help wake up the fire of creation in all of us!

Posted on 2006-06-26 22:17:12

Overkill

Very well, then. Progress screenshots of Rubbish Rogue, in no particular order. Rubbish Rogue was originally compo entry from last summer - which you likely haven't played - found on TomT64's compo site. It featured fadeaway rooftops, item combinations, collecting garbage, pirates, ninjas, and making a creature out of garbage.

However, fading rooftops didn't always work due to a certain zone chance bug not fixed until after the competition ended. Battles were planned but never implemented due to the stupid concept of the original. The whole idea of making a snake golem from a magical steam engine that possesses pieces garbage was tossed to the side in favor of something moderately more conventional and less retarded.


Just starting off, but it has color preferences, as you can see. Also for some bizarre reason, there was Link from Link's Awakening in the background.



Items, not all of which have icons yet. You can combine two items to attempt to make a new item. If combination fails, then nothing happens.



Items, again. However, this time with gradient action, as well as perecentiles showing the elemental composition of the item (based off of the items it was based on). These percentiles are no longer in the most recent version, and replaced with actual numbers.



Yeah, that's right. You can customize the colors and gradient style of the boxes. You can also switch fonts to pick one that is more legible depending on color choice. It's rad. You can even change the cursor's size and colors!



When you're about to combine items, the text will scroll at the top so to fit both names of the items to be combined on the screen (in case lengthy named items are combined), and because it looks cool.



Level up! You get varying points depending on the level of your character. HP raises by more than a single point for each point invested.



The action menu within the items dialog lets you choose whether to equip/remove, use, or disassemble items. Needs status change indicators for the equipment still.



Voila, item from previous screen was equipped! Obviously not finalized equipment stats.



Main menu.



Rain effects, that look crappy in still motion. Utilizes the verge3 sprite system, which I have improved but have yet to add to the official build.



Disassemble an item into its pieces. You can choose the depth of the disassembly, even though some options will not be possible due to the amount of raw materials the items are made of later on.

I also goofed around with the color settings prior to the screenshot in order to deviate from the default and give the typical RPtarded look to my game :D



Can't disassemble level 0 items, tool.


Note the Magic menu also introduced on the main menu list (need to get screenshots of it eventually). Magic requires a certain parts of specific elements, such as: 3 Fire, 2 Water, 7 Wind.

Posted on 2006-06-27 09:37:20 (last edited on 2006-06-27 09:56:48)

Darien

I have recently helped Overkill with a school project of his, although it is in java and not VERGE, it should be VERGE because I still can't get it to work on my computer ;_;

Posted on 2006-06-27 11:07:30

Interference22

I was born to make you happy:

Uhuh.

Shhh. Don't tell anyone.

Posted on 2006-06-27 17:15:03

mcgrue

I was born to be a dancer.

...

...Int, does your game feature... jesus?

Posted on 2006-06-28 09:28:11

Syn

Overkill : Happy that the project is not dead! Although I still liked the magic steam thingie concept and disappearing roof. :P

Darien : Hey! I played that! It's pretty cool, overkill should put it up on the board for people to try out, even if it isn't verge. Btw, I don't know why, but what caught my eye in the game was the pillars. I think they are pretty cool with the damage ridges.

Interference : Nice reply choices, lol. But unlike the other projects I know nothing on this one. Do reveal some secret tibits for us cool people who still come on the verge forum.

Mcgrue : Don't you have some sully stuff to show off? :D

Posted on 2006-06-29 09:43:42

Omni

Interference: what is that? That looks good.

Posted on 2006-06-29 14:36:43

Gayo

It's not Parallel 7, I can tell you that!

Posted on 2006-06-29 15:16:10

Overkill

From the art style I'd assume it's Perceptions.

Posted on 2006-06-29 16:25:59

Interference22

No, my game does not feature Jesus, although that has the makings of a complicated in-joke.

Yes, I'm still working on Perceptions. I'm in something of a slump right now as my life is currently chronically boring and uninspired.

It's my attempt at trying to champion contempory sci-fi. By this, I mean science fiction (aliens and hyperspace included) in a contempory setting, thus allowing a character to have a conversation with a life form from an alternate reality about - say - Star Trek. Or treacle. A fine example of something working in a similar vein would be The Hitch-Hikers' Guide to the Galaxy. Or Bruce Coville's My Teacher is an Alien. Sci-fi, resplendant with gleaming battleships and moonbases doesn't have to be set in the future; in fact, by using present day characters the feeling of involvement is upped to a satisfying level.

The scene you are looking at (ie. my screenshot) is near the start of the game. You're looking at the recovery ward in a processing and habilitation center on a planet a few short lightyears from Earth. It's for introducing pre-hyperdrive enabled species to the wonders of the interstellar community. The one dressed like Christianity's one and only bearded messianic figure is in fact Helen Pinback (subtle Darkstar reference there..), professional psychologist and the first non-hostile contact you'll get to talk to.

You play a human that's been rudely snatched from their home planet by a group of psychotic cybernetic aliens who want your body parts to fuel their war machine. Luckily, you're rescued just in time by interstellar law enforcement and sent to a habilitation planet for assessment. From humble beginnings, you'll go on to save the Universe from certain doom. Probably.

Posted on 2006-06-30 17:45:00

Gayo

Dude, the times when your life is boring are when you can get the most done!

Posted on 2006-06-30 19:35:36

Important

Quote:Originally posted by Interference22

I was born to make you happy:

... excellent futuristic game image...

Shhh. Don't tell anyone.


Yay, this image does make me happy. I kind of hope for some Ender's Game style stuff as I've just recently reread that book (even if the author is a crazy mormon, homophobe fascist :D )

Posted on 2006-06-30 20:21:20

Kildorf

I need to stop being an unfocused slackass and get stuff done. Yes, Geas is still being developed, but it has been pathetically slow, with periods of inactivity thanks to school and work and sucking.

In the mean time, though, I'm working on a totally sweet top-secret project that I need to complete before working more on Geas. It's slow too but I had a breakthrough last night! So maybe I'll have something to show in the not-too-distant future.

Posted on 2006-07-01 10:05:23

Rysen

I have some free time coming up and will be going back to see where I left off on some of my projects....that's one of my biggest problems. I tend to leave things unfinished before I get whisked away to real life matters and then forget what I was working on when I go back to a project...

Furthermore, this is my first post in months so....hi!

Posted on 2006-07-01 12:10:54

Interference22

There is an inherant problem with boring moments in your life: they're the single moment when you have the time to do what you want but completely lack the drive and inspiration to do what you want. Life is inherantly cruel and unkind. Sigh. Well, I'm struggling against the mirth.

Posted on 2006-07-01 16:35:57

Syn

Wait a sec, how many games are you working on Interference?

Hi Rysen! :o)

Posted on 2006-07-02 20:31:09 (last edited on 2006-07-02 20:31:51)

mcgrue

His name implies he's working on 22 games.

...or maybe working on sabotaging 22 games.

Posted on 2006-07-05 22:11:14

jrhee

So what's up with all the games in the gallery? Dragmoria, Phobos project, Zodiac Cogency, Geas, The Astrad, Amethyst, etc. to name a few. They all look pretty far along into development... any news?

Posted on 2006-07-19 12:17:03

Code

I'm hard at work on Zodiac Cogency, but unfortunately I wouldn't say I'm far into development.
I've still got what seems like an endless amount of maps and monsters to make before I can release Chapter 1 of the story. I'm more certain than ever that releasing the game a chapter at a time is the way I want to go, so that's what I'm going to do. It's just too big (at least, according to the storyboard) of a project for a solo developer to hold until the whole thing is complete.
On the plus side, I'm so freaking close to releasing a tech demo.
At any rate, I can say with 100% confidence that it's not a dead project. Whee!

And hey, I spilled the beans, now I want to hear about the rest of these games!

Posted on 2006-07-19 20:13:48

arias

I'm guessing the next "big game" to be out would be The Curse of Dragmoria. Last I checked, their update was late April and they were scheduled to finish this July. Well, even if they derailed and didn't make that much progress in the months in between, they're so far ahead in the development stages it wouldn't take too long to finish.+

Posted on 2006-07-20 03:46:25


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