Time Keepers
Displaying 1-20 of 20 total.
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Ness
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From the person that brought you The Quest for Milk, comes an action oriented game about people traveling through time to take things that do not belong to them!
So here is what I've been working on for the last 2.5 months. It's not an RPG, but it is story driven so that counts for something right?
A few mini notes:
-The game does not use the normal VERGE buttons (enter, alt, etc). But all these can be changed at the title screen. The space bar will let you go into menus there.
-There will be more of the game. I'm going on the 'release in sections' plan. So once I get the next map or 2 done I'll release that to.
-I'd like to thank both RageCage and Feyr for A* and HookRetracePQueue respectively. Without those I could have never made this.
Oh yeah, I made a site to track the progress Here
Posted on 2005-03-03 13:28:19
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RageCage
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That freakin rules! nice light, A*, and blurring ^_-. But seriously, I love it. The targeting system is way cool.
Posted on 2005-03-03 16:35:49 (last edited on 2005-03-03 16:41:02)
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Ness
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Yeah I got the idea for the lighting from duskbane. I wanted to do some things with light, like only lighting up the room the player is in, but oh well.
Oh and I had to do some things the A* lib. Ents will get an XY movestring instead of ULDR. It keeps them from hooking onto obstructions.
Posted on 2005-03-03 17:16:18
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Kildorf
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It looks pretty cool. I just played through the first little bit of the first (perhaps only?) mission. Then I got shot a whole bunch. Eheh... ^_^;;
Anyway, I'll definitely take another crack at this later. Good job! :D
Posted on 2005-03-03 17:27:15
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Omni
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hey, Ness. This is really awesome. I just -really- need to find more time to play stuff like this.
Nice job on the targeting system in particular. I always thought that some type of targeting would make overhead battle a bit more comfortable. Extremely cool.
Posted on 2005-03-05 11:24:02
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Ness
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Yeeessss play more gamesss.... Obey the computer...My presioussss...
er um.. glad you(all) like it, and I'm glad the targeting system worked. I never got around to choosing between multiple targets, but oh well.
Oh and I DO plan on finishing this. Or atleast getting a few missions out. Map making is inhibited by my(in)ability to draw.
Posted on 2005-03-05 16:01:22
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rpgking
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WOW, that was awesome. The AI was decent, and the targetting system was well-done. In the second area, I ran out of ammo real fast and had no idea how to get more :P
I hope to see this finished some time. It's kind of like a Metal Gear game, with a cool targetting system.
Posted on 2005-03-05 18:27:06
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Kildorf
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Okay, I actually played all the way through it. It continued to be awesome, and I'm glad my first impressions were not wrong. :) Keep up the good work, Ness, and I hope to see more! :D
RPGKing: Once you're on the mission, you have a tranq gun. Just shoot them once then run away and hide. Eventually they'll just fall over. ^_^
Posted on 2005-03-05 18:41:05
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rpgking
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Oh, so that's how it worked. I kept on shooting them until they fell over. O_o
Posted on 2005-03-06 12:34:57
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Interference22
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This is rocking cool and being the Deus Ex / Thief fan that I am. Only suggestion I could possibly make as an improvement (bar saving and loading..) is some way of letting the player see the vision radius of nearby hostiles - perhaps something that when in use restricts the player from using their weapon.
This is a HUGE improvement over Milk!
Posted on 2005-03-07 04:32:45
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Interference22
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Incidentally, the alterations you've made to the A* library may really help my mouse-based control shenanigans.
I'm currently using a severely bastardised version of the original which I seem to have broken in several places. Do you mind if I use your version instead? I'll give you the relevant credit, of course :-).
Posted on 2005-03-07 05:13:57
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Ness
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Sure, go right ahead. The places where I changed around the code should all be marked with comments, but most was in the writePath() function.
Posted on 2005-03-07 08:12:12
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Gayo
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Frontpage'd. To reiterate the points I made there: this is awesome and I want more, I like the chasing and targeting and stuff, the control scheme is nice, glaciers move faster than that text scroll.
Posted on 2005-03-07 14:42:52
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Ness
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Gayo gives publicity to get people to work faster :p
I'm working on the 'let user choose text speed between glacier and space shuttle on reentry' right now, along with speeding through the forced dialog parts.
Also, thems is some good ALT img tags.
Posted on 2005-03-07 15:03:25
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mcgrue
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I've been bugging Gayo for Phobos review since the last batch of reviews.
He lieks teh procrastinate only slightly less than I.
I'd've posted this sooner... but.... eh?
Posted on 2005-03-07 18:32:47
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Gayo
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Quote:Originally posted by Ness
I'm working on the 'let user choose text speed between glacier and space shuttle on reentry' right now, along with speeding through the forced dialog parts..
All you really need is 'when you push this button it skips to the full text'. That way people can be as impatient as they like.
Posted on 2005-03-07 22:51:04
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Interference22
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Quote:Originally posted by Ness
Sure, go right ahead. The places where I changed around the code should all be marked with comments, but most was in the writePath() function.
Cheers. I spent a little longer on the code than I was expecting: TWO HOURS. You managed to BREAK large tile handling (bigger than 16x16, which I need for my 32x64 CHRs!) so I spent a while fixing it, the side-effect of which was undoing some of what you did with WritePath() (grr). I'm back to UDLR movestrings but for my purposes this is more than adequate.
On the plus side, I re-formatted the code so I could actually understand half of what Rage Cage was doing and bundled in a few extra functions to make it a whole lot easier to use. Now my entities don't bang into walls any more, A* rarely ever times-out, debugging is toggleable via a #define and I can easily use it on entities other than the player (a luxury now, since my older version was screwed beyond belief). Joy!
Posted on 2005-03-08 03:16:24
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Ness
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Text speed has been fixed Here It's just the maps and system.xvc so you have to copy it over the tk directory. I didn't want to upload it to vrpg for the sake of keeping the files section somewhat clear.
Radar is definitely going in, but I have to figure out how I'm going to do it gameplay wise first. That and I haven't been able to figure out the math yet...
Oh and Interference, sorry I broke A* while trying to fix it...could you email me the one you came up with if only to take some of the weirdness out of my pathfinding?
gyasi DOT grey AT gmail DAWT com
Posted on 2005-03-09 16:09:28 (last edited on 2005-05-18 14:39:30)
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RageCage
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OMG GMAIL! GAMIL iZ EVIL!
http://google-watch.org
PLEAZ, SAV UR SELF!
Posted on 2005-03-09 22:37:01
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Ness
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OMGWTFBBQ!!!11!11one
Posted on 2005-03-10 07:22:24
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