Geas Tech Demo
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Gayo

Kildorf, whom you may remember from his sexy compo entry [Journey to Black Mountain], has recently released a very simple tech demo of [Geas], a game that stars the characters from Black Mountain as adults. When I say 'very simple,' I mean there's nothing here but interface and a tiny map to test that interface. However, it's a very promising interface indeed, with all the basic functionality in already and a few bells and whistles. Of special note is the tree-based skill system, which not only has a really sexy skill-learning UI but is also very cool in a tabletoppy sort of way.



You can beat up zombies, buy things from the store, and learn new skills in this version, but that's about it. However, it's worth checking out just to see how cool it has the potential to be.



It's also worth getting for the art. The tiles are gorgeous, and the chrs are very nice as well. Characters have nice speech portraits and status pictures, and there is a sexy lighting system based on in-game time; when you start the game up, it's very dark, but dawn breaks very soon and the area becomes better-lit until everything is uniformly bright, fading back to points of light amid darkness when night falls again. This is a game that really earns its right to hi-res, which is nice to see. Now, we all know that pretty VERGE games don't get finished, but let's all be supportive just in case.



I felt bad downsizing screenshots but didn't want to take up half the page with 640x480 caps, so the images below are thumbnails and can be clicked on for full sexiness.











Posted on 2004-12-15 20:54:45

Gayo

By the way, I wish all the hires games didn't use that font. Didn't aen make a sexy fontripper util?

Posted on 2004-12-15 20:56:26

Omni

Er...what font is that?

That is excellent art and code, to be sure. I like it.

Posted on 2004-12-15 21:08:02

Kildorf

First of all, thank you mightily for the front page post Gayo! I figured the sidebar was more exposure than a tech demo really warranted, but I won't be the one to look a gift horse in the mouth. :D

I have no specific attachment to that font, really... so maybe I'll look into a better one. ONLY TIME WILL TELL! :O

Also, as for actually finishing Geas, I will momentarily break my self-imposed rule (I call it the Anti-Romero Rule: 'Don't talk publically about anything that isn't already at least mostly-done.') and talk about some things that I've decided on the future for Geas...

Foremost, I have no desire to sit here on Geas for the next century and a half with nothing more out of me. Instead of waiting until I've completed the whole game, I've broken the story into chapters. I'll view each chapter as a milestone, and build them sequentially. Meaning... when I finish chapter 1, I'll release it. It'll be like a fraction of a completed game every few months (or whatever) instead of one large-assed game sometime after the year 3000! Of course, I will lay down the save game format before the first chapter comes out, so it won't be necessary to start over for each chapter or anything stupid like that. And as a means of judging size... Chapter 1 will basically be a somewhat expanded version of what I planned for the HoV, with everything beyond that being new material.

In addition, I've managed to generate a fair bit of interest in Geas and I pretend that my friends are violent enough to come rend me limb from limb if I casually drop Geas by the wayside. I am fully committed to going through with this barring alien invasion or nuclear meltdown or something. This I swear, upon this red crown, the source of all my dark powers...

That said, a few notes about the tech demo that Gayo didn't mention:

Please read the readme included in the zip! It tells the sordid tale of this HoV-entry gone long and why it took me so long to put out a tiny demo. Also gives proper credit (unlike my HoV documentation which I wrote when I was sleep deprived and pissed off at my lack of progress). I'd also greatly appreciate any and all feedback, even if it's just 'I really like how you do skills' or 'Your combat is waaay too cumbersome'. And I know that Tanessa's pathfinding is completely broken. ;)

Second, here are some keys to play around with:
- L adds a new 15-second (if I recall correctly) lifespan light to Kiel. Don't hit it too much, since there's a hard coded limit of active lights that will crash the game if you overflow it.
- F7 turns the lighting engine off. It's really slow (bad enough to make my 1ghz Athlon start to have noticable slow down). If anyone wants to take a gander at the poorly commented code and offer suggestions as to how to improve its performance, that would be swell. (Check out the end of tick() in system.vc)
- F9 and F10 reverse and speed up time, respectively. You start out at dawn, so if you want to go back to night time or to noon or whatever and don't feel like just sitting there for a while, you know what to do.
- Various other keys do things for testing purposes... I believe F4 heals your party, F2 damages it, F3 gives you an automatic win in combat (when no menus are up) or adds experience when a character's status screen is up, X shows obstructions... they're mostly just for my use, really, but if you want to play with them then check through the source code.

Again, thank you Gayo, and thanks to everyone who's shown their support for Geas. :D Don't hesitate to drop me a line at speveril@northknight.com or post publically. Once I'm finished my exams and homework for the semester, I'm devoting what time I'm not LANning, camping, or spending time with the family to working on Geas, and hopefully at some point I'll put up a page explaining all this in a more thoughtfully laid out manner.

Posted on 2004-12-15 21:30:39

Omni

Er...the lighting system is slow? Fooled me :)

The chapter idea sounds excellent. A long long time ago I thought about something vaguely similar, and it seems like a good way to consistently provide content.

Also, I like your lights, but I personally think the clock is a little too obscure...I didn't even notice it was there at first, and then I kinda had to figure out what it actually did, since it wasn't really evident. However, I like the time-based idea, and I really liked Zelda: Majora's Mask, so this gets points for me. Great job.

Posted on 2004-12-15 22:38:48

Wooly

Once, I made a little utility that let you make fonts from the fonts of windows. It was for V1 and V2 and the background color was Black. I edited it so it is compatible with V3. Background color is now death magenta.

I don't know if It is the utility that Gayo was refering to but I guess it won't hurt to release it :)

You can download it there: Font Maker 2

Posted on 2004-12-15 23:36:30 (last edited on 2004-12-15 23:37:31)

Gayo

The lighting goes nice and speedy for me, but I've got a pretty good computer. Actually, turning the lighting off seems to screw up Tanessa's walking animation somehow so she has a really stuttery walk.

Posted on 2004-12-16 18:58:14

Interference22

Wooly! I've been using your Fontmaker program for ages now to crank out fonts for V3, it's *fantastic*.

The Geas tech demo looks fantastic, although the lighting system runs a little slow on my 1.3ghz. Nice to see that 640x480 is your res of choice: I'm working on some hi-res stuff too (should probably release a tech demo soon or people will complain I'm not doing anything..).

What sort of techniques are you using to do your tile art? It looks beautifully smooth and precise while using quite a reserved number of colours.

Posted on 2004-12-17 03:35:20

Kildorf

For doing tiles, here's generally what I do:

I use a lot of mock-up psds in Photoshop; just a large expanse of white or death-magenta so that I can put tiles next to each other and duplicate them to check how well they repeat. While I do use multiple layers for different tiles, I'll generally only use a single layer for a particular tile. I do sometimes use multiple layers when I'm doing edge tiles though, like in the cave in Geas where it goes between white sand and purplish rock.

I'll marquee off the section that I want (I work generally with a 32x32 tile) and lay down a base colour, usually a shade or two lighter than the darkest I intend to use. Then I'll pick two to five other shades (depending on what I'm making; short grass is relatively flat and so needs only a couple of different colours, while my cave wall is very bumpy and uses quite a few). I lay down all my colours beside the tile so I can easily grab them with the eye dropper.

Now, I used to use the pencil tool and do every pixel by hand; in the original Geas demo this is how I did it, and it's still there in the tech demo in the tree, the grey rock, and the building. For gradations I'd do dithering manually and this gave me a masochistic pride of 'Haha I am teh uber pixel-artiste and I do things right'. I discovered (shock, gasp) that I can make better looking tiles with less work if I instead use a 1 pixel paintbrush at about 75% opacity, and let the computer handle things like . I generally block out colours going from the base colour to the next lightest, then the next lightest, up to the brightest colour I've got for small highlights. Then I'll go and darken and detail any 'low' patches in the tile with the dark stuff. Then I'll zoom in and out a bunch and fix up any places that are unbalanced or look bad, and occasionally just get sick of the damned tile and start over.

A couple of times through this process I'll copy/paste the tile into a 3x3 grid of itself to make sure that it's repeating properly and adjust accordingly. I don't leave that to the end because it'll be more work to fix a completed tile. I'll also check it against other tiles that will be going next to it, like if I'm working on a wall I try to check it against the floor it goes with as much as possible.

Uh... really that's pretty much it. As for figuring out what to draw where, tsugumo's tutorial that everyone talks about is good, and I also like to load up emulators and take screenshots of pretty looking tiles so I can zoom in close and look at composition later.

Posted on 2004-12-17 05:56:08


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