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Finally set up a decent site for my game.
 
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Thu Feb 19, 2004 1:43 pm    Post subject: Finally set up a decent site for my game. [quote]

Finally set up a decent site for my game.

I'd appreciate any comments you guys have on the site (or on the game itself). Try out the tech demo (linked as the download on the project page), and let me know what you think. Definitely let me know if you have any problems with it.

I'd explain what the game is here, but I'm tired and I already spent a while explaining it on the site ;)
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Thu Feb 19, 2004 2:04 pm    Post subject: [quote]

Have'nt downloaded the demo yet, but I must say, if those screenshots are any indication, this game shows a lot of promise. I also like the look of the interface. Mind giving us some insight into the gameplay mechanics. What are the main charaters' abilities and how does the player go about using them in the game?
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Thu Feb 19, 2004 3:54 pm    Post subject: [quote]

I have neither downloaded the demo but I must say that I really like the interface. And I really do like Iera Mitchell. Have you drawned her yourself? If so, whoza. Youre good. And reading through the Features makes me wanna play. The Genus System sounds nice indeed.
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Thu Feb 19, 2004 10:14 pm    Post subject: [quote]

The main character is what's called a 'Chimaera', someone born with two sets of DNA. Her second set of DNA has a special trait that allows her other set of DNA to be changed without killing or injuring her, and without the dangers and slowness of gene therapy.

Basically, you'll get genetic 'samples' (I haven't worked out exactly how the player will get them) and combine them into various gene sequences to give yourself abilities and attributes. Certain genes will probably combine in particular ways, and affect each other, like FF7's materia system. Basically, the game plays like Secret of Mana, but it has a bit more complexity. The realtime lighting system will allow you to hide in shadows and turn lights off so that guards can't see you, etc. You'll be able to 'lock on' to enemies depending on what weapon you use, and I at least am planning on having both melee weapons and projectile weapons. (Not sure if it will work overall, though.)

I'm glad you guys like the look of it - I've spent a while designing the interface and everything. The character design for Iera was done by Eternal_|3lue.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Thu Feb 19, 2004 11:48 pm    Post subject: [quote]

Sounds a lot like a REAL ULTIMATE POWER game (ninja-ish, in other words) - me want play! Now!
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janus_school
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PostPosted: Fri Feb 20, 2004 2:59 am    Post subject: [quote]

Valderman wrote:
Sounds a lot like a REAL ULTIMATE POWER game (ninja-ish, in other words) - me want play! Now!

I want to play it too, and I'm the guy coding it. :(

The tech demo has a tiny taste of the gameplay that will be in the final game. I'm probably going to release a few more tech demos as time goes on and I get more functionality implemented. That way I can get feedback on whether it's actually fun or not, and what works and what doesn't. My goal is to have a playable game that's got all the important features implemented, and is fun, before I reach Beta. That way the Beta testing stage will just involve bug fixes and creation of the rest of the game's content. The actual game is going to be somewhat modular - individual, mostly independent missions to various locations, like factories and bases and such, so hopefully it will be possible to do most of the necessary work to complete the game without having to finish all of the content.
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valderman
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Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Fri Feb 20, 2004 12:31 pm    Post subject: [quote]

Don't you have any screenies to show off the promised shadows? The ones on your site doesn't seem to have it...
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Fri Feb 20, 2004 11:28 pm    Post subject: [quote]

Valderman wrote:
Don't you have any screenies to show off the promised shadows? The ones on your site doesn't seem to have it...
Ah, yes. The lighting system isn't actually used in the engine yet, so I don't have them up on the game's site.

The lighting system is simple but effective, and it runs pretty fast.
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Thu Feb 26, 2004 2:39 pm    Post subject: [quote]

I will look forward to see the lighting fx ingame.
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Thu Feb 26, 2004 4:35 pm    Post subject: [quote]

I like the GUI... it's clean and intuitive. Gameplay seems okay for the moment (this is WIP so things may change), but the frame rate wasn't very high on my system (~40fps full screen without any filters (1ghz Thunderbird, Radeon 9200, latest Catalyst drivers).

Grain filter and Context-sensitive icons are nice; glad to see I'm not the only one using those :)

.
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bay
Wandering Minstrel


Joined: 17 Mar 2004
Posts: 138
Location: new jersey, usa

PostPosted: Sun Mar 28, 2004 5:53 am    Post subject: [quote]

i ran your tech demo, looks like its really coming together well. as most people say, your menu system is a strong point, but i also think your 2d map and scrolling is very well done. overall if this doesn't go anywhere i'm going to be deeply depressed.

.02$
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janus_school
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PostPosted: Tue Mar 30, 2004 2:52 am    Post subject: [quote]

bay wrote:
i ran your tech demo, looks like its really coming together well. as most people say, your menu system is a strong point, but i also think your 2d map and scrolling is very well done. overall if this doesn't go anywhere i'm going to be deeply depressed.

.02$

Thanks, I've put a lot of effort into the design and everything. :) I am hoping to put together some more test content and stuff and put out another tech demo soon... the development is going pretty slowly, especially since I have had a lot of trouble putting together a team (I don't really have any committed team members other than my coworker who is helping with design/story, and Eternal_|3lue, who doesn't have much free time lately due to work and other constraints...)

I have managed to do a lot of design-oriented work lately, though. All the loose ideas and design elements I've had floating around in my head are starting to become more cohesive and fit together. I've also made some really good progress on my engine lately, at least in the performance area - performance has been one of my major concerns so far, and I still think I might have to write a custom engine before the game is complete; but things are looking much better for the existing engine, which means I can save a lot of time by re-using existing code and tools.

Hopefully once I get the design documents a bit more coherent and informative, I'll have better luck recruiting team members.
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Darcnyss
Fluffy Bunny of Doom


Joined: 28 May 2004
Posts: 18
Location: South Africa

PostPosted: Sat May 29, 2004 1:08 pm    Post subject: [quote]

Damn impressive.
The artwork I've seen so far is bloody amazing, and I must say, the concept of the Chimaera main character is damn brilliant.

Damn impressive work...
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Joakim
Tenshi's Bitch (Peach says "Suck it!")


Joined: 05 Apr 2004
Posts: 64

PostPosted: Sat May 29, 2004 2:27 pm    Post subject: [quote]

What the others said, but ...
When you're in the menu, sometimes a white ... layer or something sticks even after you exit the menu - which really means you can't see a lot of what's going on.
Also, how come the dog become invisible when I shoot it? I'd really like to blow it's guts out!
And hey, wasn't there footsteps in the snow once - where did they go? :D
Good luck on it!
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Wed Jun 02, 2004 4:45 am    Post subject: [quote]

Joakim wrote:
What the others said, but ...
When you're in the menu, sometimes a white ... layer or something sticks even after you exit the menu - which really means you can't see a lot of what's going on.
Also, how come the dog become invisible when I shoot it? I'd really like to blow it's guts out!
And hey, wasn't there footsteps in the snow once - where did they go? :D
Good luck on it!

Those are all bugs, actually. At the point that I released the tech demo, there was a stack corruption bug (ick) in my graphics library that caused some various parts of the engine to freak out - that caused the white garbage to appear onscreen. The dog becomes invisible and doesn't die because of the stack corruption bug as well. Footsteps are simply missing because of my laziness, otherwise I would've put in some code to make them work right. :)

I've been working on some programmer art lately and hope to put together a newer tech demo with better gameplay, I'll keep you guys posted.

I've also gotten the lighting engine working ingame, so hopefully you guys will get to see it in action! Here's a shot of it (still has some issues, so it doesn't look as good as it should):
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