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Mattias Gustavsson
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Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Mon May 07, 2012 6:10 pm    Post subject: Fantasy RPG [quote]

Somehow, I managed to get caught up in various tech-projects over the last few months, instead of actually working on any games. In fact, I haven't really worked on a game since "The Strangler", though there's been a couple of "false starts".

So now I'm getting stuck in again, and thought I'd use this thread to post about my progress, and to remind me to stay on track :P

I have only a vague idea of what I'm going to do at the moment - I'm thinking a traditional fantasy rpg, with a party of four characters (I'm thinking Fighter, Wizard, Thief and either Cleric or Ranger). The key thing for me on this one is to keep things simple, and focus on completing it - and not to get lost in various tech-related side-tracks.

So, that's a quick statement of intent. I'll keep you guys posted :-)
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RampantCoyote
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Joined: 16 May 2006
Posts: 546
Location: Salt Lake City, Utah

PostPosted: Mon May 07, 2012 10:36 pm    Post subject: [quote]

Thought you'd been a bit quiet of late. :)

I've been doing a lot of engine-work since releasing Frayed Knights 1. Things have been going a little slowly due to crunch in the day-job (well, mostly because of that). Hope to have some things wrapped up and humming along by July with that though, so I can get to porting more of the original code & doing actual game-stuff. But I feel the same call... been squirreling around too long with tech and feel the need to work on an actual *game* again.
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Mattias Gustavsson
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Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Tue May 08, 2012 6:21 pm    Post subject: [quote]

Yeah, it is so easy to get side-tracked by non-game stuff. I think in part it is because you can tell yourself that you're still working on the game when doing the tech. And before you know it, months have gone by :P

For this game, I'll be using Poser for the graphics as usual - but I'll try to keep it fairly simple, and aim for a bit more content instead. I'm currently thinking of doing it in the same style (visually, it will have totally different controls) as the "Dwarven Commando" I started on but never finished (but a bit more zoomed out):


I've started making one of the player characters - mostly to have something hands on to work with (and to "set the tone" for myself) while I get on with the design and initial planning. I'll post a picture of it when it's a bit further along.

But mainly, I am trying to come up with the fundamental design, defining what aspects are important for this game and which ones doesn't matter.

I must say, in this phase of "ideation" and design, one of the best resources I've found is Jay's blog - it's full of great information, but even better than that, it helps me coming up with the right questions - and that's invaluable!
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www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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Mattias Gustavsson
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Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Tue May 08, 2012 9:52 pm    Post subject: [quote]

So, here's some first shots of one of the four player characters - the cleric. Obviously nothing is final yet, but I'm happy with it so far.



The idea is to try and make something in a style similar to old Dungeons & Dragons. Especially the art of Larry Elmore serves as a great source of inspiration. Not that I'm anywhere near that level of art, obviously, but one can still try - even with limited ability and the limitations of Poser :D
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Nodtveidt
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Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Wed May 09, 2012 1:15 am    Post subject: [quote]

She looks a bit like a friend of mine...


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Mattias Gustavsson
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Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Wed May 09, 2012 6:16 am    Post subject: [quote]

Ha ha, yeah, I can see the resemblence! Is she a cleric too? :-)
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www.pixieuniversity.com - Software 2D Game Engine
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Nodtveidt
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Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Wed May 09, 2012 11:08 pm    Post subject: [quote]

She's a nude model, is that close enough? lol
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Verious
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Joined: 06 Jan 2004
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PostPosted: Thu May 10, 2012 12:45 pm    Post subject: [quote]

I look forward to hearing more about the new game.
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Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Thu May 10, 2012 7:09 pm    Post subject: [quote]

I've just started designing the combat system - but I am very much a noob when it comes to design. My aim right now is to make a prototype of combat and levelling up, to see if I can get it to be fun. The two main concepts for this game is combat and exploration, so it is essential that both are fun.

My initial idea is to have some sort of real-time combats, but have them flow at quite a slow pace (so they end up a bit closer to turn-based). Perhaps even allow the player to pause during combat and queue up actions (a bit like Baldur's gate maybe).

I came across a great article about how to construct game systems, so I will try to use some of the techniques it describes:
http://www.altdevblogaday.com/2011/11/12/the-craft-of-game-systems-part-1/
http://www.altdevblogaday.com/2011/11/29/the-craft-of-game-systems-part-2/
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www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sun May 13, 2012 7:18 am    Post subject: [quote]

I started some actual coding for this yesterday, and spent most of the day implementing basic walk-around and selection. Today, I'll see if I can get some enemies in there. Hoping to have a basic combat prototype later in the week :D
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www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sun May 13, 2012 1:02 pm    Post subject: [quote]

Here's the second of the player characters, the Fighter:



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www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sun May 20, 2012 8:49 pm    Post subject: [quote]

Things was going fairly well, but then my laptop packed it in :( Luckily, I have an online backup service, so didn't lose any data (well, one file, but I can live with that), but I am now restoring the backed up data to my desktop computer, as well as installing dev tools :P I hate it when things like this happen just when you start picking up momentum...

Anyway, before this mishap, I managed to get enemies spawning, moving towards players and start attacking when close enough. Hitpoints and endurance status bars for both player characters and enemies, and a sims-style pie-menu for interacting with objects/enemies. Next step is combat resolution, calculating hitpoints and attack rates and such. Once I get my gear set up, that is.
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www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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RampantCoyote
Demon Hunter


Joined: 16 May 2006
Posts: 546
Location: Salt Lake City, Utah

PostPosted: Mon May 21, 2012 3:23 pm    Post subject: [quote]

Reminds me that I need to finish setting up my source-control for my latest...
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Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Thu May 24, 2012 8:54 pm    Post subject: [quote]

Yeah, better get on that before it is too late :P

I'm almost back to where I was - everything installed, back-up files restored and good to go. Looking forward to get back to do the combat prototype.

In the meantime, I've been making some variation on the Cleric character portrait - I want to be able to show different emotional states in dialogues. The expressions might look a bit exaggerated, but in the actual game, the portrait will be smaller, and the screen busy, so trying to go for clarity rather than realism.


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www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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RampantCoyote
Demon Hunter


Joined: 16 May 2006
Posts: 546
Location: Salt Lake City, Utah

PostPosted: Fri May 25, 2012 2:36 pm    Post subject: [quote]

I have learned from sad experience and other industry veterans that subtle doesn't work too well in videogames.

Glad you are almost back to where you were.

I finally set up an off-site source control for my latest project, which gives me a little bit of peace of mind. It's advanced far enough (after numerous failed experiments) that I can declare it the technology I'm going with for FK2, FK3, and another unannounced project.

But there's still a lot of up-front tool work I'm doing. I learned a lot of lessons on FK, and one of those was how slow content creation can go with insufficient tools.
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