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Slastraf

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Blog Entries posted by Slastraf

  1. Slastraf

    Runenrise Showcase
    I don't know which wizard you are talking about. Anyway for the sake of a better title and proper introduction let's get into it.
    RPG's

    Role play games range from your average nintendo ds game to your hardcore retro experience.
    But what if you have tried so many rpg's and have found only very few specific ones that fit your style ? You make your own.

    Main inspiration.
    Divine Divinity


    (you can reverse search if you want the source, but the screenshot is not by me)
    ..is a Diablo 2-like isometric classic 2003 rpg.
    It has made its sales trough overflow of old CDs and had a 2nd debut in the digital release on steam.
    What can I say about the game ? Anything that your classic rpg has ... but
    - it had a huge variety of items and weapons that could craft you potions and so on. These all were randomly generated on the map in each playtrough.
    - You could roam around the city in the north and try to steal something here and there and make some obscure quests in a underground secret facility...
    or you could try to find the sacred three items that you could craft an ultimate item of your choice with and be in the end-game when you know how to speedrun it. Also it had a huge map with many interesting stuff and so on...
    - The music of Kirill Pokrovsky, especially in the Divine Divinity game. (youtube playlist:)
    https://www.youtube.com/watch?v=Iq60D8pmLxI&list=PLF83209B8D42B26DB
    It has choir, orchestra and some very distinct sounding instruments like harpsichords, flutes, guitar and others.
    Personally, I believe there is no better OST out there but you probably have your own "game" with that nostalgic OST.

    I have attempted an RPG way back and i also wrote a blog about it probably but at that time I had not much experience in coding and a lot of other stuff on my mind to get that project to a presentable state.
    However today I present you an endless procedurally generated walking simulator where you can shoot arrows (!)
    You may call it an unfinished game prototype but I have received multiple messages to make a blog so here it is...
    This is where the world generator started. It had a repeating pattern and also some bugs and no texture generation or any props.
    Also it had huge lag when baking new terrain.
    This is a video from today. It seamlessly generates new terrain without lag, and I even managed to write a procedural generated texture shader with help of havenphillip. All you can see was generated without my interference
    2021-05-11 11-20-52.mp4
    (or click here : https://www.youtube.com/channel/UCwCWs0ZGpRmx40o8ZiynlOg) 
    As you can see, the features are an inventory/crafting system, basic combat system and animaitons.
    However, the inventory seems to be hidden in this video because it is cropped.
    If you want to see more videos, please click the link.

    The game
    Its not a definitive decision so here it is : Runenrise
    The main concept is that the player will customize their character with the items they found, 
    and kill foes as well as find runes with powerful spells or runes for incarnating banned monsters.
    Where is the twist ?
    1. All of it will be randomly / procedurally generated. If you visit an area twice it will generate everything exactly like before,
    down to each blade of grass. (Yes I am working on a grass shader as opposed to the green grass there is now)
    If you share a seed with your friends, they will also see a perfect replica of that world.
    2. NPC with randomly generated "nearby" quests. This one seems really hard to implement, however
    I will try to keep it as simple as possible at first then work my way up to what is possible.
    3. Unique weapons and enemies stats placed in boxes, barrels etc around the world.
    4. Dungeons. Again, huge topic but can be cut down a lot for a prototype. I am talking any type of dungen,
    such as a graveyard on the outside or an inside of a room or a huge catacomb system. Each of which is not much harder to program
    than the others. I have programmed a Unity game before with my own dungeon generator of which I learned a lot from.

    With the help of you guys (community is the main reason I stick to Leadwerks)- and sites such as arteria3d which used to be active back somewhere in 2015 on the leadwerks forums and now apparently have moved on to https://arteria3d.myshopify.com (not affiliate but friendly tip).

    The approach

    I like the idea of making a "prototype" game to test its concepts, but for this project I have a different approach.
    The most basic things such as world generating should work flawlessly and without bugs first, to stress the boundaries of the engine and myself.
    For this there needs to be a good amount of detail, and every system that builds on the previous one needs to be game ready and not break in combination with stuff I want to do in the future.
    This requires that every part of the system needs to be in a well furbished state. As you can see from the video I tried to do this very much.

    Throughout the development in the last month and a half I had so many ideas to write in this blog but i would write more than program, but I am very eager to answer your questions if you have any. I will go into detail of the shader in near future but want to furbish it further. A simplified version of both shader and world generation are either on steam workshop or on this sites workshop.

    Thanks for the read
    Friedrich (Slastraf)  
  2. Slastraf
    Hello Leadwerks Forum its me again. The guy who releases too early
    Theres going to be a new game inspired by the Polybius pasta in the player soon. I just wanted to explain the core mechanics of the game and why it is more important than my free time. For some time, I have developed games on other Engines but the tournament got me back to my haven again ,where I am the most confident with my skills. This is why I can try new or more absurd game Ideas like an "intense psychoactive and addictive" effect provoking retro game. But with less focus on the "psycho" and more on the caffeine effect . Of course I run into problems because leadwerks is not made for this wireframe look or twodimensional games, so I dropped it already ... Just kidding, (no really I did but troughout the day more fixes came to my mind) - like using transparent images for rendering them instead of trying to make a skybox background which itself is also wire... you get the idea.

    THE GAME !:
    The game is split into multiple minigames.All have the feeling of an arcade or retro game from the 80's , but who am I to know how they really were like . For example, if you "loose" at one of these, it automatically switches to the next endless minigame which gets harder and harder with more movement and colors. One of these games, which will hopefully playable at the end of the tournament is almost done to its core. Its an wormhole simulator in which the player travels with a spaceship and needs to gather blue cristals which differ from other objects that you are not allowed to hit: (outdated)

     
  3. Slastraf
    "To give you an idea of the character interaction, this special feature will highlight a few parts of a minor subquest.
    [...]
    All of you who’ve played a role-playing game are familiar with the standard retrieve item-receive reward type of quest.
    There’s nothing wrong with those, and as a matter of fact, they are very useful for introducing a player into a universe. Unfortunately, typically those quests are implemented as “Hi how are you – if you get me this sword, I’ll give you 500 coins”, and that’s it. [...] "
    (not by me, credits go to larian studios)
    -> http://www.larian.com/Site/english/divinity/special_02.html
     
    That is what I have been thinking about, too .
    In my game which I have no name for at the moment I will implement very complex Interaction
    inside the world , and also with the Npcs .
    I know this might seem to be a huge project, but I am very into this so I am going to make a pre alpha in january 2016.
  4. Slastraf
    A year has passed, time for an other update.
    Exspecially in the last weeks, I have been thinking and working onmy Game for long hours.
    yay !
    A Video from exactly a year ago shows the early Game functions which no longer will be as they are in the final game, unfortunately. (Youtube: Slastraf)
    Today I am focusing on Game Art, not as much as -programming , just because when I got into making Games, I started off and like to work with 3D programs such as Blender or Designing Levels with the built in Editor.
    So I needed to compromise and make my Game visually looking better and make the Player interact more with the surroundings , and less with things that are time intensive to program (Mirrors Edge's FPSplayer or something like huge RPG games).
     
    I have read somewhere that Games in general are more interesting and fun to play , if one has lots of decisions to make.. Looking at that, it took a while for me to think of an Point-and-click style adventure game, where the Player is able to visit much and different areas of the deadly Surface of the Planet.
    But not only did I want the Player to be on the surface, but be in an Underground Vault-style Construction,
    and fight enemies that are lurking inside of it.
    (Theres going to two boss fights in 3D and also the mentioned 2.5D , but later more.)
     
    (WIP)

     
    These both Style of Games added up , lead to the Story.
    In late 2014 I first modeled a poor looking Space Station (Yes, I originally wanted to make a space Game) which was part of a Game where the player could flee in a capsule to the nearby Planet.
    Now I taught I will start the Game right where the protagonist does A crash Landing on the Surface.
     
    The main Objective is now , to find a way to survive the conditions of the Planet, since it has much Gravitation, less atmospheric pressure, and temperature (extreme long hot days, cold nights).
    I dont want to start talking about the over agressive hunter animals (Bosses).
    Of course you are not the only one to crash on the surface, you are able to get main Gear from the evil alien race Survivor,
    I have already modeled the Laser Blaster, but theres going to be a Blaster Pistol, and a multifunctional ,
    hand-attachable Taser, which generates a holographic protective shield . Only the latter will be available on the Surface to fight the boss, and in the later Game theres gun battles between Inhabitants, inside the Underground construction.
     
    All things Planned so far:
    Coast area, (will be big part of the plot , but I dont want to spoiler)
    Cliff area,(Crash site)
    Forest area,(First casual fight)
    Swamp area( First jumbo Monster boss fight ,, no spoiler )
    Interior maps of Underground Construction
     
    Things I am thinking of possibly putting in the game:
    Abandoned Small city
    Long Road in Desert
     
    I am looking forward to extend my knowledge, Make 3D Assets, and Share my game
     
    Some more WIP:
    Skyboxes By chrisV, thank you !
     
    Crash Capsule:

     
    Blaster Gun ( Am going to Upload timelapse on my Youtube Channel soon)

     
    Cliff area:

  5. Slastraf
    https://www.youtube.com/watch?v=Y_sv3eim_cM
     
    In the above Youtube link you can see my Blog entry as a video.
    Its a Blender timelapse of an Ingame device that lets you travel quickly on long distances.
  6. Slastraf
    Only rare 3D map and character moving (for now)
    Maybe I have started this blog too soon, but I want to share my ideas . (also I am a bit bored )
    If you want to build something similar like this in your game, please do that .
     
    Whats inside the Screen (items with "+" are currently not in the game):
     
    The screen itself:
    The resolution can be changed in the options menu,
    There is a very smooth vintage and contrast shader to make it look better.
    Appearently it has a very good look now. http://steamcommunity.com/sharedfiles/filedetails/?id=408368927
     
    The map:
    Some self made assets with the nobiax textures in the workshop* make a good look.
    There are walls, dead trees and a big stone. all of them have physics and it works quite well .
    This are low poly 3d models made in blender* .
     
    The character movement:
    (character model itself currently work in progress)
    It is like in L.o.L. , a top-down camera following the character smootlhly via thirdpersonfollow script.
    w-a-s-d keys move the character into the directions. The mouse is visible and is used for +spells
    and other things to interact with the 3D world.
    Very much work needs to be done in particular here.
     
    The +barrels and +chests:
    Unlike the chest, a barrel can be breaked by the player to see whats inside even when its locked.
    The chest can be opened if it is not locked and a window will appear showing you what`s inside.
     
    The +key:
    Any key that (wow just want to throw in that the site auto saved this at 12:22:22) is found on the map
    is for opening a +door or a +chest to explore the world.
    There is also a +key boundle that can open anything if you are skilled in this.
     
    +Npcs:
    They are a main part of the Game, like story and much amount of interacting with them on surprise or +trading.
    examples: guardian always watches you not stealing a item, or you will be put into jail.
     
    +buttons and +bars:
    On the screen there will be a health bar, a stamina bar and a mana amount bar.
    if one of them is empty you can think yourself what happens.
    The bars maximum amount can be increasid with potions for an amount of time or via skill tree.
    The health bar in particular can be filled with food, the mana bar with drinks, the stamina bar just with potions but it refills itself much faster if the character makes a short break from running.
    There will also be a combat switch button, when you are in combat, you need too pull out your weapon,
    when you are in a friendly surrounding with Npcs they want you to put it on your back.
    Much more buttons will be available like inventory or equip
     
    and much more things...
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