33 commits today (if I didn't miscount) :-) New things are for example:
- two nice indoor maps (by our great new mapper atheros) for the barracks
- I updated main map (new mountains, yeah!) - Work in progress sympathy system (there are now different dialogs depending on the sympathy the specific faction has for you) - and as always, much technical stuff that won't be of any interest for you ;-)
Today we got a bunch of new things again (I love weekend productivity!):
- The casern storage got a new dusty level directly under the roof - The main map was extended and modified a little bit, some leftover merging work got done - Exploding bananas! - WIP indoor map for the barracks (by atheros) - And lastly: I don't dare to say... Some hairstyle corrections again -.-
Well, probably I have to say a little bit more about that exploding bananas thing. I don't think Ablu intended to leave the item graphic of it as a banana ;-) Essentially it should be a bomb. It can be placed, then after some seconds it will explode and make substancial damage to all beings around it - if you manage to get one off in a patrol of soldiers, this could be decisive for the battle, so the bomb will most likely a relatively rare item.
Also, seem's like we got a new team member - Welcome in the team, atheros! Good that there is no maximum cap for the count of team members in lpc :D
Good night!
Sunday, July 15, 2012 - 00:51
Hey,
Some new updates for you! We finally merged spawn map and goldenfields and will now start mapping the surroundings. Two screenshots for you: Sketch what is planned to be and tiled map what it looks like at the moment:
In the forest at the east, there will be the rebels main hiding spot.
Also, Ablu included the new spell graphics von daneeklu as traps. So you can experience the full fun of getting burned or spiked to death when exploring some cave - or, if you are smart, you can share that fun with the patrol of soldiers following you... :-)
Furthermore, we have some new npcs and npc dialogs, and the first indoor map is finished (the storage building of the barracks):
So were getting closer to where we want to! Still, it's not really as much as it should probably be - half the contest is already over. Well, we keep going and hope that we can finish in time. Anyways, whether we'll be in time or not, we'll most likely continue the game after lpc.
Last update was quite brief. Today we did a little bit more. I spent some hours on the cave automapping rules, since I realized we'd have to make 3 tiles wide hallways, because two tiles of it have to be collision -.- I now moved the tiles by 16 px and it feels better now, but without complete automapping rules. Pah! Who needs Automapping? :P
Also, there are some new skeleton monsters, some new npcs's and npc texts and some engine changes that are far to technical to be of interest for you (but very necessary).
We also almost finished the scaling feature of the client! There are only some small issues and we can soon go over to try out a new UI according to our concept above! Some screenshot of the scaled client interface (640x360 base resolution):
Some other news: We have now a testing server running on some VPS - it's lacking automatic updates and a proper spawn location yet, though, so we won't let you know the secret url and get you on it yet :P
Well, I'm going to bed now, it's quite late. More screenshots tomorrow, probably. Or just beg to some of us here or in #liberatedpixelcup ;-)
[23:24:21] <jurkan> Now, what should I write in update? [23:25:52] <Ablu> jurkan: that we did vacation today *_* [23:25:58] <jurkan> hehe [23:26:06] <Ablu> and only did a few half finished scripts and automap rules [23:26:20] <Ablu> ah and bjorn worked on client [23:27:04] <jurkan> I could write the story of me taking 1,5 h of getting to university, then realizing that course was cancelled today, and driving home for another hour^^ [23:27:12] <jurkan> Which is why I didn't get anything done today. [23:27:59] <jurkan> Or I could just paste this IRC log [23:28:09] <Ablu> heh better not ;) [23:28:15] <jurkan> Starting with "Now, what should I write in update?" [23:28:33] <jurkan> I think I'll just do that. [23:28:37] <Ablu> heh ok
[EDIT] I think this short IRC log will give you a better impression of today's work than any other comment of me will.
Wow, what you have by now looks really good! Totally missed this new thread until today, though ;-)
I guess the mapping of dungeon borders is temporary? Using the Ash like that looks quite rough.
Just remember that you need either a good story or good gameplay to hold players attention for some time. This polymorph thing really makes a good base for fun gameplay, but probably you should think of more creative challenges than flying over a pit. But, as I see how fast you're making progress, I think you'll do that anyways and it's only a matter of time :-)
Some news again. I'll shortly summarize new things, since it's just so much: - ADDED: some new items/equipment - ADDED: spike trap for caves (fully functional incl. sound, also triggers on monsters, harhar...) - ADDED: a skeleton mage and guards/soldiers as monsters - patrols with soldiers are also already working (non-aggressive, will attack all if one of them is hurt) - ADDED: Quest, storage master is now illegally selling stolen army equipment, though you first have to get some hint so he starts selling on you - ADDED: Some female npcs (no actual implementation, just combinations of sprites to test look) - ADDED: Some of the tutorial logic (getting weapons, equipment, fighting the training dummys, stuff like that) - FIXED: attack animation for hair
And now some random screens of the new additions (as we all love neat screenshots :-) ):
Yeah, I know - the patrol soldiers are looking like clones atm ;-) But that will change soon. It was just for the sake of simple testing.
Today, I extended the spawn map a bit and added the area right in front of the baracks entrance. This is merchants area, where they hope to squeeze the last money out of the new recruits in exchange for equipment, alcohol, potions, sex, weapons, etc. - whatever a soldier might need! Short screen (you can't see any merchants there yet):
Also, I made some in-game screens of the casern, populated with some npcs (thank Jenalya for it!):
That's all you get for today - Hope you are as exited as me to see the final game :-)
Of course I'm still a bit worried about the time constraints - The first third of lpc is already over! Well, but we'll see. Our progress could be far worse than what we have now.
Today just a very brief update as I'm really tired right now. Ablu has added support for monster groups/patrols! You can see a patrol of beetles (the new beetle sprite of Redshrike) here:
The patrol is able to walk from waypoint to waypoint via script control. We'll try it out with actual soldiers later :-)
Also, I have bad news for you: Players will most likely not be able to play women in the game, at least not in the version published at the end of lpc coding phase. We realized that there are no female versions of all the assets we wanted to use. There would be the possibility to make females use other assets, like letting only males be soldiers and females can only support the army as magicians (we have sprites for that) - but that's simply out of scope for this month. It would mean doubled work, so we can't handle this if we want to get a working complete version of the game done till due date.
It will not mean that there are no women ingame, though. You just can't play them. Well, at least it's one different choice less when creating a character, right? ;-)
That's it for today, I'm going to bed now. Good night!
Hey all,
33 commits today (if I didn't miscount) :-)
New things are for example:
- two nice indoor maps (by our great new mapper atheros) for the barracks
- I updated main map (new mountains, yeah!)
- Work in progress sympathy system (there are now different dialogs depending on the sympathy the specific faction has for you)
- and as always, much technical stuff that won't be of any interest for you ;-)
That's all for today -
Good night!
Hi all!
Today we got a bunch of new things again (I love weekend productivity!):
- The casern storage got a new dusty level directly under the roof
- The main map was extended and modified a little bit, some leftover merging work got done
- Exploding bananas!
- WIP indoor map for the barracks (by atheros)
- And lastly: I don't dare to say... Some hairstyle corrections again -.-
Well, probably I have to say a little bit more about that exploding bananas thing. I don't think Ablu intended to leave the item graphic of it as a banana ;-) Essentially it should be a bomb. It can be placed, then after some seconds it will explode and make substancial damage to all beings around it - if you manage to get one off in a patrol of soldiers, this could be decisive for the battle, so the bomb will most likely a relatively rare item.
Also, seem's like we got a new team member - Welcome in the team, atheros! Good that there is no maximum cap for the count of team members in lpc :D
Good night!
Hey,
Some new updates for you! We finally merged spawn map and goldenfields and will now start mapping the surroundings. Two screenshots for you: Sketch what is planned to be and tiled map what it looks like at the moment:
In the forest at the east, there will be the rebels main hiding spot.
Also, Ablu included the new spell graphics von daneeklu as traps. So you can experience the full fun of getting burned or spiked to death when exploring some cave - or, if you are smart, you can share that fun with the patrol of soldiers following you... :-)
Furthermore, we have some new npcs and npc dialogs, and the first indoor map is finished (the storage building of the barracks):
So were getting closer to where we want to! Still, it's not really as much as it should probably be - half the contest is already over. Well, we keep going and hope that we can finish in time.
Anyways, whether we'll be in time or not, we'll most likely continue the game after lpc.
That's all for today,
good night!
Hey all,
Last update was quite brief. Today we did a little bit more. I spent some hours on the cave automapping rules, since I realized we'd have to make 3 tiles wide hallways, because two tiles of it have to be collision -.- I now moved the tiles by 16 px and it feels better now, but without complete automapping rules. Pah! Who needs Automapping? :P
Also, there are some new skeleton monsters, some new npcs's and npc texts and some engine changes that are far to technical to be of interest for you (but very necessary).
We also almost finished the scaling feature of the client! There are only some small issues and we can soon go over to try out a new UI according to our concept above! Some screenshot of the scaled client interface (640x360 base resolution):
Some other news: We have now a testing server running on some VPS - it's lacking automatic updates and a proper spawn location yet, though, so we won't let you know the secret url and get you on it yet :P
Well, I'm going to bed now, it's quite late. More screenshots tomorrow, probably. Or just beg to some of us here or in #liberatedpixelcup ;-)
Good night!
[23:24:21] <jurkan> Now, what should I write in update?
[23:25:52] <Ablu> jurkan: that we did vacation today *_*
[23:25:58] <jurkan> hehe
[23:26:06] <Ablu> and only did a few half finished scripts and automap rules
[23:26:20] <Ablu> ah and bjorn worked on client
[23:27:04] <jurkan> I could write the story of me taking 1,5 h of getting to university, then realizing that course was cancelled today, and driving home for another hour^^
[23:27:12] <jurkan> Which is why I didn't get anything done today.
[23:27:59] <jurkan> Or I could just paste this IRC log
[23:28:09] <Ablu> heh better not ;)
[23:28:15] <jurkan> Starting with "Now, what should I write in update?"
[23:28:33] <jurkan> I think I'll just do that.
[23:28:37] <Ablu> heh ok
[EDIT] I think this short IRC log will give you a better impression of today's work than any other comment of me will.
Wow, what you have by now looks really good! Totally missed this new thread until today, though ;-)
I guess the mapping of dungeon borders is temporary? Using the Ash like that looks quite rough.
Just remember that you need either a good story or good gameplay to hold players attention for some time. This polymorph thing really makes a good base for fun gameplay, but probably you should think of more creative challenges than flying over a pit.
But, as I see how fast you're making progress, I think you'll do that anyways and it's only a matter of time :-)
Hey all,
Some news again. I'll shortly summarize new things, since it's just so much:
- ADDED: some new items/equipment
- ADDED: spike trap for caves (fully functional incl. sound, also triggers on monsters, harhar...)
- ADDED: a skeleton mage and guards/soldiers as monsters - patrols with soldiers are also already working (non-aggressive, will attack all if one of them is hurt)
- ADDED: Quest, storage master is now illegally selling stolen army equipment, though you first have to get some hint so he starts selling on you
- ADDED: Some female npcs (no actual implementation, just combinations of sprites to test look)
- ADDED: Some of the tutorial logic (getting weapons, equipment, fighting the training dummys, stuff like that)
- FIXED: attack animation for hair
And now some random screens of the new additions (as we all love neat screenshots :-) ):
Yeah, I know - the patrol soldiers are looking like clones atm ;-) But that will change soon. It was just for the sake of simple testing.
Quite a lot for today :-) See you later!
Daily progress update again!
Today, I extended the spawn map a bit and added the area right in front of the baracks entrance. This is merchants area, where they hope to squeeze the last money out of the new recruits in exchange for equipment, alcohol, potions, sex, weapons, etc. - whatever a soldier might need!
Short screen (you can't see any merchants there yet):
Also, I made some in-game screens of the casern, populated with some npcs (thank Jenalya for it!):
That's all you get for today - Hope you are as exited as me to see the final game :-)
Of course I'm still a bit worried about the time constraints - The first third of lpc is already over! Well, but we'll see. Our progress could be far worse than what we have now.
Good night everyone!
Hey all,
Today just a very brief update as I'm really tired right now. Ablu has added support for monster groups/patrols! You can see a patrol of beetles (the new beetle sprite of Redshrike) here:
The patrol is able to walk from waypoint to waypoint via script control. We'll try it out with actual soldiers later :-)
Also, I have bad news for you: Players will most likely not be able to play women in the game, at least not in the version published at the end of lpc coding phase. We realized that there are no female versions of all the assets we wanted to use.
There would be the possibility to make females use other assets, like letting only males be soldiers and females can only support the army as magicians (we have sprites for that) - but that's simply out of scope for this month. It would mean doubled work, so we can't handle this if we want to get a working complete version of the game done till due date.
It will not mean that there are no women ingame, though. You just can't play them. Well, at least it's one different choice less when creating a character, right? ;-)
That's it for today, I'm going to bed now. Good night!
@andrewj: Hehe, yep^^ Not a single clue how we'd like to name it, yet.
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