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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-05-16 01:23:11
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That sounds like a very cool idea. I think having control over saving is good, and limiting that even better as It creates tension and balance if done properly. Just being able to hit save at any opportunity is very safe. Having limited save functionality makes you consider your actions more. The idea of exploring multiple futures is very interesting.
The only issues with save on quit is if the game crashes at anypoint, and also this can be exploited by just quiting and reloading whenever you want - you would not be able to acount for that. Yeah- this is the sort of thing that I was very prone to doing in Diablo 2 (not so much in Dwarf Fortress, but people do resort to it.) I wanted the ability to experiment with various approaches to be built into the game, without permitting victory-through-repetition. I'm glad you like the idea in any case. (The other question would be how you'd make this work in MP- particularly deathmatch multiplayer. I'm a long way from actually implementing that, of course...) Oh, in other news- I know I said I was taking some time off, but I've re-implementing mining and added terrain generation systems for rock outcrops and mineral deposits. You can see some preliminary results here and here. (And, of course, up on github.)
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-05-13 17:37:27
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I appreciate the warning, though I've generally found background auto-saving to be too punishing and arbitrary save/load options too forgiving, so I thought this might be interesting as a middle ground. Are you aware of other citybuilder/strategy titles I could look at that attempted this? Not trying to second-guess, or anything, just curious.
EDIT: Okay, how's about this for a tweaked alternative: by default, the game uses the automatic-save-on-quit-persistent-world approach. However, the player can spend psi points/mana/spice capsules/whatever to create an explicit 'save point', and then gets a minute or two of subsequent play before their 'precognitive vision' fails, and they have to either save their progress (walk the path) or revert to the last save (deny the vision.)
It would work in basically the same way, except that the player controls when the system kicks in. Does that sound any better?
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-05-13 16:49:15
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Actually in the meantime, I might explain myself a little further. One of the things I'd like to do with indistinguishable-from-magic psyonic mojo would be to take a leaf from, say, the Prince of Persia reboot, and make functions like saving/loading the game a kind of rationed resource. One of the major concepts behind the Dune and Foundation series (which are two of my biggest templates for the setting,) is the idea of using hypercognitive forecasting of the future to enhance decision-making.* The application here would be that saving/loading the game is actually the player-character exploring alternate futures, and selecting the course of action which produces the results they desire. The drawback is that such forecasting eats up mental stamina, so that every time you quit-and-reload, you lose a chunk of mana based on how far back you retrace your steps. Actually saving (and/or quitting) the game, on the other hand, gives you back a chunk of mana (or whatever) as the player-character pauses to meditate. Mana also regenerates slowly over time, and can be spent on a bunch of other FX, like time dilation (game speed settings/bullet-time), issuing psychic suggestions (unit micro) and other more traditional forms of direct intervention- healing, damage, recon, transport, et cetera. I'd like to have this kind of mechanism because (A) I notice I'm personally terribly prone to abusing stuff like game speed settings and save/load features, and (B) because the game will probably have a pretty slow tempo otherwise. But the idea is to complement automated behaviours rather than overshadow them, and the mana economy should ration the amount of micro the player can really afford. I'm not sure how much, if any of that I'll get around to implementing, and it's likely that some of the Schools would provide special abilities of their own. But, while I'm fantasising idly and borrowing liberally from genre precedent... Perception (Powers that forecast the future or see the past) Walk the Path (saves the current game) Deny the Vision (reverts to last save- contested in MP) Blind Sight (peels back all fog of war) Ancestral Memory (bonus to skills based on homeworld)
Projection (Powers that affect time, gravity and hyperspace) Remote Viewing (reveals a distant area of the map) Time Dilation (slows down all action in an area) Telekinesis (throws or transports chosen target) Singularity (teleports nearby targets elsewhere)
Suggestion (Powers that manipulate behaviour) Concentration (intensifies focus on current task) Voice of Command (gives the target a single short order) Mass Figment (distracts all enemies nearby) Possession (complete, indefinite control of target)
Metabolism (Powers that affect the physical body) Suspension (puts the subject in stasis) Vitality (eliminates aging and disease) Potence (heightens strength and resilience) Regeneration (rapid healing- can raise recently dead)
Synesthesia (Powers that affect sensory/motor coordination) Kinesthesia (enhances all reflex-based skills) Imprinting (enhances first impressions and socialising) Truthsense (immunity to suggestion or deceit) Acceleration (increase move and action rate)
Transduction (Powers that invoke energy and affect matter) Forcefield (boosts target shields) Shockwave (repels and damages nearby enemies) Integration (assists in construction/repair) Disintegration (deals severe damage to one target)
* In the literature, there's something of a question mark as to whether this involves jedi-style magical clairvoyance or simply logical extrapolation from past trends like a chess player seeing ahead 12 moves. ...Don't ask me about shooting lightning from your fingers.
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Games Center / WIP games, tools & toy projects / Re: Blue Saga
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on: 2013-05-10 01:41:31
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Thank you! Yes you get better in your skill by using it, then you have your regular attributes such as STRENGTH, DEXTERITY and INTELLIGENCE that increases for each level depending on which class you've chosen. Not sure yet about the class-system, but I also have a lot of families of creatures to work with, so need to keep a bit simple in the beginning in order to balance it well. Interesting. One thing that occurs to me is that you could have root attributes increase along with practice in the skills they boost, and/or possibly allow PCs to train eachother in particular skills when their players are offline? One complaint I've heard about practice-based progression is that PCs can eventually become omnicompetent in all areas. Is that part of why you want to have a class system?
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-05-09 22:56:50
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@ags1
Glad you enjoyed it. I actually find the art & background easier/more fun to work on, which might be the main reason I presented it. Which isn't to say the technical aspects were trivial, but in the final analysis they're sort of invisible to the player.
Don't hold me on the 'real science fiction' thing, though. I might be adding psychic powers yet...
@ Eli Deventhal
It all sounds very nice in theory, but if I wind up maxing out the processor with just one settlement at normal speed (which might happen yet,) I don't think simulating multiple settlements at greatly sped-up rates is going to be viable, leave alone the question of exactly how I write governor AI in the first place. I could approximate what happens based on broad trends, but then I need to be able to translate from that approximation down into the fine details, and again, I don't really know how to do that. Is it possible? Maybe. But it's not my priority for the moment. Likewise, I could pretend that all my walkers are representative of bunches of people, but then I can't simultaneously assign them individual personalities or relationships.
Now, I do have some ideas for having a limited degree of interface between your local settlement and the 'big picture' view of the larger setting, but the player's ability to affect interstellar politics is probably going to be pretty restricted.
That said, I do appreciate the suggestions, and will try to get around to incorporating as much of them as I can.
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Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL)
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on: 2013-05-07 21:55:07
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Looking over that reddit thread, the algorithm sounds quite interesting, and I'd like to see some efficient implementations of delaunay triangulation/minimal spanning trees (seeing I've never done it myself. Hell, I hadn't even heard of the former before.)
I guess I'd just say that guaranteeing and identifying loops in the room network would be especially useful, if you want to allow multiple approaches for dealing with a given mob of monsters. Looks cool in any case.
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-04-29 12:07:08
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I still like the clean fresh look you have made. But here is the results of my shading in! Used 2 overlay layers in paint.net. One for shadow colour, one for illumination colour. I was just curious as to how it would look. Well, shoot. ...I'm sold. Those look gorgeous. (I'd eventually like to implement a day/night cycle, so it'd also be great to vary the intensity of shading and make interior lights stand out.) I might PM you about this later. In other news, some final tweaks to terrain generation, and basic versions of the mag line and shield wall are up on github. (If you're looking to run it, TestGame has been renamed to WorldDebug, so watch that.)
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Games Center / WIP games, tools & toy projects / Re: [WIP] 2d RPG with no name...
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on: 2013-04-27 15:21:12
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I was thinking Adventure Lode... ...we'll go to Very Distant Lands?  A very simple and effective XP / HP system has successfully been added to the game  Currently you get one xp point for each tree you chop down or rock you mine. What's the range of skills you'd imagine having in the game?
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Games Center / WIP games, tools & toy projects / Re: Blue Saga
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on: 2013-04-27 15:04:47
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Looks like I'll have to check this out at some point. The art is super-adorbz.
If you're letting players allocate skill points directly rather than having a class system, are you planning to go bethesda and have skills advance through practice?
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-04-27 14:12:44
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I have just been having another game of your project. Firstly I am very appreciative of your art. I love Isometric art. I Like a bold decision you have made to not have shadowed faces on you buildings. This is very interesting- shadow can create a sense of visual clutter and your visuals maintain a clean bright feel to it due to this. It reminds me of making models in sketch-up without the shadow lighting on.
The more I look at your vegetation I like how the thicker outlines separate them spatially from buildings. Ehh, I can't really take credit for that. Adding shadows (including for the background) is something I'd like to do, it just complicated the production and rendering, and I happened on the vegetation outlines/palette largely by accident. If I ever scrape together the time/money, I'll have 'em rendered properly in 3d, highlights and all. But I'm glad it worked out.  This is so impressive. The menu's ran little slow for me, but I built several buildings and watched the people move about. I wasn't sure what I was doing tho! Cool code layout BTW. I would defiantly buy this game! Thanks for that. The package layout was something I changed a few months back, and I think it actually made things much easier to organise. I might try slapping together a basic tutorial level (and I'll see if something's hindering the menu interface.)
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Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL)
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on: 2013-04-25 14:17:24
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Sorry, one more point that just occurred to me: If you possibly can, grab a copy of Myth 2- it's a real-time-tactical game that excelled in getting the player to use differences in height and terrain to defeat enemies. (e.g, setting fire to patches of grass, laying fields of explosives, setting fire to grass which then ignites fields of explosives- all with gorgeous physics-simulation of the attendant carnage and mayhem.)
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Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game.
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on: 2013-04-24 14:39:39
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I have to admid I never used GOLOG or read about it (but I will when I have the time). I really want to start a project based on relatively heavy-duty AI like that, since it opens the possibility of some truly dynamic NPC behaviour and dialogue, but I'm afraid of getting badly distracted. *sigh* That's exactly what motivated me to write Xcylin. By the time I started the game I was in fact busy writing my diploma thesis so I really didn't have time for a game - but the thought of a minecraft like game where you really have a mission and are not just wandering around erecting some irrelevant buildings... Well, I was talking more about the situation you'd have in, say, Final Fantasy, or most of the Mass Effect trilogy- where you have freedom, and you have plot, but the two are at complete cross-purposes. Without getting into a discussion about theme or drama or whatever, what I'd honestly like to see is where you have some long-term objective (get off the planet would be fine,) but the implementation of that goal is as free-form as possible.
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Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL)
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on: 2013-04-24 14:07:45
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I only played Space Crusaders once, but me and my siblings went through every mission in the MB Hero Quest game. (Ah, fond memories. ...If I selectively black out all the bickering over who got the chainmail.) I did enjoy the sense of exploration and gritty detail in the line-of-sight/fog-of-war mechanics. (I can't say I''ve played the other Roguelikes you mentioned, but I did play the hell out of blades of exile, which I now realise owed a great deal to the Ultima series.) I 'd suggest that if you're making it single player, there may not be a particular need for niche protection based on a class system. (And also that single-player doesn't mean single- character.) But anyway- I'll leave you to focus on lighting/mapping, and if you like, we could discuss skills/spells/classes afterwards?
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-04-24 02:27:08
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I download this and had a look the other day, then forgot to post about how amazing your graphics are. I love the whole look of this project. Much appreciated. Was it able to run alright on your system? Have you ever played star wars galactic battle grounds? These /\ looks like buildings from gungans and confederation.  I won't make any particular claim to outstanding originality in terms of inspiration for art or mechanics here, but that particular game I never played. I'm not sure it's a very close resemblance, though.
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Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game.
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on: 2013-04-23 22:13:28
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Yes - first order functions are quite a nice feature that Java is still lacking of (if you don't count the callable interface). Static typing on the other hand saves you a lot of unit testing - but I agree: if you write tests, javascript can be quite stable as well but of course you can't test for everything  I have noticed I have this odd habit of making every variable I can 'final'. Hmm. What I actually found most intriguing about clojure was the built-in default assumption that variables are immutable. That's handy for multithreading, but in theory it would also adapt well to incrementally simulating various state-based scenarios, which is a large part of AI programming. (GOLOG is explicitly designed around that idea, but I think that's pascal-based...) I know that this is quite a challenge. Roughly the story is about getting back to earth with a lot of XcyT (a material only found on Xcylin - hence the name). To achive that you need to either repair the ship or create some kind of teleportation system. All parts of doing either of that are hidden in various locations on Xcylin and if you find one it points to where the other can be found. Around each I plan to build some quest - by an automatically generated dungeon or something like that. Each quest allows you to create better weapons, better armory and better tools. Some quests/sidequests might also only be accessible if you have the right laser/weapon/tool (like in the old Zelda series where you needed the glove first before you could lift the heavy stones). Other parts to the plan need to be digged by searching for them underground like in Minecraft. Furthermore you also have the constant threat of the creatures living on Xcylin also at first you won't even notice them  *shrugs* Works for me. I just get a little tired of the situation you find in a lot of games, where you can go wherever you want and do whatever you please... as long as it's irrelevant.
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Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL)
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on: 2013-04-23 21:23:34
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Hi, the map is generated using binary space partition. A square of given size is recursivly subdivided, creating a binary tree of increasingly smaller divisions... ...The disadvantage is that it may be somewhat less random than other methods. Allowing a clever player to determine the direction of unvisited rooms, though this is less easy in 3d! I appreciate laying out the technical details like that (on a similar note, props to HGD.) I've been trying to think of ways to efficiently allocate space to AI-generated structures in my own game, so this kind of breakdown on the algorithms involved is very valuable. I could comment more extensively on the design details, but aside from 'Roguelike', I guess I'd ask what's your model or inspiration here? Thief? Diablo? Tomb Raider? Orcs Must Die? Would this be a single-PC affair, or would companions/hirelings be involved? Is this gritty survival horror, a hack'n'slash power-trip, or something between? I would tentatively suggest that, if you want player tactics to be primarily about exploiting terrain differences, then it might be best to ensure that the dungeon layout allows enough branches that differing approaches to given enemies are viable. (Relatively safe methods for advance recon would also be needed.) Finally, the ability to modify or circumvent terrain- stockades, traps, stealth, teleports, etc.- would probably be interesting, as would aggro or crowd-control powers or spells to herd, draw or repel enemies around the dungeon, and perhaps regenerating resources like herbs or fountains could be another element to consider. I should just mention that obliging the player to explore every nook and cranny of the level for XP was one of the principle complaints made against, e.g, velvet assassin, so be careful there.
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-04-23 00:09:55
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Not much to report in terms of gameplay function, but I've gotten large-scale pathfinding and path-caching to work, which should substantially increase efficiency on larger maps with lots of citizens. (This also means that fine-tuning terrain-gen is less critical, since the pathfinding can handle island effects, but I might revisit it later anyway. I might try integrating it better with road-generation, actually.) Next up: mag lines and shield walls. ...and maybe offworld freighters for supplies and immigrants. 
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Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL)
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on: 2013-04-20 07:07:53
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I quite like the look of the lighting FX. I remember doing some procedurallly-generated-architecture a few years back, but never entire dungeons, so I'd be interested in how you're going about it.
What kind of PCs, spell mechanics, skill systems, etc. are you planning to implement?
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Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game.
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on: 2013-04-20 07:04:17
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But it is quite capable and elegant programming language if used correctly, I can assure you! Javascript arguably has a number of advantages over Java, by having first-order functions and lack of static typing. (Strict typing is a solution for a problem that largely disappears if you do thorough unit-testing... and if you don't, you have larger problems to worry about.) I've been meaning to learn Clojure one of these days. Did you have any specific ideas on the story framework? Open world + story driven can certainly be done, but genuinely integrating the two is relatively rare.
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-04-18 16:35:23
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I have about half of the changes to terrain generation and road-networks implemented. I'd also like to use the road network to determine distribution of power, water and life support when the time comes. (I've also reverted to an older flora set for the time being, since the newer versions were more colourful/diverse but didn't really 'sit' well with the terrain.)
At any rate, now that the basics are in place, I'm also open to suggestions as to what features people would like to see implemented first-
Housing and economic supply chains? Detailed construction and salvage? Fog of war, exploration and combat? Different creature species and lairs? Citizen life cycles and dialogue? Foreign trade, espionage and diplomacy? Tutorial/tooltips or better UI? A video demo? Executable .jar/.exe/.dmg?
All comments/suggestions are welcome.
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