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  Legend of the Chambered  (Read 31053 times)
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Offline gouessej
« Reply #30 - Posted 2008-05-27 20:19:25 »

Sorry for the delay. Your game is now in the incubator, this part of the website has been created today. Feel free to modify the description (no login required to do this). I will write the news about it and add it in the RSS feed later. Keep it up Smiley Good luck... This game reminds me Art Attack...but your game is faster Smiley

Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #31 - Posted 2008-05-27 21:25:40 »

Good call on the lowres, makes it feel cozy! Smiley

What do you use to render the maze? Using an BSP tree ala doom or "raycasting" like wolfenstein does?

Neither. Tiles are rendered in order, starting with the tile closest to the player. Tiles can either be open or solid. If they're open, they can contain any convex shape (like the pillars, or the hexagonal tile). More shapes are possible, but requires manual z sorting within the tile.
If they're solid, they instead have four walls. Each wall only gets rendered if it's facing the player, so I know what order I can draw things in in that wall without having any overdraw. The stairs, for example, are actually walls.
I use some fancy clipping on the walls to prevent them from overlapping other walls

Play Minecraft!
Offline darkprophet

Senior Member




Go Go Gadget Arms


« Reply #32 - Posted 2008-05-28 13:01:34 »

Very cool, reminds me of a game I used to play as a kid on DOS called "Nightmare 3D"...fricking amazing game that was...

I did notice that the knives near the start of the map rotate around their UP axis as I rotate my view, is this a bug or the way you render things?

DP Smiley

Friends don't let friends make MMORPGs.

Blog | Volatile-Engine
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #33 - Posted 2008-05-28 14:09:27 »

All sprites are rendered as billboards, so it's technically not a bug, although it does look a "bit" weird.

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #34 - Posted 2008-05-31 01:21:04 »

New version up!



* Inventory. Click the character portraits to open the inventory window, click it again to close. You can also press 1-4 on the keyboard.
* Combat. Equip a sword, then right click it to attack.
* Food. Pick up an apple, then right click on a character portrait to eat it. Running out of food doesn't do anything yet.
* If all characters die, you can't continue. Reload the page if that happens. Wink

Power and HP recover automatically over time, but at 1/4th speed when moving. HP regain is slooow to make room for healing spells.

I mainly would like feedback on the combat mechanic. I've tried to balance the power drain / power regeneration to make combat feel slightly tactical, and to discourage circle strafing.

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #35 - Posted 2008-05-31 08:51:10 »

Woops, that version didn't work, so I've uploaded a new one now. Sorry about that. =)

Play Minecraft!
Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #36 - Posted 2008-05-31 09:48:15 »

Cool, the keyboard works now in opera. What was the problem?

Good progress, the inventory system works very intuitive.
Now I want to throw apples at those dancing monsters  Grin

Offline Crucio

Senior Newbie





« Reply #37 - Posted 2008-05-31 10:13:51 »

I like the quirky rendering and scenes, nice job on it.

I don't like the controls and I personally think that full 3D games with physics (i.e you move around and can bump into stuff) should embrace all forms of movement including circle-strafe to give dynamic fights.

So to sum it up I don't like that it's really awkward to cricle strafe and I don't like the way we have to hit with the sword by clicking on it, it feels like you've got this awesome 3D environment with physics but you have to stand still like a text-based game to fight!

I think that with awkward controls or no strafe you'll just eventually see people dodging by going backwards and forwards a lot, or turning then going backwards, which is not really any different in the end except from being less intuitive.

Great job overall, it's got lots of character and looks well done.
Offline gouessej
« Reply #38 - Posted 2008-05-31 11:18:49 »

Hi!

Sometimes, I can only use the mouse and not the keyboard. I had the same problem in TUER because I had set the keyboard listener not on the same component than the mouse listener. I hope you can fix it.

I love how the ennemies explode when you kill them lol. Keep it up!  Grin

Offline irreversible_kev

Junior Member





« Reply #39 - Posted 2008-05-31 12:42:13 »

It keeps getting better and better!

From a controls perspective, I like to use traditional FPS controls which means I use the mouse for turning and never touch the Q and E keys. The only time this becomes a problem is when attacking by clicking a weapon, you can no longer turn. This really isn't much of a problem though as you can fairly quickly turn and return to attacking...

Also, if you have an item in hand you must make sure your mouse is not hovering over the floor when you try to turn.

Personally, I kind of like the way in which you have to click the weapons to use them for each member of the team.

The following game play video will show how I play the game and you should see that I do not have much trouble killing the dancers although Diana and Teron did die  Grin

[size=14pt]http://www.vimeo.com/1096320[/size]
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline markus.borbely

Junior Member





« Reply #40 - Posted 2008-05-31 20:47:21 »

Yes! This is cool. Now there is fighting...

I have to agree with Crucio, the controls for combat is not good. It worked when you moved in steps (not full 3d movement) and it was relatively easy to keep the enemy in front of you.

Suggestion: One key to cycle through the characters and then attack with right mb.
Offline dishmoth
« Reply #41 - Posted 2008-06-01 11:51:43 »

Very nice!  Full of retro-y goodness!

I found the controls to be rather fiddly though.  Even having read your instructions it took me a long time to figure out how to fight.  (For a while I was trying to hit the monsters by using the mouse to drop swords on them!)  The combat seems to boil down to using the mouse to click all of the characters' sword icons in turn, while at the same time using the keyboard to keep in range of the target - quite tricky, and I suspect it might get tiring after a while.

How about focusing on the RPG aspect of the combat?  You could click on a monster to "target" it (with a targeted monster being visually highlighted; click again to un-target), and then your party would follow and fight it automatically.  The combat could then be about changing which attacks the characters are using, feeding them when their health is low, and judging when to run away if things start going bad!  (Just a suggestion of course...)

A map (one that fills in automatically as you explore) would be nice.  I suspect I'll get lost pretty easily when the game gets bigger.

Also, it would good if items in the game that you can pick up became highlighted when the mouse is over them.  It took me a while to figure out how to pick things up - at first I kept walking backwards and forwards over items expecting something to happen!

This looks like it's on its way to becoming a really good game.  Good work!

Simon

Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #42 - Posted 2008-06-02 06:30:56 »

The following game play video will show how I play the game and you should see that I do not have much trouble killing the dancers although Diana and Teron did die  Grin

[size=14pt]http://www.vimeo.com/1096320[/size]

Wow. That was cool! =D

I'll have to think about how to make fighting feel more natural. I myself use q and e to turn, and never bother with the mouse at all, but I realize that's not how most people will play.
Making it too automatic feels like it would detract from the micromanagement feeling I'm going for, but something in between would probably be good.

Thanks for the great feedback. =)


A map is a good idea. I'm going to have to write a map renderer anyway for the level editor, so I might as well clean it up and stick it in the game as an (early) pickup item.

Play Minecraft!
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #43 - Posted 2008-06-02 17:30:08 »

Works great here through the browser:

Safari
Mac OS X 10.5
Intel Core Duo 2.0 ghz
2gb RAM

Do you think you could point me to how you use Java2D to get the Doom 3D look? I'd love to know. I saw your little blurb on page one, but naturally I don't entirely understand. Thanks!

See my work:
OTC Software
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #44 - Posted 2008-06-03 21:34:35 »

There's a new version up with some minor fixes, moving doors (they're buggy..), throwable items, and waaay more item types.

Monsters can now only hurt people facing them, so as long as you're facing a monster, the two spellcasters can't be hit. They also won't be able to attack monsters directly, but that's not done yet.

And I FINALLY drew a proper font. =D

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #45 - Posted 2008-06-04 09:33:11 »

I have to say.. the temptation to keep adding stuff to the engine is getting to me. I watched a youtube movie of Ultima Underworld, and now I'm considering variable ceiling/floor heights, diagonal walls, water and jumping. Heh.

However, the plan is to make a short game first, with a play time of perhaps an hour or two. I haven't finished anything in aaages, so it feels nice to have relatively realistic goal. And having actually started the graphics, I don't feel a lot of pressure on replacing placeholders.

Play Minecraft!
Offline gouessej
« Reply #46 - Posted 2008-07-06 08:53:11 »

I have to say.. the temptation to keep adding stuff to the engine is getting to me. I watched a youtube movie of Ultima Underworld, and now I'm considering variable ceiling/floor heights, diagonal walls, water and jumping. Heh.

However, the plan is to make a short game first, with a play time of perhaps an hour or two. I haven't finished anything in aaages, so it feels nice to have relatively realistic goal. And having actually started the graphics, I don't feel a lot of pressure on replacing placeholders.
I like your enthusiasm and I hope you will succeed in improving your game. As it is mature enough, I have removed your game from the incubator then more people will try it. You can see it in the homepage. I admit that, when I begin to play with your game, I can easily spend 30 minutes in it at least, it is really pleasant.

Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #47 - Posted 2008-07-07 07:56:55 »

ooh, cool. =)

I'm making some nice progress on the game, but I've avoided updating the test page until it's more finished.

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #48 - Posted 2008-07-26 22:25:25 »

Proof that I'm actually working on the game still:


(Click for full size)


(Click for full size)

Play Minecraft!
Offline gouessej
« Reply #49 - Posted 2008-07-27 00:57:15 »

 Grin I'm impatient to see these improvements in your game.

Offline kevglass

JGO Kernel


Medals: 164
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #50 - Posted 2008-07-27 08:31:05 »

Diito, also when can we "borrow" your procedural textural generation tool? Smiley

Kev

Offline wrAthchild

Senior Newbie





« Reply #51 - Posted 2008-07-29 23:22:36 »

Fantastiskt trevligt, mkt bra gjort  Smiley
Offline SwampChicken
« Reply #52 - Posted 2008-07-30 00:57:05 »

MP,
Did you make those tools for your game as well?  Shocked
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #53 - Posted 2008-07-30 22:17:19 »

Yeah, I made the tools as well. The texture generation thing was kind of a pointless sidetrack.

I'll see if I can't clean it up some more for public consumption, kev. Right now a few bits in it are hard-coded for 128x128 pixel textures.

Play Minecraft!
Offline Ru5tyNZ

Senior Newbie





« Reply #54 - Posted 2008-08-01 09:21:24 »

I think it looks great, looking forward to the next release!  Roll Eyes
Offline viwoj

Senior Newbie





« Reply #55 - Posted 2008-08-05 08:30:51 »

I agree

Offline viwoj

Senior Newbie





« Reply #56 - Posted 2008-08-18 07:06:48 »

Very nice ....

Offline gouessej
« Reply #57 - Posted 2009-04-06 04:54:16 »

Hi!

I have just tested the game and now, I have been able to take several items, fine. What are your plans for this game?

Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #58 - Posted 2009-04-06 07:40:53 »

The original plan was to finish a game during the summer.
Summer passed, and I moved on to other projects. It's a shame, since I got pretty far with it.

I might do something with it in a couple of months.

Play Minecraft!
Offline gouessej
« Reply #59 - Posted 2009-04-06 07:50:01 »

Summer passed, and I moved on to other projects. It's a shame, since I got pretty far with it.
You do what you can and the result is already really interesting. It would be a shame to stop such an advanced project.

I might do something with it in a couple of months.
Ok I stay tuned.

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