Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (767)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (854)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 10 11 [12] 13 14 ... 19
  ignore  |  Print  
  [Slick2d] Retro-Pixel Castles > Now on Steam! <  (Read 549709 times)
0 Members and 1 Guest are viewing this topic.
Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #330 - Posted 2014-09-03 12:11:08 »

It's nice to follow on this game's development, and the love you put into it really shows. The range mechanics sound interesting. What will happen when a building is cut off from the village center? (e.g. a light source got cut down by enemies).

Any idea on what kind of interesting choices your game will offer to the player? I can see a few already:
- where to put the village center of course (assuming you have a level of choice in that). This may be more interesting when the choice is somewhat limited, e.g. by putting the player under time pressure and by limiting the available locations, e.g. by requiring the player to walk to the location (possibly even risking encounters with enemies along the way)
- how to arrange defenses by combining the strengths of different buildings, walls, villagers
- building an efficient economy by strategically placing gathering buildings

With regards to combat I cannot see many choices yet (likely because that's still work to be done). Will the player be able to choose where to send soldiers, arrange them in formations, or other choices? There's somewhat of a risk in this kind of game that is may become a pure "numbers" game: build your economy faster than the enemy strength grows and you "win" (or lose later). Having some tactical choices during combat may help keep things interesting.

Keep up the good work!  Grin

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #331 - Posted 2014-09-03 17:05:07 »

What will happen when a building is cut off from the village center? (e.g. a light source got cut down by enemies).

I havent decided yet, I'm debating between allowing the building to still function anyway, there's just a dead zone in between, or having the building "shut down" and be unusable until it reconnects to the village center's range map. I'll figure that out once I get a real play mode going and figure out what works best. Smiley

- where to put the village center of course (assuming you have a level of choice in that). This may be more interesting when the choice is somewhat limited, e.g. by putting the player under time pressure and by limiting the available locations, e.g. by requiring the player to walk to the location (possibly even risking encounters with enemies along the way)

There's 2 planned ways to start a map currently, what'll happen is when you launch a new game the game will see if there are any "abandoned" village centers on the map, if there are, it will not allow you to place one. It'll force you to claim one of the existing village centers on the map. The other method is if no village centers are detected, you can place one anywhere you want. The idea was to give the mappers a little control over what the player can do. Some may want to force players to only play in certain areas, while others may want them to figure out the best "sweet spot" to start in themselves.

Your villagers though; they start in a completely random location. So yes, in the early stages of the game you have to somehow figure out how to get from where you start the game to where you want to build the village. If you're fast enough at that point in the game the monsters on the map should be minimal and you shouldn't have *too* much trouble getting there. Problem is, since you can't directly control villagers you basically just comb the map for a village center (or a place to place one) and then your villagers have to travel there. So if you pick a spot that may have less than a desirable shortest path (lots of monsters in the way or something, etc) you may lose a few villagers trying to get started.

- how to arrange defenses by combining the strengths of different buildings, walls, villagers
- building an efficient economy by strategically placing gathering buildings

Both are key parts of the village development, some buildings (like the guard towers) are critical to surviving. But, you have absolutely no direct control of any villagers (even the guards) so it's a matter of figuring out how to distribute the guards evenly to make sure the most dangerous areas are protected, and of course, placing things like your Lumber Mill as close as you can to trees but not too var from the housing (to cut down on total trip time) is also very important. Smiley

With regards to combat I cannot see many choices yet (likely because that's still work to be done). Will the player be able to choose where to send soldiers, arrange them in formations, or other choices? There's somewhat of a risk in this kind of game that is may become a pure "numbers" game: build your economy faster than the enemy strength grows and you "win" (or lose later). Having some tactical choices during combat may help keep things interesting.

Honestly haven't quite figured this out yet. You won't be able to control guards, but there will be many upgrades/tweaks you can do that have an indirect affect. Although to be completely honest, it's all up in the air right now. I have some ideas on the drawing board but I've been more focused on getting the basic building mechanics/AI done.

But some of the ideas on the drawing board:
- Various upgrade buildings, like a "foundery" that can increase their attack/defense.
- Some sort of control of the AI's aggressiveness, maybe you can set guard towers to be extremely aggressive, or passive, depending on where they are.
- Possibly adding patrol routes to guard towers.

Also keep in mind that I plan to make it where once someone becomes a guard-type villager, he can never go back. Once a guard, always a guard. Problem is you still have to feed him, and guards don't have any real output. So having too many guards can ruin your production. So another aspect of balancing your village is figuring out just how many guards you need. Too many and your production will be too slow and you'll get overwhelmed. Too few and the monsters will slaughter you. Tongue

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Drenius
« Reply #332 - Posted 2014-09-03 17:16:18 »

Uhm, what exactly is the reason why a guard cannot work again? And dont say PTSD, that would be lazy!  Smiley
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #333 - Posted 2014-09-03 17:20:43 »

Uhm, what exactly is the reason why a guard cannot work again? And dont say PTSD, that was lazy!  Smiley
PTSD! Wink

No, really, it's just a game balance thing. If you allowed the guards to work (or convert back to workers) people would just mass-convert everyone to guards every time they're attacked then convert them all back to worker-bees when they're done.

It's a problem I noticed in a similar game called "Towns" I used to play, when I would get attacked in that game I would just pause the game, convert everyone to soldiers and they'd all storm/overwhelm the bad guys. Once the threat was gone I would convert them back to villagers and go about my business. RPC will have a lot more frequent attacks than Towns though, so this wouldn't be as simple of a solution. But either way. (In Towns, the goal of the game is to delve deep underground in the dungeons, the random attacks on your village don't happen very often)

The alternative idea I had was to put a clock on how long it takes to become a guard. Maybe it takes 30-45 real-time seconds to be converted, that way if you're attacked you really won't be able to convert everyone in time anyway. But It'll take some playtesting to figure out what works best and since I have no monsters yet, that's kind of hard to do. Tongue

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline lcass
« Reply #334 - Posted 2014-09-03 18:05:24 »

Or have it so that you cannot edit game mechanics whilst paused and that you have a maximum number of guards.
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #335 - Posted 2014-09-03 21:31:07 »

Another random act of boredom! .. tooltips!

They're not quite done yet, they don't detect items on the ground. But they work great for terrain. Wink

Click to Play

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Springrbua
« Reply #336 - Posted 2014-09-04 06:22:36 »

Quote
I'm debating between allowing the building to still function anyway, there's just a dead zone in between, or having the building "shut down" and be unusable until it reconnects to the village center's range map.
 

Another way would be, to allow the building to function, but cause of the dark spot, they cannot go to the rest of the village. So basicly if the "dark spot" is between the village and a Lumber Mill, workers can stil gather some wood, but they can't bring it to the village. Also if they are hungry they can't go to their home to eat. 
If the "Dark Spot" is between the village and a group of houses+a Lumber Mill the workers can at least go home to eat, as long as the house has some food left. 
So basicly they function normal, but can't "use" othe buildings outside their range.
Just an idea Smiley
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #337 - Posted 2014-09-10 09:14:05 »

For the second Mechanics Blog I will be discussing the buildings. In Retro-Pixel Castles, you place buildings in a similar fashion as you would in an RTS, as long as they're within your range map. (See the previous blog for an explanation of the Range Map system) but how they all function varies greatly, and many of them interact with each other in symbiosis. Smiley

The Village Center
When you start a game of Retro-Pixel Castles, you'll hunt down a good spot to call home. Once you find a spot you think is think is safe (hah! sucker! You're going to die anyway!) you will place your very first building, the Village Center. The Village Center is your primary building, and the only building that houses "Builder" workers that can construct other buildings. Losing this building pretty much spells doom for your village, so protect it well!



Homes
Homes are fully automated, each house can hold a certain amount of villagers, some food and in the future, some wood for heating for my future plans to add seasons to the game. When a villager gets hungry, sleepy, or simply just bored he will head to his house for some relaxation. Additionally as your villagers go through their day, they will also couple-up with other villagers. When this happens they attempt to move in together. So over time, your houses are naturally filled with pairs villagers who coincidentally will occasionally go home and "get busy". The happier your villagers are, the more often this happens, and in turn, the faster your population growth is!



Farms
Farms, are your main source of food. (Big surprise there!) There is food scattered all over the map, but none of it is replenishable. You will have to build some farms in your village and plant some of the food you find to get a stable food source going. The workers assigned to the farm will automatically harvest crops, and deliver food to the houses on the map.



Harvesting Buildings
Every resource in the game as a harvesting building that goes alongside it. Like a Lumber Mill for wood, and a Stone Masonry for stone. The workers assigned to these buildings will go out and gather materials on the map where ever you tell them to and bring it back to their building to store. They also play a vital role in the efficiency of your builder's building process because they can deliver resources to build sites, allowing more time for the builders assigned to your Village Center to build, and less time wasted gathering materials.



Abandoned Buildings
Many of the maps will have abandoned buildings scattered around, these old buildings cost roughly half as much to restore as it would cost to build a brand new one. So when placing your Village Center, it can be very helpful to locate some of these buildings and start your village near them.



Light Sources
Light Sources extend your build range, allowing you to place buildings further away from your Village. They play a vital role in setting up your defensive permitted out beyond the normal limits of your village. The Future
These buildings are just a small sample of what RPC will offer in the future. I have plans for guard towers, barracks, mage towers, alchemy labs, schools, orphanages, forgeries, workshops, and many other buildings. What I've shown you today (and what will be released in the upcoming Building Mechanics demo) just barely scratches the surface.

BONUS: Stay tuned! The Kickstarter, Greenlight AND the Building/AI Tech-Demo will be released soon! Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline ra4king

JGO Kernel


Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #338 - Posted 2014-09-10 18:16:41 »

Wow Ray, I'm very impressed with how far this game has progressed. Keep up the excellent work, I will definitely contribute to the KickStarter.

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #339 - Posted 2014-09-10 20:50:40 »

Wow Ray, I'm very impressed with how far this game has progressed. Keep up the excellent work, I will definitely contribute to the KickStarter.

Thanks! Hopefully I can get it all wrapped up by the end of the month. But as I'm sure everyone on JGO knows, when you make a checklist you tend to add 2 things to it for every 1 thing you knock off.  When I wrote that last post, I had 14 major things that needed completed before I release the next tech demo, I knocked 4 or 5 off the list.. and now there's 21 things!

/grumble Wink

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #340 - Posted 2014-09-10 22:13:50 »

There's a trick for that: write your checklists on very small pieces of paper.

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #341 - Posted 2014-09-12 01:33:55 »

Got a few requests to start up a tumblr, so, tada!
- Tumblr -

Please follow and reblog my announcement post if you're interested. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline kingroka123
« Reply #342 - Posted 2014-09-12 03:20:32 »

You should also consider adding Disqus support to your blog (only if you want comments though)
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #343 - Posted 2014-09-12 03:58:27 »

Got a few requests to start up a tumblr, so, tada!
- Tumblr -

Please follow and reblog my announcement post if you're interested. Smiley

Link should be: http://raymonddoerr.tumblr.com/

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #344 - Posted 2014-09-12 04:22:41 »


whoopsies, all fixed now. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline lcass
« Reply #345 - Posted 2014-09-14 08:56:59 »

I noticed in the derelict building you had a rail track, maybe that could have some further implementation into transportation?
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #346 - Posted 2014-09-14 19:25:59 »

I noticed in the derelict building you had a rail track, maybe that could have some further implementation into transportation?

I have some plans for roads/pathways, but thats really far back on the backburner Wink

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline lcass
« Reply #347 - Posted 2014-09-14 19:37:02 »

would be a cool feature , you could have units that try to attack the railways             .
Offline Riven
Administrator

« JGO Overlord »


Medals: 1356
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #348 - Posted 2014-09-14 19:53:02 »

Adding roads and rails (especially the curvy kind) with vehicles using them, is enough to be a full project all by itself.

Even the backburner sounds like a dangerous place. Pointing

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #349 - Posted 2014-09-14 19:53:54 »

Seriously, keep the scope down!

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #350 - Posted 2014-09-14 20:07:56 »

Adding roads and rails (especially the curvy kind) with vehicles using them, is enough to be a full project all by itself.

Even the backburner sounds like a dangerous place. Pointing
Seriously, keep the scope down!

Agreed. Smiley

It's really not a "planned" feature at the moment, as much as a "maybe someday in the future when I'm really bored" feature. Smiley

Although when I said roads I'm more just thinking pathways the villagers can walk on that offer a slight speed boost, no vehicles or anything. Really the roads wouldn't be too hard to add, all I really have to do is fork-off my wall code, rewrite it a bit to be roads instead, add some sort of speed boost when an entity is on top of it and then change pathfinding to prioritize to use roads. It's still a good deal of work, but no where near as complicated as a railway/vehicle system. Tongue

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #351 - Posted 2014-09-14 20:09:36 »

If your pathfinding is A* or something else with cost metrics, prioritizing roads should happen automatically.
Offline saucymeatman
« Reply #352 - Posted 2014-09-14 20:11:11 »

This game looks fantastic.
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #353 - Posted 2014-09-14 20:30:49 »

If your pathfinding is A* or something else with cost metrics, prioritizing roads should happen automatically.

Mine doesn't use any movement cost calculations. That was part of the major reason why the roads are on the backburner, I don't factor movement costs on tiles at all currently. But, all tiles would have the same movement costs anyway (currently). Wink

I plan to add mud/slime/etc to slow down the entities though, so like you said, roads should also work automatically once I add movement costs back into my pathfinding. But, it requires a slight overhaul of the pathfinding to get that working. I basically do everything A* does *except* the tile movement costs, so plugging that back in probably won't be a big deal.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline CopyableCougar4
« Reply #354 - Posted 2014-09-14 20:42:23 »

probably won't be a big deal.

Famous last words Smiley

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #355 - Posted 2014-09-14 21:14:32 »


inorite? Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline lcass
« Reply #356 - Posted 2014-09-14 21:20:56 »

Probably wouldnt be too difficult to implement , simple set it so that moving onto a road is a discounted cost from the original player location (so instead of 1 tile = 10 cost 1 road = 5 cost) then store this in an array for the entity , and make the entity move at a  certain pace depending on the current material that its on.
Offline CopyableCougar4
« Reply #357 - Posted 2014-09-14 21:44:36 »


I wasn't necessarily saying you were wrong Tongue I was just saying that phrase is famous last words Tongue

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline Isvan
« Reply #358 - Posted 2014-09-16 06:42:54 »

First off, it looks fantastic, and runs really smoothly.

I've got two suggestions (To add to your list of things to do)

In the map builder its really annoying to have to select the brush size with the mouse.
A lot of photo imaging programs use Shift+MouseScroll to change the size and I felt like it would work well in this game

The second issue I had was I cant place houses back to back.
Ie, I place two tents, then hate how much lost space there is (A total of 8 tiles between them). Or do you plan on being cruel so space is even more valuable?

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #359 - Posted 2014-09-16 07:08:59 »

First off, it looks fantastic, and runs really smoothly.

I've got two suggestions (To add to your list of things to do)

In the map builder its really annoying to have to select the brush size with the mouse.
A lot of photo imaging programs use Shift+MouseScroll to change the size and I felt like it would work well in this game

The second issue I had was I cant place houses back to back.
Ie, I place two tents, then hate how much lost space there is (A total of 8 tiles between them). Or do you plan on being cruel so space is even more valuable?



For the brush size my plan was to attach brush size to the scroll wheel, just like you suggested, but without shift since I have no other purpose for the scroll wheel currently anyway. But, I may make a shift+mousescroll toggle through various button modes (Like slide through Erase All, Terrain Only, Topo Only and Objects Only)

As for the space around buildings, that's intentional. If you could place buildings back to back you could use them to block off passageways, and that's what walls are for! It's more for a game balance thing in the future. There will be more (and larger) houses in the future too though, so it won't be as big of a problem I suspect. Smiley

(it's also a evil attempt to make land more valuable. persecutioncomplex )

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Pages: 1 ... 10 11 [12] 13 14 ... 19
  ignore  |  Print  
 
 

 
EgonOlsen (1256 views)
2018-06-10 19:43:48

EgonOlsen (1124 views)
2018-06-10 19:43:44

EgonOlsen (862 views)
2018-06-10 19:43:20

DesertCoockie (1271 views)
2018-05-13 18:23:11

nelsongames (1104 views)
2018-04-24 18:15:36

nelsongames (1335 views)
2018-04-24 18:14:32

ivj94 (2074 views)
2018-03-24 14:47:39

ivj94 (1227 views)
2018-03-24 14:46:31

ivj94 (2169 views)
2018-03-24 14:43:53

Solater (792 views)
2018-03-17 05:04:08
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!