Indie A-RPG game progress update...
13 years ago
Hey there, I intend to post some more concept art and/or screenshots soon, but in the meantime, I thought I'd give you guys and update on what I've been doing on the actual game engine.
Today I finally succeeded in writing a functional random dungeon creation system. I say finally, because I've been working on that particular aspect for a while, and went through about 4 or 5 different versions, but always ran into some odd glitches I couldn't seem to work out. This programming thing sure can give you a headache, especially when you're dealing with bugs that only show up occasionally, and are thus hard to trace back to their source.
Anyhow, I've done some more testing today, and it seems to run fine now, and does what I wanted it to. Basically the game picks pre-designed rooms, out of a pool of 20-40 or so, and then randomly arranges those to build the dungeon. Then every room is further customized, by randomly spawning monsters, traps, treasure and decorative items. Oh, and the connecting doors between the rooms are randomized as well. There will also be special unique rooms, which only spawn under certain conditions, and contain special challenges, monsters, treasure and unique graphics.
Right now it's all still quite basic, but I'm relieved to have this aspect of the game up and running, since it is very much a core mechanic, which I can now build upon. I will probably work on some basic AI next, and I'm also considering to add some code allowing the player to push smaller decorative objects around. Mostly just to add additional realism and interactivity, but it could also be used for some small puzzles.
Speaking of decorative objects -- do you guys have any suggestions for simple objects which could be lying/standing around in this type of setting? So far I only have some basic wooden crates and barrels, and I'll probably add some ceramic pots/ vases next.
:: :: ::
In other news, I've thought some more about the magic system and decided on the classes/categories I'm going to include. There will be:
Pyromancy: Mostly straight forward damage spells and some DoT ( already started work on some spells )
Frost magic: Less damage, but more utility skills, such as freezing and blocking abilities.
Nature: A bit of a jack of all trades, with some damaging spells ( lightning, poison ), as well as utility spells ( entangling vines; perhaps some animal summons? ).
Exorcism: Spells mostly focused on dealing extra damage to undead and dark creatures, as well as some healing spells.
Necromancy: Direct and indirect damaging spells/ curses, and summons, with an overall dark theme.
Illusion: Mostly an utility class, with spells focused on avoiding or manipulating enemies, disarming traps etc.
There will be one starting character class for each spell category, as well as some that use two or three, or have other special starting bonuses.
Starting class ideas/ names so far include Pyromancer, Frost Mage, Elementalist, Druid, Priest/Monk, Death Lord, Trickster, Scholar ( starts with a knowledge bonus to all magic categories, but no actual spells or bonus starting gear ), Vagabond ( starts with... nothing -- the hardcore choice ;P ).
That said, let me know if you have further ideas for spells within these categories, or alternate class ideas/ naming suggestions.
That's all I can think of for now... Thanks again, to everyone who made suggestions on the last journal. Some of the spell ideas were too complex or did not quite fit in with the direction of the game, but there were some really good ones, and I appreciate all the input.
Here's a link, in case you missed the last journal, and have no idea what this is about: http://www.furaffinity.net/journal/3676886/
Today I finally succeeded in writing a functional random dungeon creation system. I say finally, because I've been working on that particular aspect for a while, and went through about 4 or 5 different versions, but always ran into some odd glitches I couldn't seem to work out. This programming thing sure can give you a headache, especially when you're dealing with bugs that only show up occasionally, and are thus hard to trace back to their source.
Anyhow, I've done some more testing today, and it seems to run fine now, and does what I wanted it to. Basically the game picks pre-designed rooms, out of a pool of 20-40 or so, and then randomly arranges those to build the dungeon. Then every room is further customized, by randomly spawning monsters, traps, treasure and decorative items. Oh, and the connecting doors between the rooms are randomized as well. There will also be special unique rooms, which only spawn under certain conditions, and contain special challenges, monsters, treasure and unique graphics.
Right now it's all still quite basic, but I'm relieved to have this aspect of the game up and running, since it is very much a core mechanic, which I can now build upon. I will probably work on some basic AI next, and I'm also considering to add some code allowing the player to push smaller decorative objects around. Mostly just to add additional realism and interactivity, but it could also be used for some small puzzles.
Speaking of decorative objects -- do you guys have any suggestions for simple objects which could be lying/standing around in this type of setting? So far I only have some basic wooden crates and barrels, and I'll probably add some ceramic pots/ vases next.
:: :: ::
In other news, I've thought some more about the magic system and decided on the classes/categories I'm going to include. There will be:
Pyromancy: Mostly straight forward damage spells and some DoT ( already started work on some spells )
Frost magic: Less damage, but more utility skills, such as freezing and blocking abilities.
Nature: A bit of a jack of all trades, with some damaging spells ( lightning, poison ), as well as utility spells ( entangling vines; perhaps some animal summons? ).
Exorcism: Spells mostly focused on dealing extra damage to undead and dark creatures, as well as some healing spells.
Necromancy: Direct and indirect damaging spells/ curses, and summons, with an overall dark theme.
Illusion: Mostly an utility class, with spells focused on avoiding or manipulating enemies, disarming traps etc.
There will be one starting character class for each spell category, as well as some that use two or three, or have other special starting bonuses.
Starting class ideas/ names so far include Pyromancer, Frost Mage, Elementalist, Druid, Priest/Monk, Death Lord, Trickster, Scholar ( starts with a knowledge bonus to all magic categories, but no actual spells or bonus starting gear ), Vagabond ( starts with... nothing -- the hardcore choice ;P ).
That said, let me know if you have further ideas for spells within these categories, or alternate class ideas/ naming suggestions.
That's all I can think of for now... Thanks again, to everyone who made suggestions on the last journal. Some of the spell ideas were too complex or did not quite fit in with the direction of the game, but there were some really good ones, and I appreciate all the input.
Here's a link, in case you missed the last journal, and have no idea what this is about: http://www.furaffinity.net/journal/3676886/
OK, nevermind, just use the crates XZD But make them have bugs come out. XZDDD Bugs with mustaches. XZDDDD
Anyhow, the player will be able to choose a character portrait when picking their class, and I'm sure I'll have a few with a moustache/beard.
Also, a bug swarm spell could actually fit in with the nature class.
Oh and make it roaches.
Oh and make the crates have tea in them LOL
Curses can be fun if you're creative with them...maybe do something with voodoo dolls and long range Dot spells?
--Broken Pillars cut at a slant
--Holes in the ground
--Statues (people.. gargoyles.. etc.)
--Glass cases with energy inside of them. Basically a crate but transparent with neat stuff in side. Possibly used as torches.
--Cages with things inside
--Halfblocks with a "cloth" over it that can have different designs. Could be puzzle pieces.
--Anvils
--Rubble in a pile
It sounds like the kind of magics you're making and it has some pretty original takes on the rogue magic based system.
http://www.dredmorwiki.com/wiki/Skills
Ruins: Crumbling walls/floors, essentially traps. Intact pillars that are basically walls. Crumbling pillars that can be destroyed. Boulders as difficult terrain or high ground. Partially caved in areas as hidden spots to explore, likely with more monsters and piles of loot. Water pooled up in places.
Not sure what else; most other stuff has been mentioned already or just sorta seems obvious.
And most of the walls will be part of the background and not interactive, but maybe I could add something along those lines. How about cracked walls that reveal an entrance, if you hit them a few times? And I guess it would be interesting if the player could use some traps or collapsing environment objects to hurt his opponents. Hmm...
And if you want some tongue-in-cheek humour create another hidden item, an accesory called the Bishie ring which allows the wearer to wear any armor regardless in the game and if he wears the Duct Tape bikini he will wear it like the ladies =3
Anyhow, I'm shooting for a general audience suitable game here, so there will be little or no sexual themes, and only moderate amounts of gore/violence. ( Well, I haven't fully decided on the latter aspect yet. Maybe I'll get carried away with the gore FX. )
Not that I'm suggesting anything, but they got away with 13+ (or lower) for doing so.
Not sure if someone suggested this, but you could have a trap under one of those pushable objects. And to make people have an incentive to push stuff anyways, hide goodies occasionally under some of them.
Rubbish Piles (Some people throw away useful things...)
Coffins/Burial Slabs
Cages (You found a pet rat!)
Trashcans/bins
Luggage
Chest of Drawers
Wardrobe
Shelves
Carts (The kind drawn by horses and used to carry goods)
Wagons
Weapon/Armor racks
Bookshelves (You found a Harry Potter book!)
Magic ideas:
Thaumaturgy (extracting energy from things and/or enemies to use)
Artificing (Enchanting/powering up weapons)
Alchemy (Element-specific attacks, a tactical use)
Transmogrification (Transforming into other creatures for power-ups or bonuses for a short time)
Mathemitization (Just a joke. XD Does random damage to random targets at random!)
There will be bookshelves, too, but I don't know yet if they will be interactive in any way. Mostly just background elements. But I could make them part of a special event/ unique room or two, perhaps. ( And I'm thinking of including a few easter eggs and pop culture references, actually. Not sure about Harry Potter, but Lord of the Rings, perhaps, and some video game related ones. )
>"Mathemitization (Just a joke. XD Does random damage to random targets at random!) "
If I don't keep close watch over my game code, there might just be way too much... random stuff. But at least now I have an excuse, if the player randomly explodes -- totally intentional!