Author Topic: Gateway to Legend  (Read 479 times)

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Offline 123outerme

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Gateway to Legend
« on: October 15, 2017, 07:06:11 pm »
Gateway to Legend is a conceptual open-source Puzzle-RPG. The main focus of the game will obviously be solving puzzles to get experience, as any Puzzle-RPG would have it, but the mechanics that make this game unique is that most puzzle mechanics will be based off doors or gates! Switches and door pairs allow you to gain access to rooms, teleporters provide gates between two places on the map, and more! It also supports the development and easy integration of user-generated content, as well; you can make puzzle map-packs for this project! I've done quite a bit of work on this engine so far, and I'd like to show it off. Here's what I have so far:



In this video, I show off the work I've done with enemies and pathfinding, puzzles, and sound effects! I implemented sound for various things like doors, sword swings, selecting menu options, and more! Enemies, getting hurt, etc. don't have sound effects yet, but they absolutely will.
There are 3 enemy types: Fast but low damage and HP moving straight to you, slow but higher damage and HP, lining up on its X-axis before its Y-axis, and a third, which totally ignores collision. All three work to varying degrees.

There's also a map-pack wizard that helps user-generated content, as far as the programs go. I need some help drumming up some ideas for many different sections of the game, so I have my Github repository over here, and I would very much appreciate any help from the community, from suggestions, to offering to help with code. This project will be pretty big and pretty complex, so I'm expecting it to take more time than my port of Sorcery of Uvutu. I intend to follow up as much as I can on all my promises, making it as good as I have been designing it to be.
« Last Edit: January 17, 2018, 04:29:40 pm by 123outerme »

Offline Art_of_camelot

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Re: Gateway to Legend
« Reply #1 on: October 18, 2017, 06:37:37 pm »
Sound interesting, there are lots of different elements you could include with puzzle RPGs, so I'll be quite interested to see what all kind of mechanics you come up with. :)

Offline 123outerme

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Re: Gateway to Legend
« Reply #2 on: October 18, 2017, 09:25:25 pm »
Sound interesting, there are lots of different elements you could include with puzzle RPGs, so I'll be quite interested to see what all kind of mechanics you come up with. :)
Thanks! I have some really good core puzzle ideas that I came up with a day or so after I posted the topic, so now I'll have a better idea of what to do with the mechanics now.



Here's my new progress! You can see that all the "event" tiles, or puzzle mechanics, are displayed onscreen. I also implemented button and door behaviors, with framework to do the same thing for each tile. I also did a lot of work on the map toolchain, making it so that each program can be compiled with the same header file(s), meaning no extra bloat in the build directory, among other changes like always displaying event tiles there too.
« Last Edit: October 18, 2017, 09:28:34 pm by 123outerme »

Offline 123outerme

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Re: Gateway to Legend
« Reply #3 on: October 21, 2017, 06:57:49 pm »
I have some new progress to display! This screenshot, I made some decently big progress on the engine! I added the ability to write scripts for your maps. Scripts are versatile lines of data that define behavior of a certain map. In this case, I showed a script that warps the player to any other map, in any other coordinates. This is a "use portal" script, which, when stepping on a warp gate tile with defined behavior, shows a fading animation like I displayed, then puts the player in a new map. The warp gate script will be used to very good effect in the main map-pack, and map-makers will obviously be allowed to use this script to its fullest as well! You may ask how the warp gate is a mechanic worth showing, and I concede, it's not exactly a mechanic. However, the freedom that the warp gate script, and scripts in general, provide is enough to get me excited. When I start developing the main map-pack for real, you will be convinced on how to effectively use such a device.

Other script behavior has already been defined, such as a dialogue script, which displays the specified line of text upon triggering the event. I haven't written it yet, but there will be some sort of script editor. Whether that's included in the map editor, its own seperate tool, or whatever, it will exist.


Offline Art_of_camelot

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Re: Gateway to Legend
« Reply #4 on: October 22, 2017, 11:51:45 pm »
Looks like this is coming along quite nicely. Nice work! :)

Offline 123outerme

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Re: Gateway to Legend
« Reply #5 on: December 01, 2017, 05:42:00 pm »
Looks like this is coming along quite nicely. Nice work! :)
Thanks! I took quite a bit of a break, so I haven't made huge leaps in progress, but I do have something to show!


Here's a look at a little bit of work I did on this today! I added an HP display, removed FPS counter (you can bring it back by pressing a certain key, although I haven't decided which key yet), and added the functionality to spikes! Spikes reduce 1/4 of a heart in damage per contact, and you are also thrown back in the direction you moved. This is done by increasing your velocity so that you are automatically moved. This velocity system I put in place will also be used for enemies and maybe some more puzzle mechanics.

Offline 123outerme

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Re: Gateway to Legend
« Reply #6 on: January 12, 2018, 07:47:09 pm »


Here's my new update! I finally bit the bullet and implemented enemies in their entirety, after months of practically radio silence on the matter. Yes, if you're wondering, POTY 2017 did motivate me to get working again, among other things. Enemies can collide with you, knocking you back and dealing damage, collide with the sword, dying (although in the future I will have some enemies have more HP, taking damage and getting knocked back as well), and not shown here and not implemented quite yet, collide with the environment. Every enemy will have some sort of special attributes.

For right now, the implementation of the special attributes is: the bird does not collide with the environment and does minimal damage, while flying straight at the player. The stone ent attacks like a rook; it tries to line itself up with the player's left-right, then attacks, does good damage, and moves rather slowly. The slime enemy has yet to be implemented fully.

I think I may change this around, especially as map-packs will be using different tiles for the enemies. I would like to make each enemy's behavior individual, yet generic enough so that a multitude of enemy appearances can fit the same type.

Offline 123outerme

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Re: Gateway to Legend
« Reply #7 on: January 13, 2018, 10:49:36 pm »


I have successfully implemented my own home-grown (yet not really unique) pathfinding algorithm! Enemies 1 and 3, or the bird and the stone giant. The 2nd enemy, the specter, can walk through collision. They (mostly) take the shortest path to the player from their starting position, and do it pretty fast too! With 2 enemies utilizing the routine, and a 3rd one moving without it, I get an uncapped FPS of about 450, which I find very impressive.The algorithm I used was just a flash-fill that takes data from the eventmap and plots a path through without colliding with walls, although I may extend that to not collide with other things such as portals, spikes, etc.

I'm really proud of it, as in 8 hours I went from not knowing anything about pathfinding to implementing my own into my game. I'm glad I could get it to work and the euphoria after realizing it worked was gold.

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Re: Gateway to Legend
« Reply #8 on: January 17, 2018, 04:27:38 pm »


Here I've implemented sound effects! No music yet, that's coming real soon, though! I bitcrushed royalty-free sound effects and did other wacky things to give them the feel I wanted. I have sound effects for doors, gateways, sword swings, selecting menu options, walking, with more coming soon! Finally, no more silent-treatment from my PC games. Let me know which sound effects you like and dislike, and I'll do my best to make them better.