Author Topic: [Contest] Embers:Phoenix  (Read 4328 times)

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Offline squidgetx

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[Contest] Embers:Phoenix
« on: May 27, 2012, 07:49:55 pm »
So while I haven't actually done any coding yet, I've decided on what I'm entering in the contest this year :D

The sequel to Ash:Phoenix-Ember:Phoenix
(Well actually in my mind there would be 3 games if I were to realize this series...Ash, Flame, and Embers).

Anyway, going against your typical FF style RPG (Verdant Forest) I'll be putting something more similar to Desolate together. Combat will take place in real-time against enemies with *gasp* (hopefully good) AI. The story will take place in the future, at the twilight of Earth's humanity. Society has begun to crumble...there have been no technological innovations for the past 300 years and the Earth is dying. That is, until the current head of the world government gets wind of a rumor that the formula for immortality has been discovered. He decides to send his top agent (you) to investigate...And the adventure begins.

Some specs I'm thinking about:
-8x8 monochrome, for speed and convenience
-Byte-sized tiles instead of nibbles for less intensive data organization and more variety in tiles. This is possible since each tile is 8 bytes as opposed to 64 in Ash:Phoenix.
-Pokemon style smoothscroll tilemapping
-A small variety of weapons
-Very smart/tactical AI (this is the hardest part XD)

« Last Edit: June 10, 2012, 06:27:35 pm by squidgetx »

Offline stevon8ter

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Re: [Contest] Embers:Phoenix
« Reply #1 on: May 27, 2012, 07:52:41 pm »
Cool, if it works out well i'll try it :P
« Last Edit: May 27, 2012, 07:53:19 pm by stevon8ter »
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Offline Art_of_camelot

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Re: [Contest] Embers:Phoenix
« Reply #2 on: May 27, 2012, 09:06:29 pm »
Good luck squidgetx. That's a pretty ambitious entry you have! =)

Offline Geekboy1011

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Re: [Contest] Embers:Phoenix
« Reply #3 on: May 27, 2012, 10:33:47 pm »
goood luck and work hard hopefully the month and a half is enough time :D

Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #4 on: May 27, 2012, 11:52:15 pm »
Well, it'll be shorter than most games I think. Probably equivalent to the length of Desolate or so. Also the battle engine will be significantly smaller and easier to code compared to the battle engine of a turn-based RPG. Additionally, after Ash and Zombie Gun I can wrap my head around most of the concepts needed (ie intensive data storage and management, bullet/enemy arrays, etc.)

Probably should get back to work though XD. I'm writing it all from scratch, hopefully so that I can organize everything better (Unfortunately there is no such thing as a black box in Axe programming...sigh)
« Last Edit: May 27, 2012, 11:53:22 pm by squidgetx »

Offline Sorunome

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Re: [Contest] Embers:Phoenix
« Reply #5 on: May 28, 2012, 05:20:41 am »
Wha, good look with this project! It sounds cool! :)

THE GAME
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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #6 on: May 28, 2012, 09:19:13 pm »
Basic tilemapping finished :) Holding ALPHA makes the character run at 2px/frame as opposed to 1px/frame. Some preliminary sprites made as well. Next, map linking :D

Offline Art_of_camelot

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Re: [Contest] Embers:Phoenix
« Reply #7 on: May 28, 2012, 11:17:38 pm »
Looks good. Are you planning on adding masking to the main character to get rid of the white border around him? Also, I think having the main character move 2 pixels by default would look better. Moving a pixel at a time seems a bit sluggish IMHO, and enemies and objects may slow things down a bit.

Offline Deep Toaster

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Re: [Contest] Embers:Phoenix
« Reply #8 on: May 29, 2012, 09:31:30 am »
I agree—when he's moving two pixels a frame, he looks like he's walking at a decent RPG speed.

Anyway, good luck. It sounds fun. Do you have an idea for what Flame:Phoenix would be like? :D
« Last Edit: May 29, 2012, 09:31:50 am by Deep Thought »




Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #9 on: May 29, 2012, 09:57:37 am »
I guess I can change it to 2px per frame, we'll see how it goes. The main character is masked btw, I just thought maybe giving him a 1px white border would help give it some distinction (but I can remove it and see how it looks) :)

Flame:Phoenix...Hmmm Well, since Ash was 12x12 3 lvl gray, Embers is 8x8 mono, maybe I'll make it 16x16 4lvl? XD Haven't thought that much about it yet, hmmm

Offline xlibman

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Re: [Contest] Embers:Phoenix
« Reply #10 on: May 29, 2012, 03:07:24 pm »
Looks quite nice. When i saw Phoenix in the title I was sure it was related to Ash:Phoenix. Hoping this gets finished (along with Ash) :)
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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #11 on: May 29, 2012, 10:50:54 pm »
Progress is coming...slowly-ish.

Anyway, a (very preliminary) enemy engine is up and running along with a map-linking routine that is reminiscent of Ash:Phoenix :). I also added player kick-back and recoil, for when you hit any solid object (although I had to rewrite the entire movement engine to do so x.x) Additionally, speed is now default 2px/frame.

Now for a lot of spriting and mapmaking (and item/status management :O)

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Re: [Contest] Embers:Phoenix
« Reply #12 on: May 30, 2012, 12:12:37 am »
Nice, I like the walking speed actually. It reminds me a bit of Robot Wars, minus the intense physics it had of course. :)
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Offline Art_of_camelot

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Re: [Contest] Embers:Phoenix
« Reply #13 on: May 30, 2012, 02:55:35 am »
Wow, that's looking excellent! You're making very nice progress with this. =)

Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #14 on: May 31, 2012, 07:38:15 pm »
CalcGS+Word macro+TokenIDE = massive productivity :D

You will also notice a completely broken AI and the beginnings of a UI stat/info overlay. I can't quite decide if I want to have money/shop in this game... hmmm

To do:
-Enemy AI, injury/kickback
-Pickupable items and item system
-Sprite enemies, items, more tiles
-NPC dialog/script engine
-Name input engine
-Finish game content (mapmaking, enemies, conversations, etc.)