Author Topic: Long Term Project's  (Read 12722 times)

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Delnar_Ersike

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Long Term Project's
« Reply #45 on: April 24, 2007, 04:02:00 pm »
Well then maybe a crossroad in one of the dungeons...you can only choose one way to go out of two and each one is different and will lead to different dungeons except for maybe the final one...

Offline Speler

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« Reply #46 on: April 25, 2007, 01:04:00 am »
Yeah, 'cept I don't want to waste ideas, space or gameplay.  Like I said, internally the dungeons are somewhat non-linear, but externally they aren't.

Offline dinhotheone

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« Reply #47 on: April 25, 2007, 01:41:00 am »
when you say: "you'll need items from previous dungeons"
 do you mean like zeldaesque items or like you need this talisman to go to that dungeon and you need the talisman for that dungeon to get to the next dungeon, i mean will it be unable to procede due to gameplay or storyline

you could always make it so that you can goto dungeons in multiple orders. but like most zelda games this is hard to do unless you go into the dungeon and steal the item there then leave. so the only thing i can think of that you could make non linear is outside events, which i guess you could make minimal with a small storyline. things that couold change could be like things that are useful but not required like extra life/arrows/bombs/bottles (if you are wondering, i did playthrough the snes zelda) also you could do something like in the gb zelda with the trading system but i dont actually remember what it gives you :(sad.gif (another playthrough i guess) or like if you did one thing, someone could show you a side entrance into a dungeon that makes things easier...

also on a side note, one dungeon should be in the belly of a giant fish.

Offline Speler

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« Reply #48 on: April 25, 2007, 08:16:00 am »
The items are as you said zelda-esque (i.e. you need a certain sword to break through this kind of barrier, or a bomb to open a room).  Also, to clear up any misconceptions, it is one big dungeon divided into 4 sections (which I have refered to as dungeons).  Also, the game has no NPC's (as of now).  I finished most of the item system.

Also, to speed up loading times and lower the save game size (as well as be easier to code and save space), I'm thinking certain items like health packs will not disapear after you find them and instead just refill your health completely.

graywolf

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« Reply #49 on: April 25, 2007, 10:52:00 am »
I think that should be fine because otherwise the game would be way too large.

Offline Speler

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« Reply #50 on: April 26, 2007, 09:00:00 am »
Added health packs to the map, now I need to code in items that disapear when you find them (like weopens and armor, powerups in general).

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« Reply #51 on: April 29, 2007, 12:24:00 pm »
Made some progress, I'm brainstorming what the first boss should do right now.

Offline Speler

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« Reply #52 on: August 16, 2007, 04:46:00 am »
I suppose I need to give an update here.  Here is what I'm currently working on (in order of how much time I'm putting into it):

Secret
I'm working on a game with several members of UTI, you can probably find some info if you look hard but don't ask me for any.  It has been progressing at a fairly constant rate (and already has a lot of content, though I have honestly produced a minimal amount of it :(sad.gif).

Un-named Puzzle Platformer
I spent some time this morning writing an engine for a puzzle platformer that's basically side view donut quest.  It'll have lot's of cool mechanics (moving blocks (which of course fall if you move them off the edge and interact with other items), explosives, breakable tiles and of course gold coins (which is what you collect).  So far I have, the movement system, the graphics system (it's a similar  concept as The Game's, only a bit slower), breakable objects, and a simple enemy system (I spent 4 hours on it this morning).  It's a bit unoptimized, but that'll change in time.

Pirate RPG
On hold until Iambian finishes the tile mapper he's making for me (uses strings rather then matrices), see Pirate RPG topic for more details.

Project Omnimaga Racing Ngine mod
Have yet to really start, though I have done a bit of 'decoding' Kevin's code.

Later today I'll work on Secret a bit and then the Project Omnimaga Racing Ngine mod.  It's nice to be seriously coding again :)smile.gif.

EDIT:  I'm also considering a rewrite of Zoith (one that isn't as slow and bulky), thoughts on this?

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« Reply #53 on: August 16, 2007, 11:32:00 am »
wow nice to see you back into coding. I would like donut quest to be ported to 83+, altough I have a TI-89t, but for some reasons BASIC games on the TI-89 kinda irks me because of the menu bars :/confused.gif, it was fun tho

WIll the race ngine mod be an entire game or just a mod with more features? Still cool in both way tho, just wondering ;)wink.gif
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Offline Speler

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« Reply #54 on: August 16, 2007, 12:57:00 pm »
The race ngine will be both a mod with more features and a full game.  The goal is Crash Team Racing meets Super Smash Brothers.

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« Reply #55 on: August 16, 2007, 04:23:00 pm »
cool idea :Dbiggrin.gif I hope to see it comes to fruition!
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Offline TsiJiang

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« Reply #56 on: August 26, 2007, 05:01:00 am »
For the Ninja game what about a naruto themed game???

Delnar_Ersike

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« Reply #57 on: August 26, 2007, 10:57:00 am »
QuoteBegin-Tsijiang+26 Aug, 2007, 9:01-->
QUOTE (Tsijiang @ 26 Aug, 2007, 9:01)
For the Ninja game what about a naruto themed game???  

 I think we can all reply to that one pretty curtly... <_<dry.gif

Offline DJ Omnimaga

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« Reply #58 on: August 26, 2007, 03:56:00 pm »
i dont get what you mean
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Offline JonimusPrime

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« Reply #59 on: August 26, 2007, 04:02:00 pm »
that show is kinda dumb and it don't think it would make a good game.

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