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The Secret Of Lamidia - Update 29/1/2010


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#1 sub

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Posted 04 February 2009 - 06:32 AM

T.S.O.L - (started development late Nov 2008)
640x480 window (F4 toggle full screen mode)
an ADVANCED <EOTB / M&M / BARD'S TALE> RPG engine

DEVELOPMENT IS BACK IN SWING (took a little sabbatical) ABANDONED, new engine being developed [30/6/2010]

if you've wandered in from
http://sites.google....cret-of-lamidia
or
http://my.opera.com/...ws?cid=21532601
thanks for coming ^_^


new version ETA: ...abandoned

LATEST EXE BUILD 29th Jan, 2010
Posted Image
MORE GUI - LESS TEXT

OLD SOURCE VERSION ..feel free to use source code or learn from it
Posted Image

Posted Image

keys:
arrow keys to move
Rclick to exit char add/remove menus
when u click CREATE CHAR, press ENTER to quick-generate (development tool only)
PRESS F1 FOR FURTHER GAME INFO
C - camp (when in maze)
M - display map
P - toggle party HUD panel
numpad * - char in slot1 gets 1000xp [dvlp tool only]


notes..
-remember games like Eye of the Beholder, Wizardry and (original) Bard's Tale? this engine reproduces an environment like that, but with [slightly] better graphics and RPG features that were not developed untill games such as Morrowind came on the scene..
-fairly easy to expand on (and tidy up) * not recommended for absolute beginner to develop!
-still being developed
-combat is more detailed (critical hits, fumbles, etc)
-has many detailed & upgradeable magic items :)
-skills, quests, etc (something the original games lacked)


features:
you can make a group of adventurers, explore the first dungeon area and local forests, fight monsters, even get magic items from treasure chests, there are some quests added now, and other game content (a trading post, training hall, tavern, inn, etc, so you can maintain a group of adventurers) .. the game is still being developed.

* make groups of up to 6 party members
* diverse items and equipment (and being expanded)
* 4 basic char classes, with more advanced classes in development
* 6 char races, having different sizes (and being expanded)
* fully working inventory system (and being expanded)
* some magic spells, skills already developed
* magic item generation is supported
* combat is supported

future features:
[tonnes.. and suggestions welcome]
hoping to make it one of those RPG's that you can keep playing when you 'kill the final monster' [etc]

Edited by sub, 29 June 2010 - 06:35 PM.

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#2 slayer 64

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Posted 04 February 2009 - 06:59 PM

no screenies!!! baaaaaaaa!!!! no thx.
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#3 Alpha Man

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Posted 04 February 2009 - 08:28 PM

Huh, for some reason it didn't seem to stay in four directions, the character went diagonal and I couldn't really make my way through the maze...

And maybe you could speed up how clicking the stat points is done? Or give the player less stat points to begin with?

no screenies!!! baaaaaaaa!!!! no thx.

It's a sad day when someone doesn't know what Eye Of The Beholder looks like.
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#4 theweirdn8

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Posted 04 February 2009 - 09:35 PM

lol!I want screens!
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#5 cyrax

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Posted 04 February 2009 - 09:37 PM

really cool engine. with a good storyline and a proper world environment, this can develop into a very good game not only for "hardcore rpg gamers" though:).

(and for the sake of the lazy community, you should indeed add a few snapshots, especially from the character creation (i liked it!))

Edited by cyrax, 04 February 2009 - 09:37 PM.

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#6 sub

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Posted 13 February 2009 - 09:03 AM

hmm thnx all, i'll get these "screenies" you all speak of (soon) i'm gettin' sick of this MMO i been playin' ..wanna get back into creating my own stuff :whistle:

breaks from N/S/E/W movement into diag
uh, yeh.. (raises hand) that'd be my fault.. the directional method is a bit sloppy.. i did encounter the bug you speak of but thought i had fixed it.. (i was wrong)

spending stat points
a bit faster, you say? (yeah, less stat points were intended :P ..eventually)

It's a sad day when someone doesn't know what Eye Of The Beholder looks like.

indeed!

righto - i can toss in a working INV / ITEM system ..but i'm open for suggestions? (should i use objects? an array? two buckets of spam?)

:P ty for feedback & screenies coming..
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#7 Indecom4000

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Posted 13 February 2009 - 10:32 AM

That is pretty decent, my only gripe with it is the fog distance, it should be a bit deeper before it goes totally black. I like the head bobbing, and opening doors was satisfying, the sound i mean.

Add some enemies and combat, maybe npcs, and youve got what could be used for a pretty good game in the right hands.
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#8 sub

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Posted 13 February 2009 - 12:38 PM

Posted Image
Posted Image

That is pretty decent, my only gripe with it is the fog distance, it should be a bit deeper before it goes totally black. I like the head bobbing, and opening doors was satisfying, the sound i mean.

Add some enemies and combat, maybe npcs, and youve got what could be used for a pretty good game in the right hands.

thnx :whistle: fog can be fiddled with using the mouse wheel (in/out) ..not sure what u mean by 'deeper' ?? (view distance?) ..mouse wheel does that for testing purposes (the dark vision skill, torches, magic and magic gear will improve the view distance)

heh yeh the head bobbing was a vital addition imho, something didn't feel right about simply 'floating' thru the passages..
same with opening doors, didn't seem right without a sound effect..

thanks for the positive feedback :P

next up:
* further char. development (skills, equipment, some basic combat functionality, etc) ie: playability
* skill balancing
* combat system, monsters & equipment

issues:
wall/overlay backgrounds have to be flipped upside-down to be displayed right way up (does that make sense?) - any herlp with that? what did i do wrong? ..something to do with the 3D view z up?

help?
* would anyone like to make sprites for facial avatars (displayed for char screens and char generation) ..later down the track overlays for facial hair, helms/hats, etc can be made

* any ideas for skills? combat skills, party skills (when adventuring) and camp skills?

* the combat system, as far as interface goes.. i'm aiming for replicating the oldschool system (text messages, maybe small blood splat effects for hits etc with the damage displayed in it, ie: a more GUI feel) but overall combat will have graphics of characters and monsters in the act of fighting (for this project, the gfx will be pretty simple but hopefully capture the atmosphere and do the job)

Edited by sub, 13 February 2009 - 12:52 PM.

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#9 sheail

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Posted 13 February 2009 - 12:52 PM

Please make this as good as the original Dungeon Master on the atari. That is all.
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#10 sub

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Posted 13 February 2009 - 01:02 PM

i've only briefly encountered that game, was too low level to fight it, had to run :whistle:

if u have a few mins, let me know what it was you liked about Dungeon Master.. i noticed it had a 'different' char. generation process (they were pre-made) ..aside from this i know the interface is very similar to Eye of the beholder (EoTB was based on Dungeon Master GUI) i didn't play long enough to get into combat or see what magic items were available (that's one of my favourite part of these old rpg's - getting the good rare treasure)
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#11 Steve III

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Posted 15 February 2009 - 06:50 AM

This game is very good, when it has more content I expect it will be a very fun game to play! Keep working on it man! Mabye Google castle textures tho? Usually comes up with something good.
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#12 chaz13

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Posted 19 February 2009 - 11:31 AM

G'day sub,

I'm not exactly a hardened RPG fan, but I really liked this. Although it's not as if the graphics are photo realistic, there was something really nice about them. The cobwebs were cool, too ^_^

I found a glitch, I was walking and all of a sudden started spinning. But not on the spot, straight through walls and such. I had to exit, because I couldn't become unstuck. I'd also suggest having arrows either side of the stats that you can click to add/subtract points from each attribute. It would make attributing points much easier.

There was something strange about this game (in a good way!) From the onset it looked basic an incomplete, but when actually playing it I found it a whole lot of fun. I'm looking forward to further updates (With equipment and enemies, hopefully). I'm not usually one for ratings, but I feel compelled to rate it, so:

Graphics- 8/10
Gameplay- 5/10
Story- N/A
Sounds- 8/10

Total- 7/10 (In its current state)

[offtopic] I was wondering, I don't suppose you want to reform All Your Base for a final epic game? I've become quite an all rounder so we could make quite a good run of it :D [/offtopic]

Edited by chaz13, 19 February 2009 - 11:32 AM.

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#13 Grey Matter

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Posted 19 February 2009 - 04:41 PM

Quick impression:

I'm human yet my eyeline is at a door-knob height, this is cool if I was hafling.

There are serious clipping issues, allowing player to pass through walls. This may be due to the players heading "drifting" outside of 90 degree increments. Haven't looked at your code closely but I think when forward and turn keys are pressed at the same time this drifting happens and player can pass through walls.

The game is slugish. Your using D3D to render so it's not a video issue, again it appears to be how it's coded. What may help is to increase turn and advancement speed; it wouldn't be bad if you made turns instant, and might even solve the clipping issue.

I would fix the fundamental movement issues before implementing any other features. As a player I could care less about skills or races if I can't move though the world properly.

Last point we should all consider when developing: WTF? (Where's the fun?)
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#14 sub

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Posted 23 March 2009 - 06:43 AM

an update will come soon if a meteor doesn't smash into my house or something similar..
yeh chaz i'm interested in developing something <_< talk to you on msn..

I'm human yet my eyeline is at a door-knob height, this is cool if I was hafling.

muahahaha!
seems i'll have to take a serious look at this movement.. some tips on speeding up 3D would be appreciated as this was my first real foray into a FPS type environment. i'll look around for them :whistle: thanks for the feedback grey
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#15 sub

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Posted 27 March 2009 - 01:05 AM

small bump
* fixed some small errors (like coming off the maze grid/multi key pressing)
* updated tavern / event graphics capability
* now some small midi background music support

- working on combat system and inventory now :(

Edited by sub, 27 March 2009 - 04:49 AM.

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#16 chaz13

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Posted 27 March 2009 - 05:20 PM

Nice, I can move without falling into walls. It's coming along quite nicely. I still think you need to speed up the attribute assigning a bit though, it takes quite a while.

EDIT: Just clicked the colony link in your signature and shed a silent tear :(

Edited by chaz13, 27 March 2009 - 05:21 PM.

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#17 sub

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Posted 01 April 2009 - 08:26 PM

some small updates (add/remove/delete/view/create chars, trading post, 50% of inv system)
(trying to) finish the inv system now..
when the game is functional the WIP will be .exe file, (source available on request)

Just clicked the colony link in your signature and shed a silent tear

if you can bring a clean slate to the table i'm ready to jump in, otherwise i'll be throwing all my efforts into this current RPG for the next little while.. :)

Edited by sub, 02 April 2009 - 04:50 AM.

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#18 sub

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Posted 03 April 2009 - 10:01 AM

- more inv system
- fixed char generation (no more empty spaces in roster)


- i'm after ideas for events. such as the 'repair' and 'resize' options available in the trading post (repair damaged gear, resize gear to fit different races)
- also working on a system to alow upgrading of gear (some type of magic/smithing system)

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#19 sub

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Posted 06 April 2009 - 06:41 AM

The game is slugish.

please post system specs? press F12 ingame also for FPS.

i'm using: 2.8ghz processer, 1.5gig ram, 128mb ATI RADEON gfx card
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#20 sub

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Posted 13 April 2009 - 12:31 PM

item system 99% done
can now equip items also..

..looking for some feedback please, this could turn out to be a *large* game
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