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UNIVERSE: [need name]

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UNIVERSE: [need name]

Postby DGH94 » Wed Jan 11, 2012 9:39 pm

First post in a while. Kinda fell into a hiatus; had a ton of school work leading up to the holidays and then of course, the holidays came, so I kinda just pushed all gamedev related apparatus to the side until I can find some time. Anyway, school is starting to simmer down once again, so I think I'm going to partake in my first pageant. I'm not looking to come out of this game with a finished game (although it would be my first, and admittedly, pretty cool), no, I'm looking to come out with a nice, well-off project that I can finish in its own time and place down the line.

Anyway, the idea I had was that you (the main character) was stuck in a dungeon. But you didn't know it was a dungeon, or that you were stuck. It's all you know, so you've kinda accustomed it to be your entire world. Alas, dungeons are never filled with goodies (at least to us), so you'll be fighting horrible demonic demons of demonitude. (did I mention demon?)

Basic premise of the game is you're trapped in a dungeon with a little safe area. You can choose a class before the game begins, and get the equipment for said class. But, to aid you, ' past players' (the classes you didn't choose), left some of their equipment behind. Thus, you have the full set of your class' equipment, and bits and pieces of others.

Set with your equipment, you then venture out into the dungeon itself (you're free to come back to the safe area at any time to catch a break), fighting wave after wave of ever intensifying monsters. I'm yet decided what the prize should be. Maybe exp to level up and as you level up each class gets better equipment/perks? Or just old school highscore online type of deal?

This is going to be more question and get feedback than a devlog, and I ask of you to participate if you have the time. :D

No pictures yet, but I plan on doing sketches, etc. later this week.

//end wall of text.
DGH94
 
Location: NJ, US

Re: UNIVERSE: [need name]

Postby DGH94 » Thu Jan 12, 2012 8:43 pm

Feel bad bumping my own thread with so many great others out there.

Anyway, sketched out the dungeon.

Image

I think my hand writing is legible, but if not, the C's are the chests (where the remnants of the other classes equipment will be), the complete black areas are pillars, the dot squares are areas that slow/stop monsters (maybe spam up/W to get out?), the horizontal lines are blocks you can shoot through, but can't get attacked/move through.

Circled area is uncertain; not sure if it should be pillars are more of the shoot-through type of tiles. The slashes in the middle are another question; suggestions would be nice. :)

This isn't final, in fact, I'd like to make some changes. What they are though I don't know yet.

Oh, and btw, the Xs are spawners where the monsters are created. Or the demonic demons of demontude. Whichever pleases.
DGH94
 
Location: NJ, US

Re: UNIVERSE: [need name]

Postby Ian Snyder » Thu Jan 12, 2012 9:44 pm

The circled blocks immediately remind me of those mirror blocks in Escape from Puppy Death Factory.

In terms of pillar or shoot-through, you probably want to be thinking about how different block types will service the game mechanically. If you main verbs are shoot and move, you'll logically want four types of blocks: blocks that stop movement but not shots, blocks that stop bullets but not movement, blocks that stop both, and blocks that stop neither (ie: floor tiles).

And, further, blocks that alter movement or shooting. The point is to think about things mechanically.

I meant to say earlier that I like the idea of someone being stuck in a dungeon without knowing it's a dungeon. It's like Plato's Cave: the RPG.
User avatar
Ian Snyder
 
Location: Kansas City, MO, US

Re: UNIVERSE: [need name]

Postby DGH94 » Fri Jan 13, 2012 9:26 pm

Decided that this will be tile-based. Reason is personal; most tile-based games I play that have some sort of combat system suck. Not saying that mine won't. But I'll try. (Not ALL suck btw, just a good (great) amount).

Started creating graphics for the dungeon, I plan to finish it tonight.

Image


Also started thinking about classes, and here's what I have so far:

Weapon Classes: Dagger, Sword, Bow, Staff, Ax, Armor, Shield, Assorted
Weapon Categories: Wood/(leather for armor), Stone, Iron, Diamond, (Other)

Knight: Iron sword, Full-Set Iron equipment, Iron shield
Known to be loyal and ever-righteous, the knight is a noble fighter, clad in iron armor with his trusty sword and shield. He is good at medium range attacks with a balance between offense and defense.

Rogue: Stone dagger, leather tunic
A sneaky little devil, the rogue is known to sneak around monsters and stab them in the back with his trusty dagger. Best at short range attacks with bursts of speed.

Warrior: Diamond ax, chainmail (stone) armor, wood shield
Known to attack with his ax, this bad-boy is all offense, all the time.

Mage: Staff, full leather armor
A long-range, middle-of-the-road class, the mage casts spells to stun and attack his enemies while aiding himself at the same time.

Odd-Ball: I don't know yet. :D
I also don't know yet what his bio will be. :D

Archer: Bow and arrows, leather pants and tunic
See mage, but with bows instead of spells.


Not sure if all of these will make it in the month's time, might just work on knight and rogue.
DGH94
 
Location: NJ, US

Re: UNIVERSE: [need name]

Postby DGH94 » Mon Jan 16, 2012 2:34 am

First Build.

WASD to move, SPACE/ENTER to attack.

http://dl.dropbox.com/u/14825667/universe.zip


There's some bugs, like that monsters don't always spawn, but I have the collision engine and camera set up and complete.
DGH94
 
Location: NJ, US

Re: UNIVERSE: [need name]

Postby DGH94 » Wed Jan 18, 2012 1:03 am

Been conjouring up a wave system over the past two days; been going at a snail's pace.

If anyone has any links that could point me in the right direction, it would be greatly appreciated.
DGH94
 
Location: NJ, US


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