Gateway to Horx (working title) - Oldschool RPG (update 14 February 2011)

Started by Tamanegi, Tue 18/01/2011 18:30:23

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Squinky

The newest image makes me think of that old D+D game Hillsfar.

Tamanegi

@Squinky: I think I remember some really bad reviews for that game... I hope that's not a bad omen  :-\ ;)

Busy with stuff at the moment, so only a minor advancement: Gold is now stackable, takes up room in the inventory and actually has a weight. A little bit of realism in a world without credit cards or paper money  ;D

Busy time will continue until after Saturday.
Don't Look! MAGS 12-2010
Mediocre Expectations Current development blog

ddq

I have to say, this looks like an RPG in AGS done right. I look forward to the finished product!

Tamanegi

Good news, I could spare some time and continue the game. Combats can now start and be fought using "Attack". Enemies die, party members don't so far  ;)

Things that need revision:
- item stashes on the map
- combat graphics (so I can show it without being ashamed)

Next up: Defense action, basic combat magic engine

Fun fact: The main script has now reached exactly 2011 lines!
Don't Look! MAGS 12-2010
Mediocre Expectations Current development blog

Construed

I like your scripting style if you ever want to trade work.
Game looks good so far :D
I felt sorry for myself because I had no shoes.
Then I met the man with no feet.

Tamanegi

My script is a mess  ;D It hit 2337 lines today, and I'm sure a lot of that is unnecessarily redundand. I doubt anybody but me could make any sense of the crucial parts. But honestly, there's not too much to it. It's just number-pushing and 40% if-clauses.
Showing it to anybody I'd rather not  :-[  ;)

I'm done with implementing display of objects. Next is interaction with objects and doors, and after that it's just doing some graphics and little tidbits until I can present the complete first dungeon level (which is a tutorial) as a playable demo.

I'm sorry there are no new screenshots, but they would not be very different from the previous ones - you have to play it to see what has actually been done.
Don't Look! MAGS 12-2010
Mediocre Expectations Current development blog

Construed

I felt sorry for myself because I had no shoes.
Then I met the man with no feet.

Pinback

This looks so damn cool! I'm quite jealous you figured out the code for this type of game, highly impressive.

Tamanegi

Thank you, but even though I was really proud of myself directly after I did it, there's not very much to it. The 3D view is probably the most interesting part of the engine, so I will explain a little bit how I did it:

It's just a GUI with 28 buttons which all cover the entire GUI. Each button corresponds to one wall segment, so all I have to do is have the game check whether each segment is to be displayed, then assign the right graphic to the button and set it to visible. First, I had only solid wall spaces which made it quite easy. Later, I changed to walls without "filling" so I had to actually check for every single wall and take the looking direction of the player into consideration. Which was quite a bit of math and bit-wise comparison. Once that was done, adding routines that check for tiles with other textures, doors or objects was just exercise.

I chose to make it a GUI because I read that many objects would slow down the game. In retrospect I should have done it as objects anyway because speed is not much of an issue with this game and it's only low-res anyway, but changing it now so that it works with objects would be a real pain because of all the functions that would have to be moved into the room script and the little changes I would have to make.

I didn't get anything done since my last post, but next thing done will be interaction.

I'm not sure how using items on objects in the dungeon should work: Would you rather click on "use" with the item and have the game check if there is anything in front of the player, or click on the object with the item? The first option is easier, but the second one feels more like you actually did something.
Don't Look! MAGS 12-2010
Mediocre Expectations Current development blog

moshboy

Loving the oldschool rpg look. Reminds me a little of Eye of the Beholder because my brother used to play it all the time on the Amiga. Good stuff. Keep it up.

Tamanegi

I've not found the time to do very much in the last few days, but I wanted to let you know that it's not abandoned.

Interaction with dungeon features is now implemented. In theory, there is everything I need for the playable demo now except a few graphics and the tutorial tooltips.

Not sure if I will already include spells in the demo though. Nothing's done for that so far.

EDIT: Demo is postponed, I discovered a huge collection of bugs that slipped my attention until now...  :'(
EDIT 2: Should be fixed, it was all in one single line I had added...
Don't Look! MAGS 12-2010
Mediocre Expectations Current development blog

Kramurx

Hello everyone!

I would like to say that i would prefer the title "Legends of Tygus Horx" or maybe "Chronicles of Tygus Horx".
Also would it be good to have the ability of forming oter partys than usual, i mean you have in such games fighters, clerics and magic users and maybe a thief, the thief only if you have to because a thief is not as mighty as other classes. Maybe some new classes may help such as an dark priest who deals wounds and curse enemys and brings disease und illness instead of Healing Spells, or a Warpriest who gives buffs to the Warrior-like characters.Maybe a Warlord would fit in, gives your Fighters, Paladins and Rangers boni on their attacks.So you must decide if you want a good party with healers and fighters, a neutral party with fighters, thiefs and a warpriest or a bad party, because a good cleric would never join a party with a bad cleric in it.Also the Spells
should be more different, a fire-based spell should do more damage to plant-monsters(like in pokemon-games), there should be spells that always hit but do less damage, and also spells that do great damage but have only little chance of succeed, and maybe a spell like Bloodstar from Diablo 1, that inflicts damage to monsters with magic resistance but costs not only magicpoints but hitpoints from the user too would bring more tactic in it!
Also i have to say that for the thief i would like to find more magic items or artifacts that increase their chance
of hiding from enemys or bring them more damage by backstabb-attacks would be cool, maybe a Shadow-priest class that improves the thiefes skills in battle with magic would be great.Also a thief that opens a door or a Treasure Chest should earn experience points !
Next what i have to say is that the guy who programmed the original "Tygus Horx" on the c64 should post here a walkthrough, because i am stuck! If anyone reads this who knew this guy, please send him a email!

Tamanegi

Hi,
Thank you for so many ideas, but you might notice that the game has been on hiatus for over a year now. The reason is that I had HUGE problems with the magic system as a whole and battle system balance.

IF I ever finish it, any mention of "Tygus Horx" will be gone, since I don't want to use a copyrighted name.

You can write me a PM with your problem in Tygus Horx and I will see if I can help you. I didn't play through it entirely, but I got a few levels deep into Urlandar's dungeon.
Don't Look! MAGS 12-2010
Mediocre Expectations Current development blog

Darth Mandarb

Kramurx - as pointed out by the game's author this thread was dead over a year.  Please review the forum rules before further posting.
Tamanegi - should you ever get back to this let me know and we can have it unlocked.

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