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Topics - skitt2501

#1
Hi there, I'm working on a qfg-like game using Unity 3D's Adventure Creator asset. I have a proof of concept of the battle system, and I thought I'd run it by you guys just to see if you'd find it fun or interesting at all.

Here is a video of the battle system in action. It is very early, and many of the elements are not in place.

So on the surface it's a very simple turn based system. The player inputs one of his available attacks, and the attack then proceeds. The enemy is given a weighted random chance to block/dodge/counter the attack based on what attack the player uses. After the attack lands or misses, the enemy gets to attack.

This is where it gets slightly more complex. While the enemy attacks, the player is given a chance to choose a defense move. In the current build, as seen above, the enemy's animation is slowed down considerably while the player has time to choose the appropriate defense in order to give the player time to see which attack is coming. So when the enemy attacks low, the player must jump, when he attacks high, the player can block. In the final build, this slowdown will likely be much less pronounced.

The whole purpose is to get the player to study the enemy's movements and tendencies in order to become better at fighting this type of enemy in the future. So some attacks have a better chance of landing, while some have a worse chance but can do more damage. Some defense methods block all damage from a particular attack, but are unlikely to be successful, unless the player knows exactly which attack the enemy will use. Other defense types will only block some damage but will be used to block a wider variety of attacks.

The battle system is much the same for the rogue and wizard characters. The plan is for rogues (not called a rogue, not sure what to call the class yet) to attack with unarmed martial arts, and have more options for dodging and countering. Wizards have many more options at their disposal. Their main attacks are with staves, but they get other options for offensive and defensive spells, such as fireballs and defensive portals which redirect some attacks. Obviously each attack/defense expends some stamina or mana, depending on the type chosen, so that the player has to choose each action even more thoughtfully.

So what do you think of this battle system? Does it sound fun to play? Also, slightly off topic, but if anyone wants to assist on this project, I would be glad to get someone who has any knowledge of Unity coding (C#) :-D. Here are a few more images of the game so far if anyone is interested:

Room and character

Outskirts of town (not even close to done yet)

Fun landmark

Waterfall pond

And a video

Some of those scenes in action

Thanks for any critique and help (about anything at all!)
#2
Hello folks.

I recently started using AGS, and I've gotta say it's so much fun! A couple months ago, as I was learning the program, as well as Blender and Sketchup, I decided to make a third person remake of the NES classic, Shadowgate. After I got halfway through, I realized I should start on something original, which I am working on now. So this is all I will do with this game. It's done.

So here is the full first half of the game. You can do everything that was in the original NES game, up till the end of the first half (more or less).

http://www.megaupload.com/?d=VKBBPYSF

However, you'll notice several changes. First, it's in third person, so like a typical sierra-style adventure game (except for the lack of a talk button). Therefore, there are some different solutions to the puzzles of the original game, such as hitting, or using as opposed to taking. It's not that drastic of a change, and you'll probably figure it out. Also, I've replaced much of the original text and descriptions and such with my own, but I've kept some of the better lines from the original.

Also, instead of the original 2 torches at a time, you only get one. Cause seriously, how can you hold two torches at once and do all the stuff you do in the game?

The last change is the graphics, which is an obvious change. It's completely new, and I made all of it as I was learning how to use Blender and Google sketchup (which is why it's a little hard on the eyes), but the animations are great, and I like to think some of the graphics are actually pretty good.

So enjoy this game, and let me know how you think it is! I'll also try to post this in the AGS games page.

Oh and by the way, like I said I know the graphics are pretty bad (some examples below) so please don't just reply saying that. Thanks!

Screenshots:








#3
Hello all!

So I've been working on a game for a little while, in the style of the quest for glory games (in my opinion Sierra's best). So I know most of you guys don't seem too fond of 3D graphics in these adventure games, and I can understand why. But because I have little-no artistic talent, but am very good at learning new software, I've been using Blender to make all the sprites and backgrounds.

First of all, here's the main character.





I think this is a pretty good character model and a good walk cycle. The other nice thing about 3D modeling is the animations look much cleaner and are very easy to create.

Now, where I think I need some work is in the backgrounds and menus, and I'd like to hear some suggestions for how to improve them. Since this is a QFG style game, it is an RPG, and I've included a stats sheet and a spells menu.

Stats:


Spells:


And I also have a special actions menu:


As you can see, I sort of streamlined the menu system so that you can switch from any one to another without having to exit out. I haven't shown the inventory or control panel because as of now it's pretty similar to the AGS default, besides a different background and font.

Also, here's my icon bar:


As you can see, that's one of the backgrounds with another character. How do you like that background?

Here's an example of speech with that character:


And here is another background:



And last but not least, since this is a QFG game and an RPG, here's an example of a battle screen:



So like I said, I mainly wonder how you all think the GUI menus and the few backgrounds look. Also, if you want to give me an overall critique on these, I'm certainly all ears.
Thanks!
#4
Hello all!

I just started using AGS a couple months ago, and to develop my skills, I started with a remake: the NES classic, Shadowgate. It is more or less the same game, but I've made a few crucial changes- most of all, it is now in 3rd person, with a fully animated player character. (Download link at the bottom)

So far: I have completed ~50% of the total content, including music, sounds, rooms, animations, etc. It is entirely playable to the half(ish)way point.
Screenshots:





So due to the nature of this game, there are several gameplay differences between this and the original. So if a solution that worked back in the NES game doesn't, then try something else- usually a simple solution. If all else fails, use the hint system that I've implemented, just don't expect to finish with the highest possible score!

Note: As of now, I will not be planning on finishing this game, as I am starting a job soon (yay money) and won't have lots of time. In my spare time I'll be trying to start a new game- this one just being practice, sorta.
However, if I get enough responses with people wanting me to finish it, then I will definitely try to do it and I'll keep you all updated. So please let me know what you think, what I can do  better in the future, and if I should continue with this game to the end! Thanks!

Oh and by the way, this game is not quite 100% polished. You'll certainly notice some walk-behind issues and some baseline issues, but the game should be fully playable and you should be able to complete the first half. As I said, I'm gonna start focusing on my job, so I just wanted to get this out here before I move it aside and start working on something else.

Download link:
http://www.megaupload.com/?d=VKBBPYSF
#5
Hello, I am new to AGS and these forums. I just started using AGS and decided my first project should be a remake of the original Shadowgate, but in third person. Meaning an actual player character, and therefore character animations. I know it's kind of ambitious for my first game, but I'm an ambitious kinda guy.

Right now I'm about halfway through the game (done the troll bridge, and everything up to it) , and I really want to get some input from you guys. Here are some screens-







I'm sure some of you guys who have played the original will recognize some of these. I'll also post the game file so you can play the first half- http://www.megaupload.com/?d=SB891IIR

Note- there are some differences from the original in the way this game works, and I've detailed those in the readme file, so give it a look. Also, I admit I've used some of the writing straight from the original, but most of the lines are either variations or my original lines. The music is from the original game. In the final, I'd LIKE to make my own music, but we'll see how that goes.

Now, I've never done much scripting before, or any 3D design at all, so this is all beginner stuff. I know some of the character models are pretty crude, but I'd like to hear how the game as a whole is so far- especially some of the technical scripting and AGS editor aspects. I realize the art and animations can be better and I'm going to work on those. And I apologize if I'm breaking any forum rules in this post- I'm not much of a forum-goer.
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