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Topics - hieronymous

#1
Warning: if you were one of those delicate souls who didn't like having to kill the doggy in the last adventure I released here, then don't even THINK about playing this one. Other criticisms of that game I've taken to heart though - so in this game I've rendered the character sprites a lot larger, so that they don't pixellate so much in close-up; actions are deferred until the character arrives at a target area rather than giving an irritating "it's too far away" kind of message; and it's possible to "eyeball" the surrounding area to find potential exits, rather than having to blunder around until you stumble over them

Early days yet, but this will be a "Resident Evil" style game, mixing both action and puzzles. Violence, adult themes, some gore, a great deal of cussing

The game engine is pretty much written now. Everything is controlled from the core script, and there's no code attached anywhere else. That was an intellectual challenge as much as anything else, but I've found that at the end of the day it makes the development process a lot easier to control

Anyhoo, "Hood" is the working title, but that may well change as it develops

#2
it's possible to obtain most game maxima (e.g. game.CharacterCount etc) at runtime, but there doesn't seem to be anything that tells you how many rooms are being used in the game

in most of my games i create arrays storing information about each room, and manually set something called "GiMaxRooms" to define the array limit. but of course i have to remember to update it every time i add a new room, and being the lazy boy that i am i'd really prefer it if i could write some code to do that for me

so the question really is: is there any way to get hold of what would effectively be "game.RoomCount"?

i've seen the module where you can set the maximum number of rooms used per game, but this is obviously a slightly different requirement

any suggestions gratefully received
#3
House of Whispers, Release History:

24th Feb 2008: Version 1.0 of Prologue released

The latest version of House of Whispers can be downloaded by Right Clicking the link. SaveTargetAs, then unzip to a suitable location on your hard drive. If prompted, reply OverwriteFiles=YES

Current Work in Progress (as at 25th Feb 2008):
> Bug corrections to V1.0, with the possibility of a V1.1 being released
> Some enhancements to the interface to be incorporated into the general Game Template
> Storyboarding Act I




I have already completed two other games using AGS - the first a multi-part first person view adventure, the second a more conventional third person romp. Each time I've learned new techniques, and each time I've been astounded by the depth and quality of the game engine. V3 has taken it to another level, and AGS is certainly the equal of (and in many cases better than) many commercial games-writing packages

Like the previous two games, this new one will be an adult adventure, with the in-game graphics created using Daz Studio. The mood will be dark and gothic, along the lines of Silent Hill and Resident Evil, and may include both sexual and violent elements, so be warned

These are early screenshots. Top left will probably end up as the load screen. The other three shots are in-game scenes from the early part of the game. The main character, Jenni L'Amour, is already fully animated, but the game itself is still in the early phases of development, and in particular I've yet to decide what style of gameplay to aim for - whether it will simply be a "traditional" adventure or whether I'll try and add some form of combat into the mix

More to come as the game progresses
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