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Messages - Chrille

#381
Maybe one minute is too long. But I could rather easily add an option to make the "rounds" shorter.

As for online play, I'm not sure how I would do it. What I could do is have someone make a small program specifically for transferring data for this particular game. The game would communicate with this program through ini files or something and tell it which files to send and to who.

The game generates "turn" files that you send to your opponent by e-mail, or if it's on the same computer it loads it directly. If the transferring-program should work it would just transfer the turn-file directly to the opponent's gamefolder and have it load directly.

Programming the actual gameplay will start soon. The leveleditor is done and you can make levels already, but I'd rather have the game playable before spending too much work on the levels.

So far you can create characters, soon you will be able to hire goons and then I'll start programming the combat.
#382
Hello! I've been working on tools for a rather silly, experimental but hopefully very entertaining little game. However I need help making the actual content using these tools. This is not AGS-related, so I'm asking in the gen. forum. The game idea is this, taken from the Gaspop website:

The game is a turn-based tactics game. You start by creating a character to serve as leader of a group of goons. When the character is ready you can start hiring goons and buy weapons and other gear for these goons. Money will be made when fighting enemy squads. During battle, each player will take turns giving orders to his/her leader-character and the goons. Here's the twist, the characters won't move until both players have given their orders. Once the players are done, the game will unfreeze and the characters will start acting based on the orders they have been given. When a minute of action has passed, the game will freeze and the players will be able to give orders again. This will repeat until the game is won by one of the players. The battlefield is seen from a horizontal-side-perspective, pretty much like say a level in a 2d beat 'em up like Final Fight or River City Ransom.

Characters will have standard skills like speed, strength, endurance etc. but they can also either be good or evil. When recruiting you might be able to try and figure it out by reading the messages the characters will send you when they're looking for work. Characters might also end up disliking other squad members if they are hurt by them. You can keep your goons happy between combat by giving them extra cash or better weapons. If you spoil just one goon the others will eventually grow jealous and dislike your leader character. A character who dislikes another character might ignore the fact that the other character is standing in his line of fire. Evil characters always do this.

The game is supposed to take place on some planet, perhaps earth, years into the future. There are no laws and there are no longer any countries, just cities. Characters will come from these different locations and their looks and personalities will be affected by where they're from. Although this won't do much for the gameplay it will add more depth. The purpose of all this is for players to care more about the characters in their squad. Perhaps refuse sending them to certain death. Perhaps end up surrendering combat in certain cases to avoid having characters killed. Once a goon dies he will stay dead. If the leader character dies the game is over and the player must create a new squad with a new leader.

This may all sound rather serious, but the fact is this will be a humorous game. Part because of the humor that will come out of the many random and hopefully silly events of combat. Part because of the graphics, which imitate the graphics in Tecmo's old games River City Ransom and Nintendo World Cup. Finally, part because of the silly story and game world.

You will be able to play against others either by sending turns through e-mail, or by playing on the same computer. Possibly also directly online depending on if we can figure out a good way to do it.


--------------------------------------------------------------------------------

Sound interesting? If you're interested in helping, below follows a list of positions that need to be filled:

Project Manager: Will make sure things progress and keep track of who's doing what.

Lead Artist: Will help pick the colors for the game's palettes and look over and approve the work of the other artists. Love of the art of the mentioned Tecmo games a plus.

Pixel Artists: Will create graphics for characters and/or, environment, items/weapons. Love of the art of the mentioned Tecmo games a plus.

GUI Designer: Will help design the layout of the game's interface. Mostly in the menus.

Level Designers: Will create levels/battlefields for the game.

Writers: Will help design the game world, write background stories for the locations and messages from characters. A wacky sense of humor a plus.

All teammembers will get access to the tools that will be used to develop this game.

If you want to help, send me an e-mail and let me know what position/positions you're applying for. Include a description of why you would be the best (or at least a good ;)) person for this position. If you have samples of your work available online, please include links. If it's text you may include it in the e-mail.

Please keep in mind that this will be a freeware product and that you won't get paid for your work. Course I might buy you a drink if I ever meet you at Mittens ;).
#383
Critics' Lounge / Re: C&C on a bathroom
Sat 24/12/2005 10:48:51
Nice backgrounds! You could make a mirror-effect by just adding a new character, putting him behind the mirror as well as a walk-behind covering everything but the mirror surface. Then set its x coordinates to to the player's x coordinates when it moves around. Set its direction to the player's direction when he's facing left or right, but set it to face up when the player is looking down and down when he's looking up.

I used this trick in Revenants. It was just a pointless detail really but it turned out pretty good.
#384
General Discussion / Re: Help name my kitten!
Sun 06/11/2005 17:46:11
Quote from: Evil on Sun 06/11/2005 17:09:14
Though I dont think Alice Cooper albums would work so well.


Killer?
#385
It was a subway ride from central athens (I think) to the Acropolis. Thing is, there was a sign at the airport that claimed tickets from the airport to the city were valid on the subway too.
#386
If I remember correctly he said that there's usually a 28 euro fee but that he would make an exception for us and then told us to get a ticket for the subway upstairs.
#387
General Discussion / Re: Call of Cthulhu
Sun 30/10/2005 11:29:34
I've been waiting for it since it was announced as well.

So far I've played about 4-5 hours of it and I must say I am relieved because I'd heard lots of bad things about it as it was nearing release. It is a very good game so far. I guess you can call it an adventure game since you explore, look for clues and talk to people etc.. There aren't really any "classic" adventuregame puzzles though, which feels quite good. You can compare it to Deus Ex in terms of the trouble solving (reading diarys and notes to find a code to a safe etc.).

Right now I'm at a part where the "little S'ing"-claim is shot to bits. Because the locals of Innsmouth are angry and appearently have a weapons factory somewhere since it seems all of them carry guns. It doesn't really feel out of place though because it ties into the story quite well and things never goes Rambo or anything like that, but I don't see how someone who likes adventures and not FPS-games is going to be able to get through this because if you're not used to FPS-games it's hard. I hope it returns to being more of an adventure soon. If the rest of the game carries on with this shooting gallery thing there won't sadly be much to make it different from anything else out there. Right now it feels like unique and nice little game. Nothing great, but very good.
#388
Burnout is full of terrible generic american skatepunk music, thankfully you can make your own playlist.
#389
General Discussion / Re: I need more music!
Thu 29/09/2005 22:11:05
Get these five albums. All from my favourite period for music, 1978 - 1982:

They are all rather obvious picks. The best by each artist (imo) but if you love music you should give them a listen. Several listens before judging them, preferably.

David Bowie: Scary Monsters -80
The Clash: London Calling -79
Elvis Costello & The Attractions: Imperial Bedroom (Get Happy!! will also do) -82
King Crimson: Discipline -81
Talking Heads: Remain In Light -80
#390
General Discussion / Re: Picking a Career
Tue 27/09/2005 19:12:35
Andail now has four artists he can choose to follow (my bet's on Gene Simmons!)
#391
General Discussion / Re: Picking a Career
Tue 27/09/2005 17:20:07
Bryan Ferry was a teacher before he formed Roxy Music, so that sounds like a plan ;)
#392
I'm glad Futurama ended when it did. I thought the last season was rather bad. Wasn't far from reaching the same low as The Simpsons.
#393
I hatethatforkin'"we're going to ibiza!"song, therefore I am (not interested)
#394
More weird games!
#395
It was just a bunch of embarrasing moment reruns. I'd heard them before at the previous Mittenses and on this board I think. I want my money back!
#396
I don't recall it either. If I missed it I will never forgive myself.
#397
Oh how nice, my death-jump made everyone smile (or laugh, rather). Except scotch ofcourse!
#398
I didn't realise I had photographed m0dporn until the images were uploaded! AGA censored it and kept the original for himself!


Edit: Also, does anyone have the cards for the 1000 Blank Cards game we played on saturday? If so, could he/she please scan and upload them?
#399
You know too much, Helm!

Meet me in a dark alley close to your house tonight, I promise I won't have you killed or anything.
#400
It seems like a nice place for next Mittens, but are there not any other perhaps slightly more secluded options to look into? Seems like a fairly large city after all.

I'm afraid it's way to early to tell if or when I can go.
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