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Messages - WHAM

#1661
Added some progress counters in the first post (just a few) to help us all keep track of what's happening with the game.
Tonight I'm hoping to implement research, experience points and character levelling up.
#1662
Quote from: Tabata on Sun 12/02/2012 16:09:14
May I order one dozen of those charisma booster?  - Only to be tested with voluntary, of course
... and express delivery service, please!
I am short on time ...

Sorry Tabby, you have to become a secret agent first, so you have to wait just like everyone else.  ;D

Status update: Got the tech tree done last night, along with some other small stuff, today I aim to fully implement research and all of its sub-features (managing your scientists, and upgrading your laboratory, primarily). After that it's onto actually having your technicians build your structures and gadgets and the Base Management -half of the game is mostly done (still need to add security and enemy attacks, but those come later).

Due to time constraints I think I won't be allowing the player to move the three initial buildings (entrance, power generator and sleeping quarters). I still have all of the World Map and factions and finances to script, before handing the game over to testers.
#1663
Another Let's Play video with developer commentary is now available: http://www.youtube.com/watch?v=1kWB4NpZkzk

If you want to keep track of the future ones as they come out as well, keep an eye on either this link: http://www.youtube.com/playlist?list=PL1110C8238BA65D7F
Or just subscribe to my channel (wink-wink-nudge-nudge).  ;)
#1664
EDIT: The hell just happened?
#1665
EDIT: The hell just happened?
#1666
Here's a tiny little snippet to give you an idea of what sort of things there are in the tech tree of the game:

Code: ags

  Tech[8].name = "LVL 2 Distraction"; Tech[8].preq1 = 1; Tech[8].preqscilvl = 2; Tech[8].preqlablvl = 1; 
  Tech[8].desc = "This special grenade will allow the agent to first generate a distracting noise to lure the guards, and then detonate the non-lethal device in their faces to further distract them. 
[-Gives an agent an improved chance to survive a failed Stealth check during a mission.";  
  Tech[9].name = "LVL 2 Charisma booster"; Tech[9].preq1 = 2; Tech[9].preqscilvl = 2; Tech[9].preqlablvl = 1; 
  Tech[9].desc = "This aphrodisiac mister should allow our agents to seduce the opposite sex more easily. The lab boys seemed REALLY excited about this one. 
[-Gives an agent an improved chance to survive a failed Suave check during a mission."; 
#1667
Hi everyone, and thanks for the feedback!
Yes, as many have figured out, the game will try to combine the features from the old X-com games and Evil Genius to create a unique game about evil supervillains. So far I have a working Save/Load GUI, time/game speed controls, character generation and personnel management (can list, study, hire and fire henchmen).

Next up is work on the base building itself, and then there will be research to tackle. After that I will have over 50% of the game in full working order, and will be able to move on to the map screen and factions.

Quote from: Ghost on Sat 11/02/2012 15:47:52
WHAM certainly is an evil genius. Look how quick he made all the open positions disappear!
Well, the fact that I'm trying to lure YOU into helping me out with the visuals of the game might have something to do with that. :D
#1668

-----

> Search for description of escape route in safety instructions

You decide to read through the safety instructions completely:
EUF-02 Green Dome Safety Instructions

In case of fire:
- Notify superior with any means of communication available to you
- Evaluate situation
- IF fire is small and you have access to a fire extinguisher or fireproofed blanket, attempt to put out fire
- IF fire is too large to be extinguished safely, retreat and await assistance
- Shift managers have access to the sprinkler system controls as well as the key to unlock equipment shed
> DO NOT use the elevator in case of emergency!

In case of bleeding injury
- Stem the bleeding by applying pressure to the wound
- Call for help (if possible, contact shift manager or a member of shift with medical training)
- Do not attempt to move a dizzy, incoherent or pale patient alone

In case of poisonous plant ingestion
- Use fingers to trigger immediate gag reflex of patient to induce vomiting
- Immediately notify shift manager or medically trained individual
- Attempt to identify the poisonous plant, use gloves to gather sample if possible
- If possible, move patient to an open area to await help

In case of catastrophic accident (flooding, collapse, massive fire etc)
- Contact shift supervisor for instructions
- If shift supervisor is unavailable, use open channel communications device to contact the Main Facility
- If Main Facility is unreachable, attempt to contact anyone
- If contact fails and you are alone, attempt to evacuate from the area of danger:
1. If possible, use the tram tunnel to the east of the dome to leave the dome and head for the evacuation point in the Main Facility
2. If unable to do above, head for the Submarine Bay evacuation zone and await evacuation
> DO NOT use the elevator in case of emergency!




#1669

-----

> Open locker with the red symbol on it. Look for supplies (raft, jet pack, TARDIS, etc).

You step up to the locker with a distinct symbol on it and open it up. The door is unlocked so there is no need to use force. You scan the interior for anything that might work as a boat, a jetpack or a TARDIS. With a stretch of imagination you might imagine the large green recycle bin was a TARDIS, though it might be quite cramped inside.

The locker seems to house some supplies for small emergencies and treatment of injuries. There is a poorly stocked rack of band-aidsof different shapes and sizes, and what seems to be a partially spent roll of gauze. There also seems to be some sort of small disposal bin for "biohazard waste" on one of the shelves, and the top shelf houses three white plastic boxes, although they all seem to have been opened fairly recently and as you poke on of them, you think they feel quite light. Inside the door is also a set of "safety instructions". Mostly basic stuff such as "what to do in case of fire" and "how to treat small cuts and burns" and "how to treat patient who has ingested poisonous plant material".



#1670
A: I recommend making the graphics more unified. The map screen looks way out of place compared to the other graphics of the game due to difference in level of detail.

B: Before releasing, find someone to proof read this game. In the released screenshots so far I see three massive grammar errors that made me laught out loud.  ;)

Anyway: good luck with the project!
#1671
Sorry for failing to update, was working on my first AGS Bake Sale Let's Play and recording and editing has taken some time. I promise to update TOMORROW (that is, on thursday).

-WHAM
#1672
The website looks like a 10 year old's school project. Too much movement, too much audio, tiled backgrounds that repeat endlessly bu were not designet to repeat...

Needs a do-over, as others have stated before.
#1673
I just tend to find Repeatedly Execute to be an easy solution to a lot of stuff and as a result my RepExecAlways gets reeeeally cluttered really fast, so I try to avoid using it too early on in a project so I can save it's use for the last minute crunch when I realize how much stuff still doesn't work two days before the deadline. :)

Also: now that you mention it, I should probably learn to create new script files t o organize the global script. I think I could go on the IRC to bother people with that one, though.
#1674
Thanks Monkey. I was HOPING to avoid having to resort to repeatedly execute in something that seems so very simple, but alas, it seems it is not meant to be.

If anyone else has ideas, feel free to contribute. If not, then I will go with Monkey's advice.

EDIT: Also marking this as solved
#1675
It's me again, and with a new Save/Load GUI.
However, I have a small problem again.

Example scenario:

I have saved a game in slot 1 and it's description was written as "Testsave".
Later on I reopen the save/load GUI, which automatically calls the RefreshSavelist() given below and the name of the save shows up just fine and dandy. However, I then decide to delete the aforementioned save using the btnDeletesave_OnClick -function below, which just overwrites the save slot with a new name that identifies the slot as unloadable (I don't want null values and I want to keep the pre -created save files) and then refreshes the list again. But the refresh still gets the now deleted "Testsave" -name for slot 1! Only after the function has gone it's way completely and I reopen the GUI and the refresh function is run for a second time, do I get the correct value.

Wat do?

Code: ags

function RefreshSavelist() {
  LIST_Savegames.Clear(); // Clears the save game list 
  // Repopulate list manually with save slot descriptions
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(1)); 
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(2));
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(3));
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(4));
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(5));
}


function btnDeletesave_OnClick(GUIControl *control, MouseButton button)
{
  SaveGameSlot(ActiveSaveSlot, "Empty slot"); //"saves" game and gives the save the default "Empty slot" name, which identifies the slot as unloadable
  RefreshSavelist(); // Attempts to refrest save list - FAILS: deleted save game slot still receives it's pre-deletion name
}


#1676

-----

> Return to elevator room and carefully take a look through the D-Locker door

You backtrack to where you came from and try the other door, carefully tiptoing through to the next room. It seems to be some kind of small locker room paired with a couple of benches. In the back corner there seems to be a large door with some symbols and text on the wall next to it.



#1677
Quote from: cat on Mon 06/02/2012 11:10:53
Oh no, what happened to the penis?

The penis was removed as filthy and inappropriate for children. It is also my greatest pleasure to direct you all here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45339.0

-WHAM
#1678
LOOKING FOR BETA TESTERS!!!

Time is short so if you are willing to test, keep in mind that the MAGS deadline is NEXT WEDNESDAY!
If this does not deter you, CONTACT ME VIA E-MAIL at wham@whamgames.com! Message should containt AGS forum screen name.

In response you will receive a link to the game's first beta build as soon as it becomes available, as well as access to the bug reporting documents.


Big Blue World Domination
This game is being developed for MAGS - February - 2012

So YOU want to become an evil villain mastermind and take over the world? Well, you'd better be ready in case some of those pesky secret agents with their shaken-but-not-stirred martini's try to sneak in to steal your secrets and foil your private space program, which is completely not aimed to build a network of world-dominating space lasers despite the fact that the rockets are carrying space lasers capable of dominating the world. Perhaps you should hire some secret agents of your own, just to make sure nobody else launches their evil space program first, not that your space program is in any way evil, that is.

FEATURES:
* Build your own super secret base (of peace and love)
* 9 Different room types to build, all of which can be upgraded to improve their quality and function (the non-lethal lasers are for the rave party)
* Hire scientists, technicians, security guards and secret agents to do your completely (non-)evil bidding
* All of your staff gains experience and levels up (Cybernetic implants only given to Ninjas who signed a consent)
* over 50 different technologies to research
* 20 different gadgets to equip your agents with (including porn magazines and jetpacks!)
* Compete with other agencies worldwide (for world dominance)
* Bribe faction leaders to make yourself seem less threatening (although you were never threatening to begin with)
* Original music!

Screenshots:

The control center of your base. Here you will be able to watch over your agents as they spy, assassinate, kidnap and sabotage your enemies (for world peace)


Build your base, but keep in mind that the closer a room is to the entrance, the easier it is for enemy agents to infiltrate it. Do you want to hurry up and build the best stuff first, or do you wait with patience and leave the top secret stuff to be built in the back?



#1679

-----

> Open the walkway door

Feeling as safe as you can feel in here you open the door and step outside.

DUN-DUN-DUNNN!

All of a sudden you feel quite insecure and insignificant. It would seem you have stepped onto some sort of walkway that crosses the insides of a gigantic glass dome which has somehow been constructed underwater. The walkway has collapsed halfway through. The dome itself is cracked and one of the gigantic glass panes is letting in water, which is slowly flooding the dome and appears to be swirling down deeper into the underground structure through several drainage holes down below. Judging from the trees that still stand, this dome was once used to grow plants and to generate oxygen for the undersea facility from which you just came from. The water that accumulated here must have been flooding the drainage systems below the facility and then began filling the interior. You wonder how much time you have until the entire dome is filled up.



#1680
Quote from: Victor6 on Sun 05/02/2012 01:00:32
It's not under an 'inactive' volcano is it?

It might be. Or possibly under a lake in the middle of a jungle, or floating in the sky suspended by giant stealth-balloons.
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