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Author Topic: Street Posse Showdown  (Read 3927 times)

FuriousGamer87

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Re: Street Posse Showdown
« Reply #30 on: December 05, 2015, 10:18:08 pm »

Finished some stuff. Here are the highlights:

  • Upgraded the AI schematics to allow AI to take account of elemental advantages and affinity. In this new setup, the AI will compute all possible flow of actions of a single turn while taking account of its personality, AI type, movement focus, action type favoritism, target priority, tag team and elemental knowledge to calculate the final value of each flow. After all is calculated within nanoseconds, thanks to all the necessary variables are already inside data tables beforehand, the AI will always choose the flow of actions with the highest value and enact it.
  • Change the existing initiative system which is "roll every character's initiative at the start of each battle" to a new one which is "roll every character's initiative at the start of each round in battle". This make agility boosting and lowering techniques significantly useful in battle for adjusting turns, since initiative is calculated based on agility + initiative dices.
  • Game trailer is being worked on by audiobro. The visuals for it are done.
  • Removed unsupported Linux and Mac build of the demo after being unable to troubleshoot some issue that people have with them because I simply don't have machines running those OS.
  • New demo uploaded with the top two features added to it.
  • Working on making chapter 1 visual assets.
  • Finished the design for a new character class called Outcast. Specialized in attacks with nasty special effects attached, specially the type that screws both enemies and allies.


An unhinged person that nobody want to be caught associating with. The strong BO doesn't help either.
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FuriousGamer87

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Mid December Devlog Update!
« Reply #31 on: December 16, 2015, 12:33:19 am »

Alright, time for Mid December Update.

  • New Dialogue Font
Changed the old dialogue font, which is 04b03 to PF Tempesta Seven Compressed. Should make the long ass dialogues in the game more readable.  Changed the dimension of all dialogue boxes to compensate for the increased size of the font.
Spoiler (click to show/hide)
  • Dialogue Choices Get Scrolling Functionality
Dialogue choices now use the same scrolling functionality that all lists in the game used. About time. This also enable me to use give, theoretically unlimited choices as there is no limit in space.
Spoiler (click to show/hide)
  • New classes
Finished the creation of Dealer and Merchant classes. Dealers are extremely strong when they are packed with items that they can exploit and most of their techniques revolved around item usage. Merchants are very proficient buffers and debuffers that use the power of greed to influence both enemies and allies in amusing ways.


  • New districts
Finished three new districts, Maple Tree, Oaksville Central and Truman Hill. Each of these district have their own unique locations and things to offer to the player.

Oaksville Central - The decaying heart of the city.

  • Chapter 1 still being worked on
Finished characterization of the several early important NPCs. Finished creating the early antagonist and his rag-tag gang. Still working on finishing the chapter 1 storyline and resolving the mission paths.

  • Trailer progress
The audio is still being worked on.



Again, for the top two features, an updated demo is already uploaded with those two features in place for demonstration. You can download the demo through the link in the first post of this thread.
Enjoy yourself.
« Last Edit: December 16, 2015, 12:51:41 am by FuriousGamer87 »
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FuriousGamer87

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Finally Greenlight!
« Reply #32 on: December 21, 2015, 05:23:01 am »

I planned to do a update a bit later than this but finally the trailer has been completed.
So, without further delay, since the game have past the alpha stage a while back, I have put the game on Steam Greenlight.
If you like what you seen so far, please take the time to vote for it. Thanks in advance.

Trailer

The Greenlight link: http://steamcommunity.com/sharedfiles/filedetails/?id=580179398

To celebrate the completion of the trailer, I have also pushed forward an updated demo, which features:
  • Instead of just skin color selection during randomization of generic characters, I have implemented hair color selection too, instead of just everyone having brown hair.
  • During character creation, the player options are increased by a great deal in selecting appearance due to me unloading every character assets that I have created so far into the demo.
  • Game load instantly instead of having a loading bar during the start of the game. That was because I am preloading the audio assets beforehand. That is stupid and unneeded since the audio assets are right there with the game, not half a world with high ping away. Changed the setup to streaming, as it should originally be.
  • Some small fixes and improvements.

Currently, the game development will be on hold for a short while so I can make an effort for my game to clear Steam Greenlight.
This is will be hard since turn based tactics game is pretty niche and the pixel art graphics is not improving my game chances either.
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FuriousGamer87

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Re: Street Posse Showdown
« Reply #33 on: January 26, 2016, 04:47:52 am »

It has been a while since I posted an update.
There are a lot of things changed and improved since the last update.
You can experience it yourself by downloading the updated demo from the first post.
Chapter 1 still haven't finished yet due to previous development efforts were shifted to the changes shown in this update.
If you have any questions, feel free to ask.









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TempAcc

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Re: Street Posse Showdown
« Reply #34 on: January 26, 2016, 07:15:43 am »

Nice to see this going well. I'll be looking the new features up once I have some free time.
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Yoink

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Re: Street Posse Showdown
« Reply #35 on: May 10, 2016, 04:27:21 pm »

Just got around to downloading this, finally. About to try it out!

Edit: It's pretty good fun from what I've seen so far! Kinda difficult though, I've lost twice, once in the first fight with a default character, once in the second fight with a custom couple- I didn't realise you had to continue through fights without healing in between, otherwise I probably would have swapped out more of my gang.
Will play it some more later on.
« Last Edit: May 10, 2016, 08:43:53 pm by Yoink »
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