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Author Topic: Cyborg Storm changed to Evil Turns  (Read 2149 times)

NobodyPro

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Re: Cyborg Storm
« Reply #15 on: February 22, 2011, 02:51:16 am »

I assumed it was a bug or an unimplemented feature. I just found it hilarious in a Bay12 kinda way.

This is now on my watch list.
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rowanberry

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Re: Cyborg Storm
« Reply #16 on: March 02, 2011, 07:06:00 pm »

alfie275 I'm using Irrlicht engine.


I was working hard past days and added vehicles:


Some city action with marines(they are actually destroying my army of robots):



This required to change lots of things in code and add many more like current speed of unit, armor, etc.
The crew can be inside or outside of the vehicle.
Ofcourse very important aspect of game is now: penetrations of unit armor based of its thickness.

The secong big thing is: reactions turns, "For every action there is a reaction" ;). This was required to have very fast units like vehicles in turn based system.

I also made a basic communication between units, so they can share informations through radio for example.

Graphics updates: new trees, modern houses, new hex height shading.
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Korbac

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Re: Cyborg Storm
« Reply #17 on: March 02, 2011, 08:30:35 pm »

I am heavily impressed.
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rowanberry

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Re: Cyborg Storm changed to Evil Turns
« Reply #18 on: May 24, 2011, 03:46:12 am »

Hi everyone. :) Past 2,5 months I made so many dramatic changes to this project that is a new game. I merged it with an older project that I was working on(Evicted), changed hex to tiles etc.



Evil Turns

Since most people will be comparing it do Dungeons Keeper (or maybe Dwarf Fortress. or Sims), here are differences(to Dunegon Keeper) or features:

-Player roleplay an old family with superpowers that lives in old, forgotten, dark estate.

-Player control all units directly in FPP

-Turn based movement and combat

-Focused on fewer characters, RPG and "deep things"

-Focused on procedurally generated events, not building or mining

-Realistic, open eneded, more simulation like

-Slow, "boooring", non-action :), a suspension game

Ofcourse procedurally generated maps, tactical combat(from Cyborg Storm), and many more...



Screenshots:

Your Estate, front


Inside. There is a family. Lacks the doors and furnitures, player will have ability(working on it now) to place them as you want.


Family visits ruins near the house. Ruins will have a very special meaning in the game.


A curious visitor appeared. You can imprison him, seduce him, control his mind, turn him to zombie, etc :)



Hope this thread will be mine dev log for some time and will get me motivated to work, more harder.

Thanks, and sorry for mine english.
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Pandarsenic

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Re: Cyborg Storm changed to Evil Turns
« Reply #19 on: May 24, 2011, 04:47:06 am »

Hmm. Fascinating chance of pace. I'll be interested to see more.
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Enzo

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Re: Cyborg Storm changed to Evil Turns
« Reply #20 on: May 24, 2011, 05:46:04 am »

Your description promises many things. If it delivers, this should be pretty awesome. I like how the white-people and stormy sky manage to make all the screens totally creepy.

Anyway. A procedurally generated suspense game with tactical combat? Definitely watching. Good luck sir.
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