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Author Topic: FeyScape  (Read 6083 times)

Max White

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Re: FeyScape
« Reply #45 on: December 19, 2012, 10:15:59 pm »

Stealing anothers soul is possible, with effort, especially when they are asleep or otherwise knocked out. Taking it when they are awake it a lot harder.
And yes, damage is permanent. Although if you are just messing around it isn't likely that you will destroy the entire thing in one go, but summoning things tends to take its toll heavily.
As for inscribing on weapons, maybe not in the first iteration, but most likely one day. It would be a simple case of adding glyphs for ON_WEAPON_HIT and such.

Right now I'm taking a break from programming to do some drawing. While cultist is a roguelike, it will have its own symbol set. Included so far are 16 glyphs, and soon to be 16 marks.
While currently there are only 16 visually distinct glyphs, there will be more than that functionally, so while they will be useful for reading spells once you have a few you like to use, names will still be important for telling them apart.
Marks will be used as religious symbols and tribal tattoos. There will be some times when you walk into a village and notice everybody has the same mark tattooed on their back or face or something of that nature. Nothing to worry about, tribal tattoos are some what common! It is if you then find a bloody alter stacked with human skulls with the same mark that you might start to worry that the locals aren't as friendly as they seem. Gods and demons will like to adopt marks and colors to identify themselves and their property. If you find yourself worshiping a demon, don't be surprised if it brands you with a huge sigil across your chest. That might be the closest thing it shows you to kindness.

Edit:
Ok, on the left 16 glyphs, on the right 16 marks.

Edit: Wait, did a bad job with the copy and paste and missed the bottom two! Ah well, they can be a mystery. 15 of each, but 2 more exist.

Max White

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Re: FeyScape
« Reply #46 on: December 20, 2012, 06:03:33 pm »

More overworld work.
Apart from adding some more level variance.
Spoiler (click to show/hide)
I also implemented a bit of code to smooth or heighten different types of terrain. As in a default world you only have 100z levels to work with, I don't want 60% of them to be below sea level. Now that those two things are separate, I can have flat, rolling planes that only take up 10 z levels, but 20% of the over world, and maintains that take up 30 z levels but only 15% of the overworld.
Snow is pretty rare, so finding a nice big mountain like the one in the screenshot was lucky.

Also upped the frequency a bit. I keep thinking that the world looks too small, forgetting that each of those tiles makes a chunk and it is going to be pretty bit when you are in 1st person mode.
Also, just fun note: You are going to be able to explode the entire world in 1st person, without ever needing to use the 'leave area' type function, like in dwarf fortress. I fucking love noise functions!

If anybody likes numbers, I actually made a colorful quick reference chart for myself, just to figure out all the numbers.
Spoiler (click to show/hide)

Darvi

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Re: FeyScape
« Reply #47 on: December 20, 2012, 06:06:59 pm »

That looks really nice.
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Lectorog

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Re: FeyScape
« Reply #48 on: December 20, 2012, 06:22:04 pm »

Also, just fun note: You are going to be able to explode the entire world in 1st person, without ever needing to use the 'leave area' type function, like in dwarf fortress. I fucking love noise functions!
To be clear, you are talking about exploring the world using only local maps, not watching a tile-based representation of the world exploding from your character's perspective, correct? Either way should be fun, though.
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Max White

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Re: FeyScape
« Reply #49 on: December 20, 2012, 06:25:34 pm »

That looks really nice.
Thanks.  :)

To be clear, you are talking about exploring the world using only local maps, not watching a tile-based representation of the world exploding from your character's perspective, correct? Either way should be fun, though.
Yes, local maps! That is the phrase I needed.
Correct, the overworld map is going to be an optional feature to make getting around less tedious, but you will be able to explore the entire world from the local map.


EDIT: Also, if I get this working the way I want, would anybody be interested in a 'Walking around an island' simulator?

Facekillz058

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Re: FeyScape
« Reply #50 on: December 20, 2012, 07:44:23 pm »

If that would be the beta of a 'walking around an island stealing the souls of others to use in spells of ultimate destruction' then yes, that would be pretty cool.
I'm loving how this is going so far, as I stated before, can't wait to see the finished product.
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Darvi

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Re: FeyScape
« Reply #51 on: December 20, 2012, 07:46:28 pm »

It'd be more of an alpha.
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Max White

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Re: FeyScape
« Reply #52 on: December 20, 2012, 07:50:22 pm »

What comes before alpha?
Basically I am thinking of loading 4.48 * 10^6 tiles onto your computer. If we start having performance issues here, it is going to call for a massive change of tact for how I handle tiles, and I want to get that out of the way quickly. This is more of a performance test version than a release.

Lectorog

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Re: FeyScape
« Reply #53 on: December 20, 2012, 08:07:38 pm »

Alpha is the beginning, so... pre-alpha? system test? mechanics validation? I would happily test it. Walking around an island isn't much of a game, but if it looks that good it wouldn't be too boring; and contributing to this project in whatever small way is something I'd gladly do.
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Max White

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Re: FeyScape
« Reply #54 on: December 21, 2012, 06:38:46 pm »

Still working away. Chunking systems are a bit fiddly, I'm getting some weird problems I didn't really expect to come across, but I'm sure it will be worked out some time.

Still, there are other aspects to think about, including music. I don't do music. I can't play an instrument and don't know anything about music theory. Well I guess I understand how octaves work, but that is because of learning about frequencies in physics. As such, I am going to need to get music from somewhere.
A lot of roguelikes go for very dark themes when selecting music. I want to steer away from that for the most part. There will still be a place for dark and depressing, but in general I want things to be relaxed. When you come to the opinion that your tropical paradise is a rather nice place, it is all the more offsetting when something dark and different happens. Walking through a wasteland where is rains blood, you expect something to attack you, but when you get ambushed when you don't expect it is when you panic.
Pleasant with dark undertones is the mood I want.

Anyway, acquiring music will be interesting. I could look for something with a creative commons license, but it is hard to find a good collection with the right feel. I could go to kickstarter, although sometimes that gets out of hand. Still, if I did go with kickstarter and made over the mark for getting music, I would be willing to dedicate time for ever dollar made. I have pretty flexible hours in a casual job, so I could easily wind down working hours and lock myself in a room with the computer instead. I don't want to commit myself that early though.

Well I guess I really don't need any music right now, I can wait and see.

Willfor

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Re: FeyScape
« Reply #55 on: December 21, 2012, 06:41:47 pm »

Or, you know, I could start composing some stuff for you.
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Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
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Max White

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Re: FeyScape
« Reply #56 on: December 21, 2012, 06:46:55 pm »

You do the thing with the things doing things that make things happen and then pretty sounds come out? Cool!
Do you have any samples? Being the musical beggar that I am, I would at least like to pretend to be picky.

Willfor

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Re: FeyScape
« Reply #57 on: December 21, 2012, 06:52:44 pm »

School projects and such have kept me from uploading any of my most recent pieces, but he's some of my older stuff. My knowledge of music theory has only increased from these ones.

http://tindeck.com/listen/nfxb -- A bit of an experimental piece with microtonal music.

http://tindeck.com/listen/digs - Some horror soundscaping.

Much older  stuff for an insect-focus Homestuck-like:
http://tindeck.com/listen/wilo
http://tindeck.com/listen/gztq


I should buckle down and get some of my newest stuff uploaded.
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /

Max White

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Re: FeyScape
« Reply #58 on: December 21, 2012, 07:18:55 pm »

Great stuff! I really liked Banshee!
Think you can do relaxing tropical?

Willfor

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Re: FeyScape
« Reply #59 on: December 21, 2012, 07:29:33 pm »

Yeah, I definitely think I can do relaxing tropical.
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /
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