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Author Topic: FeyScape  (Read 6103 times)

Max White

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FeyScape
« on: November 21, 2012, 10:52:44 pm »

So I over the last few days I have started construction on a game I have long been thinking about; FeyScape.

Basically a multiplayer side scrolling Roguelike with a procedural generated world and levels. It is going to be made in C# with XNA. While programming is still in its early stages, and I'm mostly building a skeleton to test concepts, ideas and algorithms with, the game development side has been well thought out, I hope.

I'm going to be taking a lot of inspiration from Zelda 2: The adventures of Link for this one, along with other games like Super Metroid, Terraria, Elona and the Final Fantasy series. Hopefully it should be good.

Currently there is nothing procedurally generated, but I have hard coded a world and levels for testing, so I can give screen shots of those.

Spoiler: Overworld (click to show/hide)
Spoiler: Plains (click to show/hide)
Spoiler: Forest (click to show/hide)

Those images are the default window size, but the window is resizable and you can go full screen. The problem is that it stretches the image, so I would like to use a default resolution that will look nice on the majority of monitors in full screen.
Anyway, while Zelda 2 has instances that were pretty much the same for each area, I'm planning to have mine be genned to be a little more interesting and maybe have some secrets lying around for you to find. Also they will persist, so if you build a cabin in the woods, you can come back to it later and it will still be there.

Also going to need to build a better lighting engine, later on at least. I have a very simple one right now that just handles a lighting level for the entire instance. Here is the forest and plains next to each other for compassion.
Spoiler (click to show/hide)


Right now I'm using partly borrowed sprites, but I will have my own before I release a demo. Everything from the overworld and the Link sprite are all stolen.

Still, back to coding! I want to have an enemy jumping around soon.

Yoink

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Re: FeyScape
« Reply #1 on: November 22, 2012, 12:23:41 am »

Basically a multiplayer side scrolling Roguelike with a procedural generated world and levels.

This was all I actually needed to read. I love it already. :P Good luck!
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Itnetlolor

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Re: FeyScape
« Reply #2 on: November 22, 2012, 02:43:26 am »

When I read the thread title, why did I all of a sudden think of the Farscape intro, except themed in a fantasy setting?

We need the Jim Henson Company involved in the creature making.
« Last Edit: November 22, 2012, 02:44:59 am by Itnetlolor »
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Cassandra

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Re: FeyScape
« Reply #3 on: November 22, 2012, 03:00:13 am »

Posting to watch. Looks interesting.
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Max White

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Re: FeyScape
« Reply #4 on: November 22, 2012, 03:06:24 am »

We need the Jim Henson Company involved in the creature making.

Maybe when we get a little more funding.
In the mean time, I'm sure this guy will do the best he can.
Spoiler (click to show/hide)

Reudh

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Re: FeyScape
« Reply #5 on: November 22, 2012, 03:26:59 am »

Definite post to follow. Looks amazing!

Max White

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Re: FeyScape
« Reply #6 on: November 22, 2012, 03:51:13 am »

That is because it looks exactly like Zelda 2.
I made a quick remake of some of the overworld sprites a while ago, but I don't think they look as good.

This is the same overworld with my sprites.
Spoiler (click to show/hide)

This is a quick mock up I made before with the tileset.
Spoiler (click to show/hide)

Either going to have to put a lot more time in at some point, or outsource the art.

EDIT: Doing more work on movement. Got jumping and such pretty smooth now. You can crouch and slide a little and generally have fun jumping about.
Spoiler (click to show/hide)

Edit 2: Wow, spelling doesn't work at all that early in the morning. Typos everywhere!

Max White

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Re: FeyScape
« Reply #7 on: November 23, 2012, 01:15:36 am »

Not much to show that would look new, but still working away.
A few change to how Blocks work to make them a lot more flexible, that will allow for platforms that you can jump through, blocks that crumble when you step on them, and liquids that move.
Also got around to making a loading screen work for levels. Right now they all load so fast you don't even notice, but it might not always be so quick when real procedural stuff goes in, so it is nice to have the framework so that it will never be an issue.
I'm just about to do some refinement to my collision detection. I realized there was a way that would be a little faster and work a lot better when it comes to a few other things.

Edit:
Now wait, my first really weird glitch!
Spoiler (click to show/hide)
That thing is the slime from before, now with a corrupted image file. I'm not sure why, but I think it has something to do with how you load content in XNA. I have an idea how to fix it to.

freeformschooler

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Re: FeyScape
« Reply #8 on: November 23, 2012, 01:28:53 am »

I could have sworn you posted about this some months back under a different name. Nyfe?

Still cool.
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Max White

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Re: FeyScape
« Reply #9 on: November 23, 2012, 01:35:21 am »

Yea, Nyfe was the very original plan, but that has a few other people working with me, and then conflicts. So the project ripped itself apart, and now I'm resurrecting the good and leaving the bad to rest. Progress has been faster than ever with only one creative input!

Also, fixed the slime. Turns out that ContentManagers aren't good with threads, so I helped them along a little.

Rexfelum

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Re: FeyScape
« Reply #10 on: November 23, 2012, 01:47:17 am »

We need the Jim Henson Company involved in the creature making.

Maybe when we get a little more funding.
In the mean time, I'm sure this guy will do the best he can.
Spoiler (click to show/hide)

Awwww . . .

Now, that one's NOT a recolored version of the original, right?  Because I remember the original "Bit" or "Bot" being adorable, but your slime critter looks downright cuddly.  Fuzzy, even.  (And then comes the moment it dawns on me: "fuzzy" and "stretched images" are the same thing.)

It's still adorable.  It'll explode in quivering jelly chunks when you hit it, right?

--Rexfelum
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Max White

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Re: FeyScape
« Reply #11 on: November 23, 2012, 01:53:55 am »

While the original Bits and Bots were adorable, this one is not a recolor, instead it is its own sprite. While I still haven't settled on a name for this species, I'm leaning towards Dango, as those are what I was pretty much going off.

Although that isn't the final version. The plan is to give them antenna that look like grass or flowers that also grow in what ever area you are in, and they hide just under the ground with the antenna sticking up. When you walk over them they jump up to attack you.

Also make them a little more colorful. But still, I want to make the glass/flower sprites first so that I can just copy and paste.

Rexfelum

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Re: FeyScape
« Reply #12 on: November 23, 2012, 01:17:11 pm »

The plan is to give them antenna that look like grass or flowers that also grow in what ever area you are in, and they hide just under the ground with the antenna sticking up. When you walk over them they jump up to attack you.

You could just take up a hobby of designing cute critters to consume the flesh of bystanders.  Sounds like a good way to pass a day.

--Rexfelum
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MaximumZero

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Re: FeyScape
« Reply #13 on: November 24, 2012, 12:09:00 am »

This looks awesome, can't wait to see more. Also, custom characters in the works? Pleeeeeease?
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Max White

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Re: FeyScape
« Reply #14 on: November 25, 2012, 08:19:34 pm »

My internet is down and I am currently posting from the library, so no screenshots today. Maybe soon, if you're good.
You would be surprised just how much you can get done when you have no internet...

Anyway, put some effort into the lighting system, and let me tell you, it is a thing of grace. I've seen lighting systems before, and they normally look like huge chunks of hard to follow code, but I managed to find a solution that is good looking and quick to calculate.
There are some limits. For example, solid blocks don't stop light, but in a 2d game I think this is very much acceptable for the speed of the lighting and the nice soft gradient.
Going to put some effort into furniture and fittings soon.

Also, custom characters in the works? Pleeeeeease?
What exactly do you mean by 'custom characters'?
You will be able to customise their appearance, such as choosing skin color, hair style and color, default clothing, all that sort of stuff.
You will also be able to select what attributes you want to raise on level up. So far planned are
Strength: Increased melee damage.
Dexterity: Increased range damage.
Intelligence: Increased alchemy damage.
Health: Increased max health.
Wisdom: Increased potion and accessory slots.

A note on potions:
You will be very much limited in the number of potions you can carry, and these will be the only way to achive certain effects like healing, curing statuses and shield type effects. As such before heading out on a dungeon crawl or going mining, planning your potions carefully will be very important. And by that I mean fill all your slots with health pots and cross fingers. The point is that your life will be very much finite, and waiting around for a while will not heal you, so be careful.
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