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Author Topic: FeyScape  (Read 6104 times)

Max White

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Re: FeyScape
« Reply #30 on: December 11, 2012, 09:20:29 pm »

I did actually get to thinking about lighting last night. I think it might be feasible for me to have colored lights that will cast a slight shade over things, so a fire might have a warm orange glow while swamp lights have a pale green tinge.
The code is simple enough, I imagine. I have run over it several times in my mind and I'm sure it would work, the problem is that now instead of getting a number between 0 and 1 for the lighting level I would be interpolating several colors together, and that might be a little slower.
Still, looking at Terraria that has a similar feature, it runs well enough, but I know that its lighting engine must run very differently to mine. Slower in regard to a single lighting color, but I don't know for sure how well mine will adapt to multiple colors. Well worth trying today I guess.

Also, I may have internet soon. Then means much, much faster development for the things I currently want to do, and screenshots.
Overworld gen is going t be an absolute bitch, because I can't think of anybody that has ever built a world like this. So far this short article has become my bible on the subject, and even it doesn't address many of the issues I am already thinking about. A lot of people put a lot of detail into making a world that reflects reality, Dwarf Fortress being the absolute king of such works, but I'm coming sort of examples to study where people are trying to build a world to reflect a more traditional game.

Max White

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Re: FeyScape
« Reply #31 on: December 14, 2012, 07:17:10 pm »

Lighting works, but there isn't really enough going on to see if it will impact performance yet. Still, looks nice.

In other news, I found an old flash drive, decided to see what was on it, and found a copy of a very old game I was making before my old computer died forever. I didn't even know I put it on flash drive! So I might do a bit of work on a roguelike called Cultist some time. Just as a side thing.

RedReign

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Re: FeyScape
« Reply #32 on: December 15, 2012, 10:37:29 pm »

Funny how I didn't see this.

I'm writing a game in Python at the moment, also a roguelike like this. I have my own thread on this board about its development (and the chiptune music I'm writing.)

It pleases me to see you taking inspiration from stuff like Zelda 2 and Metroid. I also know C#, and would be happy to help out if you're interested. I could also write chiptune music if you'd like. :)

Either way, best of luck on the development! I shall be watching this thread closely!
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Max White

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Re: FeyScape
« Reply #33 on: December 17, 2012, 10:14:52 pm »

Thanks for the offer! I might take you up on the music one day, depending on how things go.
Been sort of distracted with Cultist lately. But seriously
Spoiler (click to show/hide)
When you can make a roguelike look that good, it tends to be addictive.

Lectorog

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Re: FeyScape
« Reply #34 on: December 17, 2012, 10:29:37 pm »

That almost looks amazing enough to make me start over my own project. But not quite worth it. That roguelike looks very good.

Watching both projects intently yet casually.
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Gamerlord

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Re: FeyScape
« Reply #35 on: December 18, 2012, 06:57:00 am »

Godammit. Now I have to check that out.

Max White

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Re: FeyScape
« Reply #36 on: December 18, 2012, 07:11:30 pm »

Ok so as I am apparently putting effort into this Cultist thing regardless of how hard I try to focus on other projects, I might as well give you all a quick, general overview. Feel free to ask questions.

Firstly, it is a roguelike that is very much inspired by Dwarf Fortress in the way that you don't have HP or Mana or other stats like that. You have body parts that get ripped off before you die from blood loss of suffocation and even in some cases having your mind ripped out of your body. Anything that you can't count in real life doesn't get a visible number in cultist.

Secondly, it is a game about you being mortal, and your interaction with immortals. There will be demons pretending to be gods, gods pretending to be people, and espers ready to wreck your shit. The general feel I want is that when you meet something strange, you can't be 100% sure what it is. It could be a jealous god who wants more worshipers, or it could be a spirit who wants you away from its lake, or it could be a demon looking for an easy possession, or any number of things. Even if you can figure out what it is, that dosn't ensure that you know what it wants, it just gives you a vague idea of its abilities. A god might want more followers, or it might want blood sacrifice, or to make you its avatar in living flesh so that you can smite the unworthy. The idea is you fuck with the supernatural, and hope it works out.

Thirdly, aesthetic is very important. A lot of roguelikes like to go for the more fantasy setting with knights and castles and dragons, I'm instead going for a tropical archipelago kind of look. Small fishing villages with bamboo boardwalks and jungles by the ocean. Natural basalt caves where some exile has found shelter to build an alter to a strange island spirit. Coral reefs and kelp forests. Temples built in the middle of huge, clear lakes. Skies full of giant white clouds that go on forever and seas that go into a dark void that could hide anything.

Lectorog

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Re: FeyScape
« Reply #37 on: December 18, 2012, 08:52:24 pm »

I am very much interested. If it turned out well, I would play that game so much. Same goes for FeyScape. Max White, keep making amazing things. You are credit to forum.
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Phantom of The Library

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Re: FeyScape
« Reply #38 on: December 18, 2012, 08:55:35 pm »

So what would be the cost for magic, since you aren't planning on having MP, mana, etc.?  Will it tire you out and make you hungry similar to most roguelikes, or do you have a different idea?
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Max White

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Re: FeyScape
« Reply #39 on: December 18, 2012, 09:40:24 pm »

Well magic will work a little differently from most traditional systems. There will be two types of magic:
Prayers: These will be granted by any deity that you can appease enough and any costs incurred will come from them, but they will only grant you these powers if they are either happy enough with you, or they think it will help achieve their goals.
Spells: Spells that you cast for yourself are significantly more complex. For a start you need to either write them, or in a much rarer case find a scroll or book with one written. They are composed of glyphs which also must be aquired through adventure. The names and effects of glyth are genned for each world, so you will never know what one does unless you carefully play with it in a few spells to see what works.
Glyphs go together in an order to achieve an effect. I might go into much greater detail later, but it will be a bit of a logic puzzle to make work.
Anyway, these glyphs will also have costs attached. Some will require only drain fatigue or hunger, others will cost blood to cast meaning making blood sacrifices, or take a toll on your sanity, and much more powerful ones will cost a piece of somebodies very much irreplaceable soul.
This makes testing kind of dangerous if you aren't careful, but with use of targeting runes you should be able to make sure that it isn't your soul that you destroy to summon an eldritch creature. Although in a combat situation, it can be a little bit trickier to find a willing sacrifice. Most of the time people will be able to very easily resist the spell (Unless you can totally overpower them, and this would be unlikely) unless they are unconscious, so testing runes would most likely involve knocking somebody out and using their body as a magic battery.

Prays are easy, but restrictive, magic is very powerful, but likely to get yourself killed while learning it.

Facekillz058

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Re: FeyScape
« Reply #40 on: December 18, 2012, 09:48:59 pm »

The magic system with the glyphs you have sounds pretty badass.
Is there a limit to the amount of glyphs you can have in a spell?
Will glyphs be combined to make an effect similar to the weapons in Gunstar Heroes?
Like, you pick up two different ones, and they combine to do epic stuff.
And once we obtain glyphs, will they go into a sort of library, where we can use them forever, or will they be consumed?
Also, would we be able to buy them? Find them written on walls? Would we be able to absorb, or learn the glyphs written on a scroll/book and use them in the future?
Would killing your soul be all that bad? Unless it's lethal in this universe, it's just one more part of you things can't try to kill you with.
Could we, if we found the right glyphs, would we be able to bind souls to objects?

I'm sorry, I tend to get hyped up on things I think are really good ideas.
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Phantom of The Library

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Re: FeyScape
« Reply #41 on: December 18, 2012, 09:57:18 pm »

Hhhhm, I really like the sound of the system. Then again I'm always a sucker for glyphs and runes  :P

I do have one question though:

take a toll on your sanity,

Exactly what in-game effects could one expect to see from a lack of sanity? Would creatures that aren't really there begin to appear, would you have text bubbles pop up to simulate voices in your head, or would it be something more subtle like NPCs dialogue being changed to sound more sinister as you become more paranoid?
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You get attacked by a Yandere triangle monster.

Max White

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Re: FeyScape
« Reply #42 on: December 18, 2012, 10:15:43 pm »

The magic system with the glyphs you have sounds pretty badass.
Is there a limit to the amount of glyphs you can have in a spell?
Will glyphs be combined to make an effect similar to the weapons in Gunstar Heroes?
Like, you pick up two different ones, and they combine to do epic stuff.
And once we obtain glyphs, will they go into a sort of library, where we can use them forever, or will they be consumed?
Also, would we be able to buy them? Find them written on walls? Would we be able to absorb, or learn the glyphs written on a scroll/book and use them in the future?
Would killing your soul be all that bad? Unless it's lethal in this universe, it's just one more part of you things can't try to kill you with.
Could we, if we found the right glyphs, would we be able to bind souls to objects?

I'm sorry, I tend to get hyped up on things I think are really good ideas.

Thats ok, I love questions! Especially when I don't have answers, because it means that something I have overlooked is being bought into light, so please, ask all you like.

Is there a limit to the amount of glyphs you can have in a spell?
I'm thinking no, but more glyphs = higher cost. It would be very easy to make a simple spell with a few different basic runes that could kill almost anything, but the cost would be so great that casting it just once would kill you. So the amount is limited by your use of them.

Will glyphs be combined to make an effect similar to the weapons in Gunstar Heroes?
I have never played, but I think so? You can't really make a spell with only one rune, so combining them together is what it is all about. A very simple example would be a glyph that sets things on fire, and a glyph that targets yourself. It would make a spell that sets yourself on fire. Then if you replaced the self targeting glyph with a bolt targeting one, it would make a spell that shoots a bolt at something and lights it on fire. Once again, these are very simple, linear spells. There will also be non-liner and conditional glyphs, such as one that splits the cost of the spell to a new target, and one that only works at daytime but also lowers the costs involved.

And once we obtain glyphs, will they go into a sort of library, where we can use them forever, or will they be consumed?
They are symbols, the plan is that you can either keep the piece of paper that you found them on (Rather messy) or copy them into a single book (Much neater!) You will also be able to copy spells into books. A kind of book of spells, if you will.

Also, would we be able to buy them? Find them written on walls? Would we be able to absorb, or learn the glyphs written on a scroll/book and use them in the future?
I can't imagine just buying them. These are rare and magical symbols feared by many and often seen as forbidden knowledge. They are found scrawled into alters and in books in ancient tombs. You look hard for these things.

Would killing your soul be all that bad? Unless it's lethal in this universe, it's just one more part of you things can't try to kill you with.
Not having a soul isn't lethal, in fact there is at least one planned playable race that doesn't even have one to call their own. But it can be limiting. If you don't have a soul, you can't use it to cast some very powerful magic. You can't trade it for something. You can't exist as a ghost after your death.
It is kind of like a coin you are given only once at birth. Be damn careful how you spend it, if you choose to at all.

Could we, if we found the right glyphs, would we be able to bind souls to objects?
Hmm, maybe. Currently not planned, but in the future maybe. Mostly spells require a living tribute. A barrel of blood doesn't substitute for the flowing blood of a tribute, but souls, being a little more ethereal, might work a little differently one day.

Exactly what in-game effects could one expect to see from a lack of sanity? Would creatures that aren't really there begin to appear, would you have text bubbles pop up to simulate voices in your head, or would it be something more subtle like NPCs dialogue being changed to sound more sinister as you become more paranoid?
If you start making contact with spirits and such, expect voices in your head when you are still sane!
Anyway, an insane character will hear misleading voices in their head, possibly making them think that a figure already known to them wants them to preform certain acts. So if you get lucky and find a spirit that just wants you to keep the peace, an insane player might start being told that this spirit wants you to kill somebody, or other destructive acts.
It will also make some espers more powerful. Espers, unlike gods, demons and spirits, always exist in a physical form. They are similar to Dwarf Fortresses forgotten beats or a lot of things from the Lovecraft mythos, however they have great magical powers, some being abilities being totally unobtainable by the player. Some can also use insanity as a power source, so an otherwise pretty much harmless esper can become a wrecking ball when insane. Then again some use sanity as a power source, so the inverse is also true...

Max White

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Re: FeyScape
« Reply #43 on: December 19, 2012, 06:56:58 pm »

Some work on world gen.
Spoiler (click to show/hide)
That isn't actually the entire world, just a bit of a snap shot. You can use the arrow keys to move around and get a better view. Right now it only does elevation, but I think that will be a good starting point before I start adding more complex things.
I'm using wavelet motion for the overworld, it looks pretty and deals better in higher frequency than perlin from that I have been led to believe. It is a little more expensive, but for 2d noise I think we can afford it. This is, of coarse, a zoomed out overworld view. I can zoom in on what you will see by increasing the wave frequency.

Spoiler (click to show/hide)
That is what a beach looks like at ground level, so to speak.
I think it looks rather pretty all around. It certainly looks like an archipelago. The world has about 60% ocean to 40% land.
I'm looking forward to one day adding jungles and such...


EDIT: Right, Feyscape. Do stuff with that. I will I promise! I just really, really like making roguelikes.
Anyway, as I have two projects going on right now (That I'm sharing with you guys at the moment  ;)) I'm thinking of some sort of studio title. Kind of like Toady has bay12... Right now I'm thinking of 'The dystopia complex'

Fayscape, by the Dystopia complex.
Cultist, by the Dystopia complex.
A.B.I.S.S, by the Dystopia complex.
Yea, I think it works.

Facekillz058

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Re: FeyScape
« Reply #44 on: December 19, 2012, 08:29:33 pm »

Okay, now, you said souls are things you only get one of...
Would spells that steal other peoples souls be possible?
Obviously the cost for using a spell like this would have to be intense, such as being put so close to death one poke would kill you, or even insanity.
I'm noticed the spells are sort of... cultist-y. What with the human sacrifice and all. Would we be able to craft some sort of totems that can absorb at least some of the negative affect of spells?
Also, question regarding souls:
Would damage to it be permanent?
Would it repair itself unless your soul is totally destroyed or very damaged?

Also, relating to glyphs more,
would we be able to inscribe them on weapons and armor?
Possibly enchant a bow to shoot arrows made of our soul?

I love how this is sounding so far, it looks really unique.
I'm going to get my damn homework done now.
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