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Author Topic: Tales of Dust - A multiplayer postapoc survival game [In very early prealpha]  (Read 2758 times)

Eclectic Wizard

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Scavenge, Murder, Survive - with your friends!



The game is in early alpha, I don't have much as of now but a few work in progress screenshots of the game. The idea is that it is supposed to be a player driven post apocalyptic survival game in the veins of DayZ, Cataclysm, Fallout, Rogue Survivor, you get the point. It is a mishmash of everything I like about games, ranging from Starwars Galaxies to HellMOO.


Spoiler: Old description (click to show/hide)

Current features:
  • A complex damage system involving bodyparts and various types of damage such as pollutional, radiation, biological damage, etc.
  • Buildings that can be opened and closed.
  • A movement speed system
  • A (very simple, early)combat system
¨

Planned, but not promised:
  • Permadeath
  • Moddable weapons
  • Vehicles
  • Destructible and Constructible terrain
  • A character system, with traits and mutations to pick from and gain

The team:

Eclectic_Wizard: Main coder, mapper, THE GUY
Steelfist: Spriter, Straight out ideas guy

I would really like anybody interested in this who knows BYOND code to help me set up a Git Repo to help me out and/or possibly join my (currently) 1 man dev team

https://code.google.com/p/tales-of-dust/ <-- THE CODE REPOSITORY, WIKI AND EVERYTHING!!!!!!!
« Last Edit: December 12, 2013, 02:37:28 am by Eclectic Wizard »
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Angel Of Death

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Ooh, this seems pretty interesting. I know a bit about Byond due to several failed projects in the past. I could try to help you out, but don't get your hopes up. I'm not a very skilled programmer.
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Eclectic Wizard

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I would really like to note that we need some help on making a combat system for our game.
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miauw62

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If you have some links to the code I'd be willing to take a look at it. I have some experience with SS13, but I'm not a greaty coder at all. The endless nitpicking of /tg/station maintainers just teaches you something about bad coding habits and so.
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Eclectic Wizard

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Oh yeah, i forgot the link to the SVN repository. Adding that to OP
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Iceblaster

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Will check out once it gets done/I get told it's playable already.

Lucidvizion

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Ugh, that source syntax  :o.  Why didn't BYOND just use an established programming language and implement their engine API as a library?
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miauw62

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Ugh, that source syntax  :o.  Why didn't BYOND just use an established programming language and implement their engine API as a library?
Because the entire point of BYOND is to provide a VERY easy to learn language to code in? *gasp*

To be honest, DM isn't horrible. There's a bit more use of relative paths than I'd like, but at least there's little colons.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Lucidvizion

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Is that the real reason?  I can't tell if you're being sarcastic or not.

If not, I'd argue that it would be just as easy to learn python.  Except with python you have a vast array if resources to draw from if you need help with anything, from web tutorials, 3rd party libraries, to software help Q&A websites.
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Eclectic Wizard

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I dont think python would be capable of supporting a supposedly 100 per server thing. Besides i have no idea of how i would implement graphics or make it cross platform, packaging it as an executeable, netcode eludes me entirely.
I have considered rewriting the whole thing in another language, but that would severely set back the project and delay release by atleast a year.

The optimal would be if i could get a MOO server compiling, then implement it all in MOO using Hellcore as a base. But i have tried so much to get compiling to work so i basically gave up.
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Levi

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I'm totally going to get this confused with "Dust, an Elysian Tail" in my head.  :D
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YKYMrFalcon

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I'm such a sucker for postapoc.

Lucidvizion

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I dont think python would be capable of supporting a supposedly 100 per server thing. Besides i have no idea of how i would implement graphics or make it cross platform, packaging it as an executeable, netcode eludes me entirely.
I have considered rewriting the whole thing in another language, but that would severely set back the project and delay release by atleast a year.

The optimal would be if i could get a MOO server compiling, then implement it all in MOO using Hellcore as a base. But i have tried so much to get compiling to work so i basically gave up.

Sorry to muddle up your thread.  I was mostly curious about BYOND's decision to use a proprietary language, not your decision to use BYOND.  Your reasoning makes complete sense to me.

Consider this a PTW from me... I can't wait to check this out further on down the line.
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Eclectic Wizard

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Update:

I got the combat system working, COMBUTT, its very simplistic and we will get it furtherly fleshed out later along the line.
Now we have two things we can focus on, a character/player handling system or an AI for NPC's(which again will be simplistic and will be fleshed out later)
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Alox

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Why you dont use some code from SS13 ?
There are a lot of things you can port from the code (Weapons,Health,Clothes).
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