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Author Topic: Cloud Scream > Development on Pause  (Read 86846 times)

Outcast Orange

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Re: WorldJem: Version 0.77: Improved Carrying
« Reply #255 on: October 29, 2009, 06:29:48 pm »

Jack Bread... you are the best tester ever.

I was hoping  the problem was solved, but apparently not.
The gold blocks are duplicates of Orange.
He is golden when the selector is not on him.

I'll try to get that solved ASAP.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: WorldJem: Version 0.77: Improved Carrying
« Reply #256 on: October 29, 2009, 07:52:09 pm »

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Jack_Bread

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Re: WorldJem: Version 0.78: Bugs Fixed
« Reply #257 on: October 29, 2009, 07:59:01 pm »

Yay! :D
I would try it out now, but I am busy, at the moment.

Thanks and you're welcome.

EDIT: I was having fun tossing blocks over the edge of the level and using them as platforms. Suprisingly, I didn't fall over the edge. However, the ability to grab/place blocks above and below you would be useful.

I grabbed a block inside a cave I made for a small staircase as an attempt to get back up. When I had grabbed it, the blocks above me fell, making me stuck. :(
« Last Edit: October 29, 2009, 09:01:28 pm by Jack_Bread »
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Outcast Orange

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Re: WorldJem: Version 0.78: Bugs Fixed
« Reply #258 on: October 29, 2009, 09:14:12 pm »

Can you explain the situation more clearly?
You had made a cave from green tiles?
I would like to know how you got it to cave in,
if it was made of tiles that couldn't fall.

Also, I intend to add a few more features tonight.
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[7:54:34 PM] [Armok]: woooooo

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Jack_Bread

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Re: WorldJem: Version 0.78: Bugs Fixed
« Reply #259 on: October 29, 2009, 09:17:56 pm »

The cave was made of regular blocks, the ones effected by gravity.

EDIT: Whoa, I managed to create a gold block. :O I don't know how, though.

EDIT2: Okay, I found out how. :)
Pick up a tree green block when like this.
Spoiler (click to show/hide)
This will happen:
Spoiler (click to show/hide)
« Last Edit: October 29, 2009, 09:38:12 pm by Jack_Bread »
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Outcast Orange

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Re: WorldJem: Version 0.78: Bugs Fixed
« Reply #260 on: October 29, 2009, 09:39:29 pm »

Damn it.
I'll figure it out eventually.

EDIT:
Fixed. Sorry, no digging while jumping.
http://www.mediafire.com/?sharekey=eb8df6fc7b18ae57b94117dade8fc295d8cd95f68d4005180ac99885da44e881

I think I don't quite understand how my computer handles compiled versions...
I keep having to repost changes I've already made.
« Last Edit: October 29, 2009, 09:45:26 pm by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: WorldJem: Version 0.78: Bugs Fixed
« Reply #261 on: October 29, 2009, 11:23:48 pm »

Here we go:

http://www.mediafire.com/?sharekey=eb8df6fc7b18ae57b94117dade8fc29519d5bed0ab2ed98a84bbec0582a7e90e

Cohesion works!
This means that caves are actually possible.

There are a few stipulations:
In order to dig out a tile, the tile above you needs to be empty, so you can hold the new tile.
That means that caves are very limited right now, until I figure out a new system.

Also, don't forget to try pressing the C key to toggle the different slice view.
That will really help later when your caves get more complex.
I'll probably have some new cave gimmick figured out by tomorrow.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

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Jack_Bread

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Re: WorldJem: Version 0.8: Caves!
« Reply #262 on: October 29, 2009, 11:25:38 pm »

You're updating so fast. :D
I almost had a pretty good house rooved(roofed? what?).
Spoiler (click to show/hide)

Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #263 on: October 29, 2009, 11:41:01 pm »

Yet another version:

http://www.mediafire.com/?sharekey=eb8df6fc7b18ae57b94117dade8fc295fc4b9853f749e2f14df0d6082f1c2cd0

This one makes caves much more possible.
Here's a screenshot:
Spoiler (click to show/hide)
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[7:54:34 PM] [Armok]: woooooo

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Killas[SiN]

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Re: WorldJem: Version 0.8: Caves!
« Reply #264 on: October 30, 2009, 04:38:44 am »

Wow!

Damn, you work faaaast!

Oh yeah, I got an idea for what you said about meshes and how it would slow down frame rate significantly.

How about, there only is 4 naturally occuring shapes - Blocks, Thin lines (Tree Trunks), Spheres (Tree Greenery/Bush) and pyramid. (3D triangle)

The other meshes would be for stuff like character model, chairs, beds, doors, walls, etc.
They don't occur naturally.

Also, when will building things be possible? (If ever)
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Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #265 on: October 30, 2009, 08:07:27 am »

Here is the future:

I'll make any object with a limit of 8 polygons.

I think it's time to make my direction with this thing more public.
This game will be all about survival and progress.
Advancing your capabilities and gaining new abilities for you den.
There will be tons of natural NPCs, but more importantly you will have your own.
The other NPCs you control will not be the same as you, but they will be a combination of other creatures,
each having its own specializations and uses.
You will be able to train them to do your bidding, and to follow you around.
Sort of like Pikmin I guess.

The example I keep giving lately:
You have a digger creature, which on its own will pretty much dig it's own habitat separate from your den.
But if you tamed it, you could have it stay around your den, and use its help when you needed it.
You could lift it up, like any other game object, and carry it around, mining out the ceiling.
The digger would be a better miner than you (somewhat faster method of digging) and you could further benefit from it by teaching it how to dig straight tunnels and stuff.

At furniture:
I don't think there will be that many uses for it.
I'm not sure we're dealing with human PCs/NPCs here.
I would like a sort of "rest" structure, which would refill one of the vital stats.
Also a control station, which would be semi-difficult to put up, but would offer you direct control over
your individual minions, instead of having to use them as tools.
That would allow you to use the full capabilities of the digger, since you wouldn't have to carry him around like a crazy person, and he wouldn't randomly start tearing up your tunnels.

Other creature ideas and abilities:
-Spike thing : Scuttles around at the bottom of pits and crevices.
 If you can get to one successfully unkilled, they are the best projectile in the game.
 But unless you tame them, they will just scuttle back off after being thrown.
-Shield thing: Big round protective creature, uber unkillable from only one side.
 You could train it to sleep in the entrance of your den, like a big door, and wake it when you want to go outside.
-Meat thing: Just your average cattle. You can use them if you want,
 they would make good expendable recon if you had a control station. They are mostly for herding and eating.

There are probably going to be a dozen different ones.
Most will be naturally occuring, in their own caves, but some will need to be created.
Creation will occur when a set of specific materials are added together in the right sequence.

That is what I have so far, it's a ways off, but I want to see it through.
The AI will also be super simple, with the primarily useful tendencies used for enemy NPCs,
giving the killing advantage.
You will have to do a lot to get your minions into a useful state, and you will probably have to stockpile food
deep in your cave to keep them from wandering away at first.
Once they are familiar, you can start training them, and using them for stuff.

Any additional ideas?
This is all pretty far off right now, but the general flow will be in this direction.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #266 on: October 30, 2009, 09:43:48 am »

I've got a few fixes working out right now, expect something more interesting later.

Also, Killas:
 I'm thinking about adding sloped tiles in, the only problem is that things wouldn't look right sitting on top of them.
Otherwise, pretty much any low poly shape is possible. (This doesn't include spheres).

I'll be working on my game again in an hour.
Expect something cool by night.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #267 on: October 30, 2009, 02:30:20 pm »

Just when I thought that gravity was finished, I noticed a super inconsistency with it.
Everything else falls super fast, but Orange only falls after input.
I'm pretty sure I need everything to work either turn-based, or not.

Or a hybrid, where it goes turn-based during jumps.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Killas[SiN]

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Re: WorldJem: Version 0.8: Caves!
« Reply #268 on: October 30, 2009, 04:21:19 pm »

Turned based during jumps... Interesting :P

About the creatures-

There should be subclasses.

E.G:

Meat thingy (Let's call it cattle)
- Sure footing   Can leap up small cliffs -Jump over small gaps
- Prime Beef/Pork/Etc.   Provides better food
- Speedy Hooves   Moves faster along flat surfaces
- Danger Sense Nearby Enemies flash red

Also, the control centre would be a good idea -I just love possession in DK2!

Is it possible to 'tilt' tiles when on sloped surfaces?
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A Jaedong appears at your fort.
DF: gg
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Armok

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Re: WorldJem: Version 0.8: Caves!
« Reply #269 on: October 30, 2009, 04:40:04 pm »

It shuld be posible to train a creture to pick you up, and give it instructions on where to take you, but it shuldn't just be controled like a veichle but instead might panick and flee from enimies etc. but would be faster and reure less effort than walking because you only have to click once to start it going and then it moves automaticaly and avoids obstacles automaticaly etc.
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