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Author Topic: Cult - New Development Video (5-10-12)  (Read 114345 times)

Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #495 on: April 25, 2011, 05:42:08 am »

Old English names... in!

Spoiler (click to show/hide)

@Fniff: Finish fleshing out creatures, then begin work on the interactive game engine.

ETA: Updated the dev blog.
« Last Edit: April 25, 2011, 07:25:15 am by Lord Dullard »
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Mithras

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Re: Cult - Updated First Post (02/05/11)
« Reply #496 on: April 25, 2011, 07:38:46 am »

Name generator? Yay.
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #497 on: April 25, 2011, 07:44:04 am »

A generic dwarven base name set is also now compiled and in. Some examples of names generated by it:
Spoiler (click to show/hide)
« Last Edit: April 25, 2011, 08:09:39 am by Lord Dullard »
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Acanthus117

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Re: Cult - Updated First Post (02/05/11)
« Reply #498 on: April 25, 2011, 08:04:47 pm »

This looks mighty awesome, milord.

Wish I could donate, but I'm as broke as can be.
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #499 on: May 06, 2011, 10:04:06 am »

I've been pumping at least 1-2 hours into code a day, as work and life spares me. The start of creature dispersal is now working correctly. In addition, I've fixed several annoying bugs and added glaciers to world generation (I did this as part of setting up all possible creature biomes; I realized glaciers were missing from arctic biome types, so I added them in).

I need to flesh out morphological generation for non-terrestrial creatures. It'll take me a bit.

I'm posting two screenshots (one of the updated worldgen with the new name generator (this one generated with the pseudo-Finnish language set) and one of the early creature dispersal process).

I'll be working on things a bit more today.

Worldgen with glaciers:
Spoiler (click to show/hide)

Creature dispersal:
Spoiler (click to show/hide)
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Hugehead

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Re: Cult - Updated First Post (02/05/11)
« Reply #500 on: May 06, 2011, 10:11:10 am »

We understand, hatching an egg and getting ready to move.
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x2yzh9

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Re: Cult - Updated First Post (02/05/11)
« Reply #501 on: May 07, 2011, 05:13:16 pm »

Where's a download? I love to just generate worlds in this program.

Frajic

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Re: Cult - Updated First Post (02/05/11)
« Reply #502 on: May 07, 2011, 05:30:47 pm »

Quote from: The blog's download page
This is a placeholder page. An updated alpha version of the Cult engine should be available soon (posted 1-17-2011).
Might want to rectify that as soon as you release 0.16.
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #503 on: May 07, 2011, 05:46:24 pm »

I probably won't be making a downloadable release until creature generation is finished and (possibly) I've started on the game engine. But I suppose that will largely depend on how quickly I can get something playable and interesting thrown together.
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Fniff

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Re: Cult - Updated First Post (02/05/11)
« Reply #504 on: May 07, 2011, 09:14:52 pm »

Hey, spirits, do you have anything going on with them?

Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #505 on: May 12, 2011, 02:58:44 pm »

Spirits are just a placeholder now until creatures are done and work has begun on the game engine.

Okay, folks. I need advice. How's this for a Kickstarter video? I can still edit it at this point, so input is more than welcome.

http://www.youtube.com/watch?v=qskU6XIY-3Y

Michelle tells me that she absolutely hates the black/white transition between world map images, so I may end up changing that depending on whether everyone else directs hate at it as well.
« Last Edit: May 12, 2011, 03:00:31 pm by Lord Dullard »
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Neonivek

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Re: Cult - Updated First Post (02/05/11)
« Reply #506 on: May 12, 2011, 03:20:52 pm »

First thought: You may want to alter the audio on your kickstarter video to remove the background noise.

Especially since it actually make any scene where your speaking outside much more difficult to hear you. It also makes the video feel cheap when you hear excessive outdoors noises.

Well it is sad that this is probably one of the last times we will be seeing eachother until the kickstarter time limit is over. I wish you luck Lord Dullard.
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Frajic

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Re: Cult - Updated First Post (02/05/11)
« Reply #507 on: May 12, 2011, 03:23:12 pm »

And yeah, change the transitions.

And did you just say first-person? Isn't the game going to be bird-view roguelike style? ???
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EagleV

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Re: Cult - Updated First Post (02/05/11)
« Reply #508 on: May 12, 2011, 03:23:32 pm »

That is an interesting video. I don't mind the black/white transitions, but I can see how some may find them annoying, it's simply too big a contrast in only a few frames, you might try something a bit more fade-y with softer colors.

One (serious) issue in my opinion is the sound of your voice. It's completely different depending on where you shot the movie, and not great quality (especially the outside parts). That's obviously a hardware problem - I don't expect you to spend a load of money on a video camera - but you could, for instance, record the voice that explains the game outside, and paste that audio on the ingame images, that would at least keep the voice on the same level during the whole video.

As for the interference, programs like audacity have an interference filter, though I have no idea how well it works. I'm going to fiddle with it for a while now, I'll let you know if it's an improvement.

E: Nope, doesn't work well. At all. I guess you'll have to find another way to get a little better audio.
« Last Edit: May 12, 2011, 03:33:48 pm by EagleV »
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #509 on: May 12, 2011, 03:48:36 pm »

Hmm... Thanks for comments. Posting on mobile so I have to be quick. Clearly the audio needs some kind of fix. As for first-person, I was referring to character rather than visual perspective, but I can see where it would be confusing.

That said, is the video awful to the point where I should just scrap it and start over?
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