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Author Topic: Cult - New Development Video (5-10-12)  (Read 114401 times)

nenjin

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Re: Cult - Development Preview Videos Added
« Reply #810 on: March 11, 2012, 08:50:18 pm »

That...is...fucking...amazing.

You've officially lost the right to talk down about yourself as an artist. It really reminds me of the older Sierra-esqe artwork.
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Knight of Fools

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Re: Cult - Development Preview Videos Added
« Reply #811 on: March 11, 2012, 09:00:24 pm »

That's what I was thinking.

The Quest for Glory theme song is tickling the back of my head...
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #812 on: March 11, 2012, 09:22:23 pm »

I was planning on starting on another biome tonight, but I'm much sleepier than I thought I'd be, so I think I'll have to conk out a bit early. I'll drag myself out of bed at 6 or so tomorrow, though, and start on something new; probably mountains/highland, since I've just finished all of the code to properly shade regional landscapes as part of getting deserts in place.
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Neonivek

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Re: Cult - Development Preview Videos Added
« Reply #813 on: March 12, 2012, 08:37:20 am »

Will you ever be doing "fantasy" biomes? such as "Fire lands" (Or lava lands)?
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #814 on: March 12, 2012, 09:10:08 am »

I hadn't really considered it, actually. It's not something I'm completely opposed to.
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Fniff

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Re: Cult - Development Preview Videos Added
« Reply #815 on: March 12, 2012, 11:25:50 am »

So, could you give us a rough outline of biome making schedule?

Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #816 on: March 12, 2012, 11:51:29 am »

It's a bit hard to say exactly what the schedule will look like. Right now my goal is to get about one major biome done per day and have some screenshots of it to post, but that's not always easily accomplishable. And for some of the 'easier' biomes that end up mostly being copy-paste scenarios, I may be able to get more than that.

What I do know is that I want to get all (or at least most) of them finished by the end of March. That may not be doable, because after I finish major biomes, I have to add sub-biomes - rivers, ponds, caves, etc. Rivers (and oceans, naturally) will also probably be a headache for me, and once I tackle those I'll probably be doing some additional work on making water more... well... fluid (and interesting to look at and play with).

After that, I'm going to tackle the building system. I have some REALLY cool ideas about that (or I think so, anyway), and I have a notion that some of the stuff I'm planning on adding will be pretty exciting. I don't want to say too much about that yet, though, because I'd rather show it off through video once it's done - it'll be easier to understand and also much more interesting that way. Building will be in before combat, mostly because it will allow testers a lot more stuff to do, although combat should hopefully follow it pretty closely.

ETA:
Here are some highlands. Rocky outcroppings have received a facelift, as you can see - they were way too red and earthy looking before, and not shaded quite the way I wanted them to be.

Spoiler (click to show/hide)
« Last Edit: March 12, 2012, 12:10:54 pm by Lord Dullard »
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shadenight123

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Re: Cult - Development Preview Videos Added
« Reply #817 on: March 13, 2012, 10:14:20 am »

marvelous!
now the only problem is the @ used XD
i suspect if you ever go on to do biomes like *volcanoes* and the like, a red @ is going to be difficult to see.
Maybe use a changeable color for some biomes? like dark blue for light areas like the desert?
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Mephansteras

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Re: Cult - Development Preview Videos Added
« Reply #818 on: March 13, 2012, 12:09:14 pm »

Impressive looking! I've never seen a roguelike with this level of easily visible detail.
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nenjin

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Re: Cult - Development Preview Videos Added
« Reply #819 on: March 14, 2012, 09:45:48 am »

Which does sort of make shadenight's point....the @ really seems out of place now :P
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Neonivek

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Re: Cult - Development Preview Videos Added
« Reply #820 on: March 14, 2012, 10:07:00 am »

Which does sort of make shadenight's point....the @ really seems out of place now :P

Yeah but given the flexibility of what that @ could be (many species to chose from) it being replaced may take a while

Well unless it is replaced with a placeholder that looks nicer.
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #821 on: March 14, 2012, 11:54:44 am »

Which does sort of make shadenight's point....the @ really seems out of place now :P

Yeah but given the flexibility of what that @ could be (many species to chose from) it being replaced may take a while

Well unless it is replaced with a placeholder that looks nicer.

Yeah, basically, this.

Eventually, it will be replaced. For now, though, the @ is the most recognizable symbol for roguelike junkies, which will make it less confusing than anything else I could potentially use instead. I could make a generic little 'person' tile for it, but then... who says the characters you'll be playing will typically have two arms, two legs, and one head?
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Knight of Fools

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Re: Cult - Development Preview Videos Added
« Reply #822 on: March 14, 2012, 01:17:41 pm »

I don't think it's particularly pressing, but it may not be a bad start if you plan on switching to tiles eventually anyways. I know there's a number of pixel artists around here that could help with non-standard stuff. Anything that falls into the category of "doesn't have a tile" can default to the @ symbol.

I recall having a discussion about using 'parts' to create tiles, but that seems a fair ways down the road. Having tile support now means that people are making more custom tile sets, which gives you more stuff to put in the game (If you're not against using community made content).

But like I said, I don't think it's particularly pressing.
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Lap

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Re: Cult - Development Preview Videos Added
« Reply #823 on: March 14, 2012, 02:08:15 pm »

I strongly approve of this project resurrection!

Even though you have the most beautiful ASCII of any game I have ever seen I'd still suggest doing tile support earlier rather than later. Easier to code as long as you think about it early. The mobs will eventually need their tiles!
« Last Edit: March 14, 2012, 02:25:02 pm by Lap »
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nenjin

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Re: Cult - Development Preview Videos Added
« Reply #824 on: March 14, 2012, 07:23:23 pm »

Hi Lap!
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti
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