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Author Topic: Cult - New Development Video (5-10-12)  (Read 114384 times)

Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #855 on: April 17, 2012, 12:08:26 pm »

You won't be playing as a human unless you mod humans into the game (as previously mentioned, I'll probably distribute the proper mod files for those who aren't willing to break from generic fantasy races, including humans).
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Neonivek

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Re: Cult - Development Preview Videos Added
« Reply #856 on: April 17, 2012, 04:40:41 pm »

Dang law of next page ignorance! my post is ruined!

Anyhow... my question was really how much of a difference will your body, as a race, be?

The other was just me trying to subtly ask if there was cool stuff you could do with magic in the aspect of transforming your character.

The last was a very obvious suggestion of weapons that attach to parts that include natural weapons. Like a blade attached to a tail meant to attack (like a Scorpian tail).

Wow, my vow not to suggestion swarm is starting to melt away.
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #857 on: April 17, 2012, 05:40:31 pm »

Nah, that's fine - I like having all of these ideas to come back to later. Magical transformation of your character will probably definitely be in the game - if I'm going to bother to put all the code in place for handling multiple limb types and body configurations, it seems sensible to allow (some kinds of) magic to alter those configurations.

As far as 'how much will body types vary?', the answer to that is A LOT.
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Neonivek

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Re: Cult - Development Preview Videos Added
« Reply #858 on: April 17, 2012, 08:21:15 pm »

I meant more in... How much of a difference will it have on gameplay?

Though I should probably look back at the body configurations.
« Last Edit: April 17, 2012, 08:25:06 pm by Neonivek »
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #859 on: April 18, 2012, 03:16:30 pm »

Different body types will have a significant effect on gameplay, although it depends on the type of character you want to build, of course. I can elaborate on specifics, but I have yet to truly flesh out some of those game mechanics yet, since there's still more work to be done (and variety to be added) to the creature generator.

I wanted to toss this up quickly - a while back I mentioned that I was working on shading on the world map. I finished it up and also updated the algorithms for regional maps, but I figured I'd post an example of the final product here while I'm still working on the building system:

Spoiler: World Screenshot (click to show/hide)

In comparison, this was the old style of shading:
Spoiler: Old Worldgen (click to show/hide)
« Last Edit: April 18, 2012, 03:23:20 pm by Lord Dullard »
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Korbac

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Re: Cult - Development Preview Videos Added
« Reply #860 on: April 18, 2012, 07:12:41 pm »

PIMPING!  :D
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EagleV

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Re: Cult - Development Preview Videos Added
« Reply #861 on: April 19, 2012, 02:49:41 am »

That looks great. So great that I'll forgive you for letting me wait so long between updates :p

For the record: I'm kidding, you should take as long as you want/need.
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Knight of Fools

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Re: Cult - Development Preview Videos Added
« Reply #862 on: April 19, 2012, 11:46:45 am »

Yeah... It really bugged me that the sun was off to the West instead of the East. :3


Seriously, though. Looks good. I'm kind of surprised you can go into so much detail on a single aspect of the game without burning yourself out.
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Vesperum

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Re: Cult - Development Preview Videos Added
« Reply #863 on: April 21, 2012, 11:32:01 am »

When do you plan on releasing your next tech demo? I would very much like to experience the progress you've made so far for myself.
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #864 on: April 21, 2012, 04:28:29 pm »

After the building engine is done, so that when the Kickstarter campaign goes live there will at least be a sandbox functionality that people can play around with.
« Last Edit: April 21, 2012, 04:36:25 pm by Lord Dullard »
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #865 on: May 10, 2012, 04:18:53 pm »

New video!

http://www.youtube.com/watch?v=9OpQPuOc5hg

Putting up a bunch of screenshots tonight. Currently working on the building system and HOPING to have it done prior to the end of the month. Wish me luck!
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Fniff

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Re: Cult - New Development Video (5-10-12)
« Reply #866 on: May 10, 2012, 04:43:49 pm »

Well, this is going to be really great. I can't wait for the sandbox!

Mephansteras

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Re: Cult - New Development Video (5-10-12)
« Reply #867 on: May 11, 2012, 11:40:02 am »

Are you going to make Mining a much slower process than forestry? People tend not to make rock buildings if they need a shelter in a hurry because doing any appreciable mining takes forever. Although I guess having loose rocks in some areas would make sense.
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Lord Dullard

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Re: Cult - New Development Video (5-10-12)
« Reply #868 on: May 11, 2012, 11:49:22 am »

Indeed, if you watch the video, mining not only takes a bit longer, it also produces one third to one fifth of the raw material (depending on the size of the tree) as forestry. I may exaggerate the difference even more eventually, but that's what I'm starting with for now.
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nenjin

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Re: Cult - New Development Video (5-10-12)
« Reply #869 on: May 11, 2012, 11:53:59 am »

While bearing in mind the pre-alpha nature of the build....

Something more visible than the organe-ish dot for the player would help. You can barely make out the player amidst all the glorious terrain.
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