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Author Topic: Cult - New Development Video (5-10-12)  (Read 114388 times)

Mephansteras

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Re: Cult - New Development Video (5-10-12)
« Reply #870 on: May 11, 2012, 12:10:28 pm »

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.

Ah, didn't notice the difference in material gained. That should make a big difference!
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Vesperum

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Re: Cult - New Development Video (5-10-12)
« Reply #871 on: May 11, 2012, 05:33:11 pm »

After watching your recent video, I was very impressed with where this project is going and how quickly it's expanding.  Also, I was digging around on YouTube and found a RL in development that has an engine very similar to yours.  Hopefully, there will be more future Roguelikes that adopt this visually appealing style

http://www.youtube.com/watch?v=TRwRudGpnR8&feature=BFa&list=UUdiQ5bQJATpW6ydwpoz-YPg

Now I have another RL to look forward to  :P
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Neonivek

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Re: Cult - New Development Video (5-10-12)
« Reply #872 on: May 12, 2012, 12:58:15 am »

After watching your recent video, I was very impressed with where this project is going and how quickly it's expanding.  Also, I was digging around on YouTube and found a RL in development that has an engine very similar to yours.  Hopefully, there will be more future Roguelikes that adopt this visually appealing style

http://www.youtube.com/watch?v=TRwRudGpnR8&feature=BFa&list=UUdiQ5bQJATpW6ydwpoz-YPg

Now I have another RL to look forward to  :P

Then I guess I will be seeing a duel between gameplay. That is something that no trick can deter my judgement.

Though given I am a harsh critic... maybe I shouldn't.
« Last Edit: May 12, 2012, 01:00:34 am by Neonivek »
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Lord Dullard

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Re: Cult - New Development Video (5-10-12)
« Reply #873 on: May 16, 2012, 10:01:33 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.

Well, I think I now know how to convert between Pygame SDL surfaces (which the Python version of libTCOD needs to draw SDL graphics) and normal SDL surfaces, which means true tile graphics are possible in the future. I guess if other people agree about having difficulty seeing the '@' I could try changing it, but it doesn't make a lot of sense to me to do so in the ASCII version of the game. For one, the '@' is already the most recognizable character for roguelike players. Plus, unless I make the PC take up multiple tiles (which would be a bit weird), it's not going to get any larger than 10x10 anyhow. Unfortunately libTCOD's drawing capabilities, barring SDL intervention, are limited to monochromatic characters.

At any rate, I do agree with you that I'd eventually like something better. But tile graphics should solve that problem.
« Last Edit: May 16, 2012, 10:33:25 am by Lord Dullard »
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nenjin

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Re: Cult - New Development Video (5-10-12)
« Reply #874 on: May 16, 2012, 04:26:42 pm »

Yeah, I can see where at 10x10, it's almost not worth the effort to worry about it.
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Re: Cult - New Development Video (5-10-12)
« Reply #875 on: May 16, 2012, 05:18:24 pm »

Hey Lord Dullard, I've been following this project for a long time and I'm just chiming in to say it looks amazing. Regarding the player's @ symbol, I'm also having a hard time seeing it. I think it would help if you made the character darker, like libtcod.dark_red or thereabouts.

A silly question - how do you shade your mountains/terrain? Just cast a ray from one side of the map to another, and lighten the terrain color if tile X is lower than tile X+1, and darken if tile X is higher than tiler X+1?
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Lord Dullard

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Re: Cult - New Development Video (5-10-12)
« Reply #876 on: May 16, 2012, 06:39:04 pm »

Hey Lord Dullard, I've been following this project for a long time and I'm just chiming in to say it looks amazing. Regarding the player's @ symbol, I'm also having a hard time seeing it. I think it would help if you made the character darker, like libtcod.dark_red or thereabouts.

A silly question - how do you shade your mountains/terrain? Just cast a ray from one side of the map to another, and lighten the terrain color if tile X is lower than tile X+1, and darken if tile X is higher than tiler X+1?

Thanks! I will try darkening the @ - that never occurred to me, but I'll see if it makes a difference.

As for shading, that's the basic idea. I start out by taking a list of all the tiles in 3-tile radius from the one I'm shading, then I add a fraction of shading for each tile higher than the one being shaded in (for instance) the upper-right quadrant. This algorithm also allows for easy 'dynamic' shadows if you want to redraw them on a regular basis to simulate the passage of time; all you have to change are which tiles are contributing to the level of shadow.
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Neonivek

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Re: Cult - New Development Video (5-10-12)
« Reply #877 on: May 17, 2012, 12:58:52 am »

I wish that guy who made IVAN would just reveal his secrets already.

Even today I hear people cannot replicate the splotches he made (Blood, acid, water, rust, and even firey and holy). It is something interesting for future graphics.
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Mictlantecuhtli

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Re: Cult - New Development Video (5-10-12)
« Reply #878 on: May 17, 2012, 03:50:53 am »

I wish that guy who made IVAN would just reveal his secrets already.

Even today I hear people cannot replicate the splotches he made (Blood, acid, water, rust, and even firey and holy). It is something interesting for future graphics.

Goddamnit IVAN was incredible. Are there still some groups of modders/programmers making alternate versions? I remember I tried one a few years back that was a bit buggy but expanded on it quite a bit.

Also, Dullard, your project looks great. I've been eyeing your work since you've posted this, really. It looks great so far and your work pace is pretty impressive.
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EagleV

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Re: Cult - New Development Video (5-10-12)
« Reply #879 on: May 17, 2012, 02:37:06 pm »

I wish that guy who made IVAN would just reveal his secrets already.

Even today I hear people cannot replicate the splotches he made (Blood, acid, water, rust, and even firey and holy). It is something interesting for future graphics.

Goddamnit IVAN was incredible. Are there still some groups of modders/programmers making alternate versions? I remember I tried one a few years back that was a bit buggy but expanded on it quite a bit.

Also, Dullard, your project looks great. I've been eyeing your work since you've posted this, really. It looks great so far and your work pace is pretty impressive.

The most recent news on IVAN (if there is any) is mostly on the attnam forum. There are a few spinoffs there you might want to try as well.
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Lord Dullard

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Re: Cult - New Development Video (5-10-12)
« Reply #880 on: May 29, 2012, 01:03:50 pm »

The construction system is finally nearing completion (whew!). It'll feel good to have that milestone behind me so I can move on to more context-heavy stuff, like adding the rest of the biomes.

I'm planning on launching the Kickstarter within the next week or so, and obviously I'll post updates on that.
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Neonivek

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Re: Cult - New Development Video (5-10-12)
« Reply #881 on: May 29, 2012, 08:43:39 pm »

Quote
The most recent news on IVAN (if there is any) is mostly on the attnam forum. There are a few spinoffs there you might want to try as well.

Not really. There are IVAN mods not spin offs and the vast majority of them just add areas to the game.

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I'm planning on launching the Kickstarter within the next week or so, and obviously I'll post updates on that

Unfortunately I cannot support you through cash, but I wish you the best of luck.
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EagleV

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Re: Cult - New Development Video (5-10-12)
« Reply #882 on: May 30, 2012, 03:24:11 am »

I can't wait to see a construction demo!

Unfortunately, I do not have a credit card. So leave that donate button on your site for just a little longer please.
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Lord Dullard

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Re: Cult - New Development Video (5-10-12)
« Reply #883 on: May 30, 2012, 07:23:01 am »

@Neonivek: Totally understand! I've donated to a few Kickstarters myself, but believe me, if I were able to donate to every project that I thought looked cool, it would be dozens rather than a few.  ::)

@EagleV: Thanks, will do!

I also wanted to mention that Shook has very generously agreed to allow the use of his AWESOME pixel art for the Kickstarter project!  :D I think the retro-style pixel art will really go hand-in-hand with Cult's aesthetic sensibilities. He's already put together one very cool picture just for the game/project, and I'm going to be using some of his prior work as well, because it's already a good match. Naturally, I'm really hoping to get this Kickstarter off the ground so that I can bribe encourage both him and Sentientdeth to keep making awesome art and music.
« Last Edit: May 30, 2012, 09:09:00 am by Lord Dullard »
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Servant Corps

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Re: Cult - New Development Video (5-10-12)
« Reply #884 on: May 30, 2012, 03:37:38 pm »

Just make sure the money you asking is very low initially, and your rewards very cheap to provide (make them as virtual as possible). I am honestly hopeful for this project, but I am less hopeful that the kickstarter will make it.
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