Game Maker's Garage Forum
Game Maker's Garage => Group Projects => Topic started by: Gan on October 18, 2009, 01:34:33 PM
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Now we're going to try something different. Here we will create how the game will be in a much more organized manner.
Characters:
Setup: Name - Game Name - Role - Sprite
Example: george1337 - George the Jester - Friendly jester that provides insight within the town square -
(http://web.mac.com/avisaria/apple-touch-icon.png)
- Ghost -
- Al -
- Mike -
- Silverwind - Helpful NPC. Relays useful information to the player (and possibly an "in" joke referring to how the character represents the game's sprite artist). -
(http://209.85.48.12/11610/159/upload/p4590908.gif)
- Swamp7hing -
- Mistron -
- WarHampster -
- Telstar -
- Gnome_Again - Gnome Propagandist, he offers you Gnomeish Weapons (Spork of Death, Beard Comb of Destiny) in exchange for... some collectible items (pointy hats) -
(http://img33.imageshack.us/img33/3951/gnomem1.gif)
- Guthan -
- Gandolf -
- Hendo - Mage, owner of wizardry shop. Sells spells, regents, ect... -
(http://img194.imageshack.us/img194/1238/sprite.gif)
[/list]
We will all decided what out characters shall be and what sprite they will have. It must reflect our actual Gmg life.
World Maps:
Setup: Description - Map
Example: The Great Plains -
(http://web.mac.com/avisaria/greatplains.png)
Monsters:
Setup: Name - Role - Sprite
Example: Vile Plant - Plant that attacks anything that comes near -
(http://web.mac.com/avisaria/vileplant.png)
The idea here is to post your world, monsters, and characters. We will agree on them. Once the world map, monsters and characters are created all we need to do is create a conflict in our land.
-Gandolf
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Hey how do I use the tile set to make the landscape? Copy, and paste?
Guthan - Guthan the Wise - Provides you with armor, and weapons for a small fee. He also provides you with a quest.
(http://img148.imageshack.us/img148/9757/picture1er.png)
Zorphues - Boss - Lord of demons, and evil.
(http://img24.imageshack.us/img24/6996/picture1jf.png)
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Eh... If we do add a Gmg logo, we'll also keep the RogueSoft logo. Silver is the head of RogueSoft, created all the great tiles/sprites. Credit's due to Silver, no matter what happens, the logo stays.
*pride* Thanks Gan! :D We can shrink it down to a more convenient size if we end up going for a single page credits screen.
A game can have an epic storyline and still be "simple." I think (and probably other people agree) that a story about a problem in a town would probably be pretty boring.
For me, nothing rings of noobishness more than Final Fantasy level of plot epicness in a game with kiddy graphics. I love both kiddy graphics and Final Fantasy, but mixing them together doesn't work. Kiddy graphics work great with comedic Yipe! style plots, and unless the world is at risk from a very silly threat I agree entirely with Gan that keeping the game's universe confined to a town or a tiny realm is the best way to go.
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Kiddy graphics....? -_-
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Hey how do I use the tile set to make the landscape? Copy, and paste?
Guthan - Guthan the Wise - Provides you with armor, and weapons for a small fee. He also provides you with a quest.
(http://img148.imageshack.us/img148/9757/picture1er.png)
Zorphues - Boss - Lord of demons, and evil.
(http://img24.imageshack.us/img24/6996/picture1jf.png)
Yeah, copy and paste works.
Hey Guthan, let's try to make all main characters within the game real characters related to Gmg, Sc, Gm and how the community views them within the forum. Sadly Zorphues isn't a real person on the Gmg.
So instead of me describing myself as Gandolf - Holy Supreme Ruler of the Chronic Kingdom, other people would describe me as Gandolf - The Dungcart Bum.
It'd make the game more realistic towards what we actually are and not what we want to be or even think that we are.
Here's an accurate one:
Gnome_Again - Defender of all Gnome-kind -
(http://web.mac.com/avisaria/gnomeexample.png)
-Gandolf
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Yeah, copy and paste works.
Hey Guthan, let's try to make all main characters within the game real characters related to Gmg, Sc, Gm and how the community views them within the forum. Sadly Zorphues isn't a real person on the Gmg.
So instead of me describing myself as Gandolf - Holy Supreme Ruler of the Chronic Kingdom, other people would describe me as Gandolf - The Dungcart Bum.
It'd make the game more realistic towards what we actually are and not what we want to be or even think that we are.
Here's an accurate one:
Gnome_Again - Defender of all Gnome-kind -
(http://web.mac.com/avisaria/gnomeexample.png)
-Gandolf
:o Oh oh... he gave Gnome a Dwarf pic!
*legs it*
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Sorry. :P That was the closest sprite to a gnome I could find.
Hey Silver, would you mind if I used your tiles without gridlines?
-Gandolf
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:o Oh oh... he gave Gnome a Dwarf pic!
*legs it*
I'm my homeland, the price for that is watching ALL of spiderman 3 (man I hated that movie)
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Sorry. :P That was the closest sprite to a gnome I could find.
Hey Silver, would you mind if I used your tiles without gridlines?
-Gandolf
I was only joking, they look the same anyway, hehe.
As for the super awesome gridline-less Roguesoft Sprite Set; yes I do mind. It's not that don't want you using them, but I don't want them associated with any failed projects. If the time comes when the game is nearly finished, then I'll gladly allow you to redo the world with the awesomer set. Until then however...
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I understand. :)
-Gandolf
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Name: Silverwind
Role: Helpful NPC. Relays useful information to the player (and possibly an "in" joke on representing the game's sprite artist).
Sprite:
(http://209.85.48.12/11610/159/upload/p4590908.gif)
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That's good. :) Very accurate display of your actual role within the forum. Due to the importance of your role, you will be the first NPC to enter the iPhone Project.
Edit:
Relays useful information to the player (and possibly an "in" joke on representing the game's sprite artist).
I may need some help with dialog when I add in the NPC.
-Gandolf
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I may need some help with dialog when I add in the NPC.
Sure, I'll think up a dialogue tonight. :)
Going good guys!
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I'll be an NPC!
Can I handle magical spells and abilities?
I can't draw a sprite of myself though, I stink at drawing :(
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Here's a few dialogue concepts:
"Hail and well met friend! If you're travelling afar you should stock up on Healing Potions. Dangerous monsters have been roaming the realm of late."
"Hail and well met friend! Are you leaving town on an adventure? Make sure to buy some regents at Gnome's Wares first."
"Hail and well met friend! If you're looking for low cost web+graphic design check out www.tdsy.com for great quality designs at affordable rates!"
"Hajimemashite! Shibaraku desu ne, nani o kaimasu ka."
I'll be an NPC!
Can I handle magical spells and abilities?
I can't draw a sprite of myself though, I stink at drawing :(
So did Hitler, so unless you wanna be in the same category as him, learn how.
;D Kidding, just pick a race and quote me a general appearance. I'll draw the sprite.
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Here's a few dialogue concepts:
"Hail and well met friend! If you're travelling afar you should stock up on Healing Potions. Dangerous monsters have been roaming the realm of late."
"Hail and well met friend! Are you leaving town on an adventure? Make sure to buy some regents at Gnome's Wares first."
"Hail and well met friend! If you're looking for low cost web+graphic design check out www.tyds.com for great quality designs at affordable rates!"
"Hajimemashite! Shibaraku desu ne, nani o kaimasu ka."
So did Hitler, so unless you wanna be in the same category as him, learn how.
;D Kidding, just pick a race and quote me a general appearance. I'll draw the sprite.
Young, human, cape, short brown hair, black shirt and pants, magical staff? :)
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So did Hitler, so unless you wanna be in the same category as him, learn how.
;D Kidding
I lol'd... my friends and I have a joke that involves comparing someone to Hitler and seeing how long you can go before saying "just kidding."
Also, I'll make myself a sprite.
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Hey guys, while talking to Hendo earlier he gave me a suddenly spontaneous mini idea to cover the whole topic of the Simple RPG's world. Here's my idea:
What if we had 3 towns/realms? They were all a pretty nice distance apart. First realm would lie towards the west, deserty region. The realm/town would be totally decimated and empty. It would symbolize Gm forums. Second realm would lay towards the East in green/foresty area. This town/realm would be thriving. Symbolizing the Gmg. Third realm would be to the North in a snowy place. It's King, Mike, would be off in a distant land for a season. Prince Redd was in charge. This town/realm would be partially empty but not destroyed.
Hendo seemed to like it... it'd fit perfectly with the tiles and the idea of the game being based on our community with all realistic characters.
What do you guys think?
-Gandolf
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For a setting sure, but where's the plot?
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The plot is incognito at the moment... as it doesn't exist...
Well, I'm thinking that we could build the world, characters(good NPCs), monsters(bad NPCs) and after all that we could build a story off of our world we created.
So, kinda like the process we are use to but backwards.
-Gandolf
P.S. Mistron has an idea he has really been working hard on. He'll post it himself soon enough but at the moment is in deep concentration.
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Any of these Hendo?
(http://img12.imageshack.us/img12/870/hendosprites.gif)
EDIT:
btw, I still have the sprite you sent me for Tides of Fáden Hampster:
(http://img12.imageshack.us/img12/719/samf.gif)
HOLA SENORITA:
I like the tri-town idea and think it would play very nice, but do you reckon we'll finish it? So far we've yet to make a single town work, hehe.
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I like the one with the green cape! One request, could you add like a jewel type thing on the staff? Other than that it's killer :D
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Yup, I'll do it when I get back from work.
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Any of these Hendo?
(http://img12.imageshack.us/img12/870/hendosprites.gif)
EDIT:
btw, I still have the sprite you sent me for Tides of Fáden Hampster:
(http://img12.imageshack.us/img12/719/samf.gif)
HOLA SENORITA:
I like the tri-town idea and think it would play very nice, but do you reckon we'll finish it? So far we've yet to make a single town work, hehe.
Those sprites look really good. :)
If we go with the tri-town idea, I think we'd be able to finish it quite nicely. It lays out the whole world map keeping it nice but simple. If you guys want, I can start building the world with this layout.
-Gandolf
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I should have the first map of my area done by tonight.
The nice thing about my idea is that each person gets to design their own area.
I will explain more later when I get the game in a playable state.
Mist
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If you guys want, I can start building the world with this layout.
Please do! I'd love to see someone else's maps. :)
The nice thing about my idea is that each person gets to design their own area.
Wait, which game is this for?
I will explain more later when I get the game in a playable state.
Explain now, I beg of you!
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Ah wow... That was so exciting!
Silver, your tiles are so much fun to build maps with. I mean, whoa. I can waste hours and hours on this. It's like one of those addicting puzzle games where you carefully place certain things, then zoom out for an overall view and can't help smiling because you created something unique. I think this small activity just released all of my day's stress.
Here's the map:
(http://web.mac.com/avisaria/Map%201.png)
I'm not that good of a mapper or artist, so feel free to edit or point out a cruddy piece in the map.
-Gandolf
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I LOVE it! :D The water tiles are excellent and you've done such a great job mixing trees. I can't wait to see more, and better yet to explore!
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I was working on a prototype for the iPhone game, however, if we have a story already, then there is no point :p
Mist
PS Here was my story.
We are all members of a group called the Game Maker's Garage, which is the only living group of humans (that we know of) left. You (the player) are a newer member of the club, which has been sent out to try to beat back the goblin/other creepy monster hordes to allow us to create forward bases. You start in the garage, and talk to silver, who sends you out to beat lets say 30 "level 1" monsters. once this is done you go back to the house and notice lets say gandolf missing. When youy ask silverwind why, he says that gandolf went ahead to form a forward base, you go to the forward base and basically do the same thing.
At the end you make it to GMG Ghost's Forward base and get his sword of the GMG God. You go out and defeat the leader of the invaders and save the world!
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Ah wow... That was so exciting!
Silver, your tiles are so much fun to build maps with. I mean, whoa. I can waste hours and hours on this. It's like one of those addicting puzzle games where you carefully place certain things, then zoom out for an overall view and can't help smiling because you created something unique. I think this small activity just released all of my day's stress.
Here's the map:
(http://web.mac.com/avisaria/Map%201.png)
I'm not that good of a mapper or artist, so feel free to edit or point out a cruddy piece in the map.
-Gandolf
NICE!
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Thanks guys. :) Silver, glad you don't mind my little land to water transition tile.
I was working on a prototype for the iPhone game, however, if we have a story already, then there is no point :p
Well, we don't actually have a story, just a setting with characters. Though sorry I dashed your plans... Your prototype looked great, why don't you continue building it? You were on a role, keep going and you'll have a full fledged RPG in flash!
-Gandolf
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Silver, glad you don't mind my little land to water transition tile.
Mind it, no! I think they're awesome. I'd love to see more tiles from more people.
Your prototype looked great, why don't you continue building it? You were on a role, keep going and you'll have a full fledged RPG in flash!
What, what? Prototype? Link please?
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Mind it, no! I think they're awesome. I'd love to see more tiles from more people.
What, what? Prototype? Link please?
Um, All I had down was the storyline and I wrote a bunch of code to manage tiles...
Really not that cool...
Mist
EDIT: This: http://screencast.com/t/DulyGwAa0M is all I showed him :P
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Alright, Hendo has been added to the character list. Anymore people want to be a main character within the Simple RPG?
Here's a world map mockup:
(http://public.me.com/ix/avisaria/World%20Map%20Layout%203.png?disposition=download+1256083871832)
I think I've just stepped past my own restrictions with this...
What do you guys think?
-Gandolf
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Wow! SC is cold.
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So around 70 rooms? That's really good I think. :)
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I wanted to be a character... If you read my post on the first page.
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Guthan - Guthan the Wise - Provides you with armor, and weapons for a small fee. He also provides you with a quest.
(http://img148.imageshack.us/img148/9757/picture1er.png)
I'm not quite sure that description portrays your actual role within the Gmg...
The more accomplished, known, and respected; the higher role you will have. Ghost created the forum, head of the Gmg town/realm.
Silver probably made more games than anyone on the forum, he is also the welcoming wagon all packaged in one for new members...
-Gandolf
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Well in fairness, I don't often see you hanging around dung carts Gan. ;)
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You'd be surprised... :-X
So, does anyone object to this world map?
-Gandolf
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Mine could be a gnome Propagandist, he offers you Gnomeish Weapons (Spork of Death, Beard Comb of Destiny) in exchange for... some collectible item (pointy hats)
I even Have an extremely rare Silver Sprite© collectible Gnome Sprite!
(http://img33.imageshack.us/img33/3951/gnomem1.gif)
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;D Wow... that's perfect.
I'll give a bit of time for you guys to object to my setting/world map idea if you have other ideas or just think my idea is just plain cruddy. After that bit of time, I'll assume you guys don't mind it. So you'll forever have to hold your peace.
That's when we go onto the next phase of development.
-Gandolf
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The importance of the world map is that it lays out the world's terrain in relation to your ideas for individual maps, so the map is fine as long as you have a good reason for dividing it up as so.
I think that you should work on individual maps before making the world map. Not actually make the maps, just think of what goes on in them (special encounters, towns, dungeons, cut scenes, ect.) Then you know how to make the world map so it complements your ideas for the playable maps.
Oh, and of course I want to be a character, I'll make myself a new sprite and story as soon as I have free time.
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What would I be?
I have no clue....
Mist
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The importance of the world map is that it lays out the world's terrain in relation to your ideas for individual maps, so the map is fine as long as you have a good reason for dividing it up as so.
I think that you should work on individual maps before making the world map. Not actually make the maps, just think of what goes on in them (special encounters, towns, dungeons, cut scenes, ect.) Then you know how to make the world map so it complements your ideas for the playable maps.
Yeah... I'm kinda doing the whole process backwards. Make the maps, players, monsters, then finally the story. The maps, players, and characters can be edited to flow nicely with the story afterwards but the story should be created after we create our world. Mainly due to the fact that on all group projects when we start with the story, we never seem to get to the actual map, monster, and character making. It's just a new strategy I'm trying, appears to be working so far.
Oh, and of course I want to be a character, I'll make myself a new sprite and story as soon as I have free time.
Great. :)
What would I be?
I have no clue....
Shop owner like Hendo? You have been gone for a while and only recently reappeared, so maybe a traveller?
If you want, you can wait until the maps are created for the 3 basic towns. Then it'll be easier to place yourself.
So, no objections? In 2 hours if no one hates the world map idea with a fiery passion I'll post the next phase in the game development.
-Gandolf
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Yeah... I'm kinda doing the whole process backwards. Make the maps, players, monsters, then finally the story. The maps, players, and characters can be edited to flow nicely with the story afterwards but the story should be created after we create our world. Mainly due to the fact that on all group projects when we start with the story, we never seem to get to the actual map, monster, and character making. It's just a new strategy I'm trying, appears to be working so far.
Yeah, I was gonna post that it's a bit backwardish and that I don't think it'll work, but you're absolutely right: nothing we've ever tried has worked, so something new is a safe bet! ;D
Lets keep the magic fragic* guys!
* New word for coming... because it rhymes with magic.
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Alright, it's been at least two hours. Moving on to the next phase...
-Gandolf
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will it be possible for non-iphone/ipod touch users to play your game on their macs?
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Only if my next project after this is to learn Obj-C cocoa and try to port it to mac. (Which I may do) Edit: Or if the person who wishes to play has the iPhone simulator which comes with Xcode and also the game source code.
Update: Now enlisting map makers! (http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=gmgroup;action=display;num=1256163188)
-Gandolf
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*Double Post*
35-70 maps seem like a pretty large amount. Do you guys think that's too big? Should we scale that down to 1/2 the size?
How many maps were in QOM Silver?
-Gandolf
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There was about 100.
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Yup, 100 exactly (103 if you count Castle Star Reach).
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Okay then... I'll leave it be.
I'm now thinking of how the map system should be set up. I'll probablly do it Mistron's way with tiles on the tilesheet, then have txt files with the tile numbers and tile attributes. What do you guys think?
-Gandolf
P.S. In that case... I think I'll build a map editor in Netbeans so map makers won't have to edit textfiles and such as it could get a bit confusing.
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Okay then... I'll leave it be.
I'm now thinking of how the map system should be set up. I'll probablly do it Mistron's way with tiles on the tilesheet, then have txt files with the tile numbers and tile attributes. What do you guys think?
-Gandolf
P.S. In that case... I think I'll build a map editor in Netbeans so map makers won't have to edit textfiles and such as it could get a bit confusing.
It sounds cool that way but since there's allot of tiles it might well prove slower. I don't mind myself, I'm just letting you know.
Progress still going good!
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I recommend using some sort of XML based solution... that way you cam store all the map's relevant information in an easily accessed file system.
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Alright, I believe I have a few things straightened out. I put my free(and not so free) time in today's classes to doing something useful, figuring out how to set up the map information and the interface. Here's what I got:
(http://web.mac.com/avisaria/iPhone%20Proj.%20Plans.png)
Of course I don't expect you to be able to read my handwriting or understand my little pictures... so I'll explain:
- Image files shall be named as - Map 1.png
- Map data files shall be named as - Map 1.txt
- Here is an example Map data file:
(http://web.mac.com/avisaria/ExampleMap.png)
You may notice that this looks the same as the window picture on the piece of paper, it is.
With this form of mapping, you put the map number at the top, then continue down with the tile X:Y. You can skip tiles and it will give those tiles just an empty block. Each attribute is separated by a comma. The attributes are:
B = Block
WTR = Warp to right, meaning that when the player moves right from that tile, it warps to a certain map and X, Y.
WTD = Same as WTR but when the player moves down from the tile.
WTU = Same as WTR but when the player moves up from the tile.
WTL = Same as WTR but when the player moves left from the tile.
NPC = Placing of monsters/characters
SPC = Special attribute where you give the number of which special it is.
SND = Sound or music to play.
ITM = Placing an item Item#:X:Y.
STC = Status change, if we go with another idea I have.
Each tile in the .txt file is separated by a new line.
- Now I'm wondering about interface styles. Should we have a bar along the top or bottom that status text is written in? Such as "A putrid smell wafts past your nose". Which would also display what NPCs say. Though I'm afraid we wouldn't have room unless we eliminate a tile row. If this wouldn't work, how should we bring up characters talking and certain events happening?
So I have figured out how to set up the mapping system. I will not need to create a program to help people map, instead they just use a Paint program and TextEdit. I'll post a video of making a map in action later.
-Gandolf
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Sounds alright... BTW we have the same handwriting.
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Looks very nice, but mind what I say about the map editor: keep it as simple as possible, because mapping does become a strain (as amazing as it sounds, hehe).
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Don't worry about the map editor, it'll only be your favorite paint program and TextEdit.
-Gandolf
P.S. Now I guess I'm going to figure out how to expand arrays so their holding size is dynamic.
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JavaScript has arrayLists. It might be the same in C.
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You can make it a popup window that closes when clicked on...
Or mebbe moves to the next message, then when it is out of messages it hides
For static things, there could be a button on the side to bring up the boxes again...
Mist
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I'm going to figure out how to expand arrays so their holding size is dynamic.
Should be pretty easy... try reading the map data as a string, then create an array with the length of the string as its size and load the data into that.
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Arrays have to be created before hand and also must allocate the needed memory at game start if you want to be able to use that array everywhere.
I've found an NSMutableArray that appears to be natively dynamic and just like an ArrayList in Java and javascript. I'm going to play with it a bit.
-Gandolf
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Shows what I know about obj-C...
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Yes NSMutableArray allows you to add and remove items from the array. Combined with an NSArrayController these can be very easy to implement but also very powerful.
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I'm getting pretty familiar with NSMutableArrays though could you enlighten me on these mysterious NSMutableArrayControllers?
-Gandolf
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I'm getting pretty familiar with NSMutableArrays though could you enlighten me on these mysterious NSMutableArrayControllers?
-Gandolf
NSArrayControllers are used in InterfaceBuilder to control your arrays easily with interface elements. So you set up your NSArrayController with your NSMutableArray and then link your interface controlls to the NSArrayController which has built in methods for controlling your array like adding, removing items etc.
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That's neat, so if I connected an NSArrayController to my interface, I could create as many buttons as I want to appear on screen just by adding them to the NSArray?
-Gandolf
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well its more used for something like adding and removing items from a table view or source list. But really whatever your array does the controller just handles adding, removing etc. the items in the array. Try and look for a tutorial to help you understand.
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Alright. :) I think this may come in very handy on a future project.
-Gandolf
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I believe we need a jump start on the story so:
-Minimum 20 minute long game. If need be, it can be longer.
Storyline: Tired of wandering, a group of traveling merchants settle down. With trades of all sorts New Town is sure to flourish, but only if the area can be made safe.
You must venture forth into the surrounding hills and cleanse the area of monster lairs.
Characters:
Silverwind - Wise elf.
Gnome - A blacksmith.
Hendo - A magic store keeper.
Player - Young, inexperienced traveler.
More people in the traveling merchant group?
How things work: The rest of the group has set out to building the town and setting it up. The castle/town hall is in process of being built throughout the game while a few shops have been thrown up. (As you progress in the game, you will notice the castle/town hall being further along in progress) So therefore it is your job to clear out the hills.
Silverwind will be an ever constant guide in your quest. (Possibly the person to go to, to save your game when that feature comes out)
Gnome will be the blacksmith who supplies weapons/armors.
Hendo will provide trinkets and potions.
Who wants to build the New Town map? It'll only need a few shops, won't be paved(but leave room for paved roads), and will need a space for a castle which will be built as the game progresses. Keep trees sparse as it will be a cleared out area.
-Gandolf
P.S. This game won't be too long, therefore dialogue won't be large and the player shouldn't need to read(or know how to read) to get the gist of the game.
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I can make the new town map.
About how large should the map be?
(pixel) by (pixel)
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360 × 315 pixels
-Gandolf
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(http://i383.photobucket.com/albums/oo277/tommymanman12/map-1.png?t=1262919411)
There you go, that space in the middle is for the building that gets more complete as the games go on. I can change it if needed.
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That looks good, I like it. (What do the rest of you guys think? Have your own vision of what New Town should look like or anything you'd like changed?)
-Gandolf
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I was thinking it would be a lot bigger... wait for me to make more village tiles, I'll make human-styled houses, shops, ect.
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Awesome. :)
-Gandolf
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I already have gnome style houses :D, but they're a cut below.
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Hey guys, it's time we discuss the next feature.
Saving.
Now, I have the code and I understand it. We just need to figure out how we want to set it up. At the moment I'm thinking of one the traditional open screen that has three spots for 3 different games you can open and play. Here's a mock-up:
(http://web.mac.com/avisaria/SaveiPhoneScreen.png)
It would save automatically when you exited and come back in the same spot you were in originally so the player wouldn't need to worry about saving. You have 3 spots for 3 different characters.
What do you guy think? Have ideas of your own?
-Gandolf
P.S. For better viewing, open in preview.
P.S.S. Gnome, your cartoons are hilarious.
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Progress bar and location would be nice too.
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That sounds good to me.
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Alright, I guess this is what I'll be aiming for and implementing in the next few days.
There'll probably only be one town so I'm not sure location would do that good. Progress bar might be handy but I'll leave this until we get the story into the game and finished so we can see if we really want or need one.
-Gandolf
-
Oooh, I'll gladly throw together a concept for the save screen. Don't expect it before Monday though, as I'm working 13 hours tomorrow! ;D
Also, I've just realised that the title screen is designed in portrait view whereas gameplay is designed in landscape. We should probably be consistent in order to avoid unnecessary rotating of the iPhone.
EDIT:
Sorry Gan, I didn't actually answer your question (I'm doing that more and more). I really like the three profile idea, and the auto save on quit is awesome!
-
Maybe two title screens one in landscape and another in portrait.
-
Oooh, I'll gladly throw together a concept for the save screen. Don't expect it before Monday though, as I'm working 13 hours tomorrow! ;D
Awesome! :) No worries, plenty of time until we'll need it. Until then I can just insert the mock-up.
Also, I've just realised that the title screen is designed in portrait view whereas gameplay is designed in landscape. We should probably be consistent in order to avoid unnecessary rotating of the iPhone.
Yeah, I've noticed how annoying this can be especially while screen recording it. We should probably look into this a bit, wether we want to make it all landscape mode or maybe keep it the way it is but forewarn the player before hand...
I really like the three profile idea, and the auto save on quit is awesome!
Great. :)
Maybe two title screens one in landscape and another in portrait.
We could do that, when the screen is rotated the main menu switches from portrait to landscape. Though that'd need a bit of extra coding that'd probably be unneeded. (I'd also have to take a crack at the accelerometer which I haven't played with) Hmm... Maybe I'll need to make a post with a few mockups on this.
-Gandolf
-
I've made significant progress with the saving system, I've ran it on a test project and the results produced were magnificent. Just need to do a few modifications of the iPhone RPG source to be save ready, then I can just plug in the interface with the saving and opening methods.
-Gandolf
P.S. I'll be busy tomorrow so don't hold your breath.
-
Modifications have been made successfully. Scared myself for a moment thinking I had blown up the whole map loading process but nope, all good. So now I only need to plug the interfaces and save/open methods and wire it up.
EDIT: Interfaces are in. Now I need to add in the saving/opening methods.
-Gandolf
-
Good news guys. My very large AP Language assignment is finished. (I've been working on it for the past few days with no room for the iPhone RPG) Now that it's finished, I can go back to my regular schedule. :) Independent programming class tomorrow.
-Gandolf
P.S. If anyone wanted to check out my AP Lang project, here it is:
http://www.mediafire.com/?azfyntmmmzv
(It's a 10mb movie)
-
I don't get it.
My school's first semester is ending tomorrow, so I've been busy with tests and or papers in every class. I've got two papers to do this weekend as well, so art progress will be delayed about a week.
-
I don't get it.
Oops, probably should have mentioned that this is a video animation of chapter 25 in the book Invisible Man. So unless you've read the book, you won't quite understand. :P
My school's first semester is ending tomorrow, so I've been busy with tests and or papers in every class.
Whoa, we're already well into the 2nd semester.
I've got two papers to do this weekend as well, so art progress will be delayed about a week.
No worries, hopefully I'll have all these new things in when you're cleared up on work.
-Gandolf
-
Revamped a bunch of the drawing code. Now it's ready for the save feature.
-Gandolf
-
Hey guys, looks like it's going to take a bit more work with saving. Turns out that the saving method I created only supports saving NSObjects. Ints, floats, CGPoints, BOOLs, all don't work. So I gotta save things manually instead of just dumping the whole load in a save game file.
-Gandolf
-
Ooooh... bummer. :-/
Not to worry though, I see storm clouds on the horizon.
-
So far the saving feature does work but it only saves the player. It doesn't save npcs, items on the ground, ect. So if you kill a monster, it drops an item, you quit the app, reopen to the game you will find the object gone and the monster back alive. I can make it save everything else but that's going to take a bit more work.
I think I'll hold off on making it save everything until I get an answer to a question I posted on the iPhone development forum.
-Gandolf
-
Hey guys, a brilliant programming gave me the answer! I can now do the whole thing instantly with no hassle! :D
-Gandolf
-
Awesome! Same thing happened to me once on a JS forum. God bless those wiz kids.
-
Ahem, everybody. Yes even you in the back, I have an announcement to make!
Saving is fully functional.
That will be all.
-Gandolf
P.S. ;D I shall post a video soon enough.
-
Awesome :D
-
Here's the save system, saves the state in which you leave the game and opens correctly back into the position you originally were. 3 spots for saving.
Save preview (http://web.mac.com/avisaria/SavePreview.mov)
(Download for best viewing)
-Gandolf
-
Brilliant stuff. :)
-
Awesome!!!!
*really excited*
-
So what happens if you die? Do you resurrect in town and lose exp and gold?
-
At the moment I'm unsure. Right now all that happens when you die is that the npcs can't see you. I'd guess if we were to make the character resurrect back in town, we'd need to build maps and insert a town. Though before doing so, WH is re-vamping tiles and I am...
I finished saving so...
Perhaps I should work on another vital system...
Hey guys, what about classes? Do you like the idea, anything you'd like to add?(I'll go look at the thread we were discussing vital systems in)
I'm thinking that if you guys want it, I can make a character create screen after the save window so you can name and choose the class of your character. Maybe then an intro window to get them ready to play...
What do you guys think?
-Gandolf
-
Sounds good to me.
-
I guess it's time to get going, I'll be making rough draft interfaces to be temps until we build our actual interfaces.
So... Knight, Archer and Wizard? Or should there be less generic classes or perhaps different names for the same type of class?
-Gandolf
-
How about Knight, Marksman and Sorcerer?
-
That sounds quite a bit more original. :) This is probably going to be the largest and longest system to implement. I'll have to make 3 distinct battle engines for each, add in naming support, beginning intro/tutorial, and a bunch of other stuff I can't quite remember at the moment... So... lunch's over, gotta run.
-Gandolf
-
This is so cool.
once we get the bones to the project build, can we work on polishing up the interface/text/menus?
-
How about we actually be kind of unique and don't have classes? Instead you become more proficient in different abilities as you use them. That makes things more interesting, as your character isn't forced to go along a certain skill tree. It would make the game much deeper, as you could kind of dabble in everything, or chose to practice different abilities that complement each other, ect.
-
I like that idea, more of an RPG, you can really let your character grow as his skills grow.
-
This is so cool.
once we get the bones to the project build, can we work on polishing up the interface/text/menus?
Yeah, of course.
How about we actually be kind of unique and don't have classes?
That would be a bit more unique but depending how we do so could affect replay value.
Instead you become more proficient in different abilities as you use them. That makes things more interesting, as your character isn't forced to go along a certain skill tree. It would make the game much deeper, as you could kind of dabble in everything, or chose to practice different abilities that complement each other, ect.
Like in the Oberin B.C.(Before Classes) era? People were able to be druids, wizards, fighters, rangers, and clerics all at once without needing to pick a skill and go with it. It's an online game and it created an isolated and negative effect on gameplay due to people not needing anyone to help them. They could take the whole cemetery by themselves.
So how would this work in the game without making it too easy or complex? There'd be certain items distinctly for the knight, marksman, and sorcerer class. You can only carry one armor, weapon, and trinket. Would this get in a character's way as he thinks he is picking up a fighter's weapon when in reality he chose a sorcerer's weapon? Or possibly would the player get different armors mixed up and have a weak one of the sorcerer when intended to have a knight's armor? Would they be able to cast spells on the enemy while dashing them to pieces with a sword?
Could you go a bit more in depth with this idea?
-Gandolf
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A relatively simple midway would be to make character classes obtainable as gameplay progresses. I'm thinking something simple, like paying a tutor. Obviously the player could only be one class at a time too.
-
Well I guess that this wouldn't work if you're only allowed to carry one weapon and one armor. If you can expand that, then here's what I was thinking:
When you start the game, you have an equally low level in all the game's skills. Sticking with Silver's idea of knight, marksman, and sorcerer, lets say you start off with a basic sword, bow, and fireball spell. Then you go off and do quests, ect. You use your sword most of the time, your magic some of the time, and never use your bow (it counts as "using" a skill when you kill a monster with it). On level up, the amount of skill points that it is possible to distribute to each skill (swordsmanship, archery, magic) reflects how much use used that skill. For example, in this case you might have 5 points available to put into swordsmanship, 3 points to put into magic, and nothing to put into archery. Of course, the total amount of of points you can distribute is limited (let's say that you're allowed to distribute 4 points in total). So you need to think about how you want your character to progress - if you want to focus on swordsmanship, put all four points into it, if you want to focus on magic put 3 there and one in swordsmanship.
So this forces you to think about how you want your character to develop, as if you want to be good at two skills you need to use both of them actively. When you get out of the starting area and starting delving into tougher dungeons, you really need to be strategic. You might want to get better at magic, but your magic isn't strong enough to take out the demons you're battling, so you have to use your swordsmanship to weaken them and then your magic to finish them off, and then gain points to add your your magic skill.
-
That's interesting, at the moment I don't plan on expanding to a full inventory style but this would be an interesting concept. Though, a full inventory is troublesome on a screen as small as the iPhone as it'd need the game paused or would just be in the way. Now if there was a bigger screen such as a tablet...
Yeah, so two choices. Would you guys like the player to choose the class up front or pick it later in the game?
-Gandolf
-
Later in the game
-
Or we can be super original in that you are amazing at the start, just so each player has a taste of each types power. Then it turns out it was just a dream...
come to think of it... what is the current battle system?
-
Colliding with the enemy causes an attack to occur.
So, at the apparent challenge of trying to program classes obtained later in the game wihout a storyboad framework or maps to hold it, I will start coding it in the front for now. Then it can be moved if wanted when we figure how we're going to set it up with the story and actually stick the story in the game. I have another programming class tomorrow and this seems to be the easiest way to get the 3 classes made with their battle systems. I hope this won't be as daunting a challenge as the save system was.
-Gandolf
P.S. If we are to set class choosing later in the game, than what class will the player originally be when starting? At the current system, he/she is a fighter. If the player starts as a fighter, they have already experienced a class.
-
I'm still entirely fearful of anything complicated, so I suggest (if we go with classes at all) that the player starts out as an Explorer/Adventurer and can later pay NPCs to learn the secrets of their trade. For example:
Mrágin the Mystic: Hail and well met young lad! If you pay me for the time, I'll teach you the secrets of sorcery to assist you on your quest.
This adds to the choice aspect of money spending. Will the player invest in a new weapon or learn a trade?
-
That sounds pretty good, though when the player learns sorcery, he/she turns his/her back on plain sword fighting and the chance to become a marksman?
-Gandolf
-
If you're a marksman or a mage then there will be ranged combat, right?
-
Yeah, that's one of the things I need to program in this system. Use your right thumb to move(pick spells if sorcerer) and your left thumb to target and attack enemies.
-Gandolf
-
That sounds pretty good, though when the player learns sorcery, he/she turns his/her back on plain sword fighting and the chance to become a marksman?
-Gandolf
That's certainly a sound idea.
Alternatively each class could boast an ability instead of higher stats. For example, the knight deals a powerful melee attack, the marksman has a ranged attack and the mage can heal himself. Those are fairly distinct traits, and we could simply implement an "Ability" button to initiate them.
-
Yeah, I've been thinking on that. I'm thinking that abilities could be kept in the 3rd toggle of the toggle button.
Adventurer-Beginning class, no special attributes but handles plain weaponry such as what a Knight uses.
Sorcerer-Allows the player to cast spells which are held in the 3rd toggle of the toggle button. Can only use hand or staff as hand to hand combat. Only wears robe.
Marksman- Wears armor of a Knight but shoots long range with a bow and also hits close combat with the bow. Takes no mp for bow but can miss.
Knight-Strong armor and weapon but... This is where I get stuck. The Knight needs some abilities or it'd just be as bad as the beginning adventurer class. Stealth, strength, or anything that can be called by a 3rd toggle?
-Gandolf
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Knight can have a higher defense by default, got a shield, right?
-
Forgot about a shield but usually a sword would be two handed, especially for a knight. Besides stats, it'd be nice if the knight could have a special ability like a marksman or sorcerer. Though can't quite think of it...
-Gandolf
-
How about being able to attack everybody next to him?
-
Whoa, now that'd be a twist. Collide with one enemy and instead of attacking one, all around feel the slice of your sword. What do the rest of you guys think? Should that be all for the Knight?
-Gandolf
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Hey, I'm liking that idea. :) Sorta like a swing attack?
-
Yeah. So should that special ability trigger automatically or would it be some sort of button pressed to activate in whch it'd need to take mana points?
-Gandolf
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Whichever is more practical. Button press I'd reckon.
-
Alright, I think I know how I should set this up. Currently I'm doing a major re-haul of the drawing and touch input system. Because we decided to make the game fully oriented in landscape mode I need to rotate the grid of both drawing and touch input to allow automatic landscape instead of the generic set up at the moment. So this is going to take a bit of work but overall it'll make my life easier and get rid of future troubles.
-Gandolf
-
Just a quick concern. How would a Bow or a spell work in an engine of bumping into stuff?
-
It wouldn't. That's why I need to make a 2nd battle system just for those two classes. It's going to be a bit of a challenge. A lot of modifications and work ahead, I hope it'll be worth it.
EDIT: I'm getting a bit ahead of myself. I should focus on what I'm doing now instead of trailing so far off on what I need to do.
-Gandolf
-
Can't you simply invoke the playerHit routine when an arrow sprite collides with an enemy?
-
You know, I don't have any sort of sprite collision detection made... I think I have a vague idea of how I will program it but I won't truly know until I do.
-Gandolf
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I wouldn't even bother with sprite collision, just check if there is a line with no obstacles between the player and the target, and if there is then damage the target.
-
Yeah, probably what I'll do. Now we should probably stop discussing this because we're getting too far ahead. Making my mind kinda tangled with all these things planned. Need to finish a bunch before we can really get into how it'll be set up or else I might be caught up in planning and never quite get to implementing. Yeah... Mind feels kind of overloaded at the moment. Too many possibilities and trying to sort it all out at once.
-Gandolf
-
Many internal improvements have been made, mostly prep work.
-Gandolf
-
people should start making maps on paper, for when the tiles are ready
-
That would be a good idea. Not sure it'd catch on, tiles aren't too far away and some may not be interested in sketching it out on paper.
-Gandolf
-
Note to self:
Recode touch input system to detect multiple touches. Allow only two touches, one for movement in the side bar and the other for attacks in game area. For buttons, make it trigger on touch end. For attacks, make it trigger on touch began.
-Gan
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One word: Sound.
Yes, we can now play sound and music so... I guess we can start in that category.
-Gan
-
I've got you covered on that front ;)
-
Awesome. :)
-Gan
P.S. Sure you aren't covering too many things? Graphics itself is a big deal.
-
Hey guys, check it out:
Simple RPG-Mac (http://web.mac.com/avisaria/Simple%20RPG%20-%20Mac.zip)
Now you guys can play it. (There are a few kinks, but overall it isn't that bad)
-Gan
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I can't use this application with this version of OSX. :(
-
Really cool Gan. Thinking of making a whole game in C? :)
-
I can't use this application with this version of OSX. :(
I don't appear to be able to compile for versions below 10.4. Also I need to change code to make it 10.5 and 10.4 compatible.
Really cool Gan. Thinking of making a whole game in C? :)
Possibly though this is just me converting the Simple RPG to mac so I can test memory management and squash bugs easier.
-Gan
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I can't use this application with this version of OSX. :(
So it only runs on 10.6?
-
Unsure, I've only tested it on 10.6. What OS do you have Swamp?
-Gan
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10.5.8, I'm upgrading soon though.
-
10.5.8, I'm upgrading soon though.
That's not good. Means that I'll have to figure out and change my code to be able to compile for lower versions.
-Gan
-
If you're not using any 10.6 specific stuff you should just be able to compile it as a universal binary.
-
Through a bit of work I was able to get it to compile for 10.5+. Had to change a few lines of code but all good:
Simple Rpg 10.5+ (http://web.mac.com/avisaria/SimpleRPG10.5.zip)
Trying to get it to work with 10.4 but that's gonna take a bit of work.
-Gan
-
It didn't work for me. Were you able to test it?
-
Worked on my mac though hadn't tested it on a 10.5. I can try and mess with the compiling settings tomorrow. See if it can be fixed.
-Gan
-
Here you guys go, 3 different 10.5 builds:
32 bit Universal, 32/64 bit Universal, and 64 bit Intel (http://web.mac.com/avisaria/SimpleRPG10.5Versions.zip)
If any of these don't work for you, try and go in the Info and check "Run in 32 bit" or "Open in Rosetta".
-Gan
-
Ok that worked. Not much to do though.
-
Awesome! Which versions worked?
Not much to do though.
If you guys want to make maps I can make the world vast and add in some bad guys.
-Gan
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they all worked actually (not the first one but all the ones that said 32 and 64 bit stuff)
-
That's awesome. :)
On a side note: I got a basic server and client to connect and work with each other!
-Gan
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Pretty cool, but I can't go to the east.
(Or anywhere else for that matter)
-
Yeah, only one map in. If had had more I'd put them in... ...and make the first quest work properly.
-Gan
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lol, "weapon: leafy plant" "armor: plastic wrap", thats so cool, i'll give map making a try, i have to get some practice
-
wheres the tile set?
-
can you use this?
(http://i40.photobucket.com/albums/e202/eqwanoxgames/th_map2.png) (http://s40.photobucket.com/albums/e202/eqwanoxgames/?action=view¤t=map2.png)
-
I'll leave that question to Wh as I usually post up an old version.
-Gan
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Thats a super old version of the tileset, so no :P
-
can you post the new tile set, did you do bridges?
i found this on my photobucket acount,, use this guy for a boss or something
(http://i40.photobucket.com/albums/e202/eqwanoxgames/azur.gif)
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Ahahaha, the swords extend out of the frame. Just find that hilarious for some odd reason. :)
-Gan
-
By looking at Yipe's sales, it had made the top 100 of RPG category in the first few weeks. Selling around 100 a week. Then it slowed considerably and got off the list. Selling anywhere from 20-80 a week...
I'm going to take a look around and see what the #1 RPG is...
-Gan
P.S. If the iPhone RPG sold 100 a week on 99c it'd be $4800 a year. Or $400 a month. If something crazy happened and we sold 1000 a week that'd be $48,000 a year or $4000 a month. Which of course meens that every month someone on the dev team could potentially buy a new Mac Book Pro.
P.S.S The top RPG is Chaos Rings whch sells for $12.99 and looks 3D. The second highest is Final Fantasy which sells for $6.99. After the fourth top a few sell for 99c.
P.S.S.S. Some of these RPGs appear pretty complex with lots of features. I'm thinking too complex on such a small device.
-
What should happen when the player's hp hits 0?
I'm thinking something original, fantastic, surprising, with pizzaz... Or pizza.
-Gan
-
Animation wise, or game over/respawning wise? I like the idea of respawning in town with no money or equipment.
-
Ooh, I like that idea... What about an animation effect?
-Gan
-
Here's something I came up with in my school's photoshop:
(http://web.mac.com/avisaria/iRPG%20Death%20Screen.png)
Death Screen PSD (http://web.mac.com/avisaria/iRPG%20Death%20Screen.psd)
-Gan
-
Here's something I came up with in my school's photoshop:
(http://web.mac.com/avisaria/iRPG%20Death%20Screen.png)
Death Screen PSD (http://web.mac.com/avisaria/iRPG%20Death%20Screen.psd)
-Gan
You should also have side quests where you find OTHER adventurers that are unconscious, and you have to take them back to town :D
-
Not a bad idea.
Get them back to town safetly and receiving a reward...
-Gan
-
Help us help you help everyone.
-
My sister brought up a unique idea for movement. I'll bring it up in the conference tomorrow.
-Gan
-
Here's something I came up with in my school's photoshop:
(http://web.mac.com/avisaria/iRPG%20Death%20Screen.png)
Death Screen PSD (http://web.mac.com/avisaria/iRPG%20Death%20Screen.psd)
-Gan
I was just thinking perhaps I could help with some graphics. Not necessarily sprites, but backgrounds or borders and the like. And Titles.
PS - I'm glad that's an example and not the final "you died" screen because I have this thing against trying to improve things by using gradients. XD
-
Improve things by gradients? No way, gradients are one of the main ingredients. Gives the sort of light at the end of the tunnel effect.
-Gan
-
Um...
Yeah I agree with Connors, I thought that was a mockup. Simple gradients like that are too glaringly unprofessional.
-
Hmmm... Ah well. You guys are way more skilled in this field than I, how would you change this to look more professional?
-Gan
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I like it. :)
-
What if we had a fairly dark screen (becuase you're unconscious, not dead) and then have it fade into whatever area you're in like the charachter is waking up?
(http://fc05.deviantart.net/fs71/f/2010/134/9/e/Death_Screen_Idea_1_by_Onronc.png)
I used Photoshop.
EDIT:
You know what would help it look professional? (based more on what was odd about Gan's pic)
We need a good standard border to use for all the messages and whenever characters are talking. And also a good font to use throughout the game for consistancy. One that doesn't look like it was randomly picked out from the font menu.
-
Not bad. :)
Anyway, conference call. It'd be best if we could hold a conference today. Any of you guys up for it?
-Gan
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What time do you want to meet?
-
I'll try to get on AIM later today.
-
Any time. I'm on Skype as ganmatt.
-Gan
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Here you go WarHampster:
iRPG Source (http://web.mac.com/avisaria/OpenGL%20iPhone%20RPG.zip)
Very messy, needs cleaned and recoded to work with the new and improved World Editor.
-Gan
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Thanks :)
I hadn't downloaded Xcode on my temporary laptop yet, and it turns out that the download is around 2 gigs. Problem is, CMU has a bandwidth limit of 750mb a day. I'll try to figure out some way to get the compiler.
-
Oh hmm. Usually you can find Xcode on the installation disk.
-Gan
P.S. After I finish upgrading the World Editor I think I'll upgrade the iRPG.
-
do shops next
-
Gan - what was the program that you mentioned over AIM that would let me download xcode in pieces?
-
iGetter.
Get the link of Xcode, put it in iGetter as a download, press start, pause when reaching limit, re-go the next day and so on.
-Gan
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I don't get it.
Are you malfunctioning spam bot? Where's your spam? Perhaps you're giving up a life of tyranny to be one of us?
I'm afraid the other spam bots won't like that...