master0500 wrote:is there any art you want me to do next?
lcl wrote:@Skydereign: Should the dialog engine support external files for the dialogs?
AliceXIII wrote:been gone for the past 2 days..
but im working on making the map editor's loading and saving scheme work better, if anyone has any suggestions on how they want the map editor to look or work then just drop it on here!
happyjustbecause wrote:Perhaps the hub that is created can be something cool and creative like this.
I'll take a look at your new version, and post some suggestions, and a concept layout.
skydereign wrote:Very promising. I look forward to seeing it with more intense textures. Depending on how the art styles mesh, we might need to do a 3d modeled player.
skydereign wrote:Sounds pretty good. The story my brother and I came up with got a little heavy for this game, and didn't fit the gameplay mechanics quite as nicely. Though robot ai controlling the masses is a bit futuristic, so perhaps there are some people with all of the robot steam technology running the show. Still act in the same way though.
skydereign wrote:happyjustbecause wrote:Perhaps the hub that is created can be something cool and creative like this.
Creative is what we are going for. I'm thinking there will be multiple underground cities, and eventually will all be connected. That way the hub gains some diversity, and we can still make it home base.
skydereign wrote:Another thing we could do is have the opening of the game (the starting cutscene) change to include the story that happened last. That way it can segue directly into the underground city, therefore acting as the menu. It might be a tad too different though.
master0500 wrote:steam_bot:
has the ability to fire hot steam from its right arm or slash opponents with the other
and also my first attempt at animation with photoshop
skydereign wrote:Yes and no... I don't think we should rely on external files for the actual game dialog. But it is good for getting the engine setup, as well as for sharing text in a group project. So, support it, but only to the degree that it makes things easier for the creation of the game. Ultimately we will probably have the dialog contained within the game.
Jagmaster wrote: I'm thinking about actual recording devices we could put on these bots though, like some kind of antenna that would record audio and relay it to a central location as morse? Even though that might be difficult to actually pull off in real life, it might be believable. As for an ai, it might be fun to try and design an analog computer station of some kind, all the data would be received via radio, then processed via punched cards or something. As long as it looked like a huge Rube-Goldberg machine it could just work (as well as make anyone who programmed in the late 70's chuckle a bit).
Jagmaster wrote:If there is an actual "Big Brother" character, that'd be a fun character to develop. I actually think it would be very interesting if that character was female. The player wouldn't know who this character was until the end. It could be someone very close to the protagonist.
Jagmaster wrote:You mean like, when you open the game, or start a new level? It might be abrupt to have it right at the opening of the game, although I could see it work if there was a title screen with your "Press any key" prompt, which would then play the clip.
Jagmaster wrote:Since analog CPU's are very bulky, there should be different bots for different tasks. Some for spying, and others for enforcement (brute force). Others for hiding fictional cake.
Jagmaster wrote:A data related question, would it be very difficult to make multiple save slots? I guess it really would depend on how much data we'd actually need to store (a lot with the inventory and such). On your mobile devices this isn't much of a concern really. Just something I thought of.
GEuser wrote:Expanding on what Jagmaster was saying about rebels underground den. You could have various rebel NPC's that provide different crafting services. I'm thinking a blacksmithy type character could produce stuff from enemy kill drops (various nuts, bolts, gears, etc...) obtained by player. I know this is probably a bit too RGPish but it would add an extra level of game play.
GEuser wrote:DAMN: Blender file upload not allowed
GEuser wrote:Will try to work on other simple melee weaponry as suggestions/donations...
lcl wrote:skydereign wrote:Yes and no... I don't think we should rely on external files for the actual game dialog. But it is good for getting the engine setup, as well as for sharing text in a group project. So, support it, but only to the degree that it makes things easier for the creation of the game. Ultimately we will probably have the dialog contained within the game.
You mean like that I should make the dialog editor to have export for just text and other export that exports with the formatting? I'd like to know exactly what I have to do.
AliceXIII wrote:well the map editor now uses 2 arrays of structures to retain the tiles and objects x, y, and animpos alot more efficent than the previous model, although im not going to release it yet because the saving isn't completely right yet some tiles positioning and animations dont save correctly once this is figured out then i'll release a testable version!
Ok, I'll be creating more topics to expand the document tomorrow. It's getting a bit cluttered right now.
skydereign wrote:Do you mean the enemies actually record your actions, and send it to the factory to react?
skydereign wrote:I feel like that switch is done a lot though, at least, I would expect it. Big Brother could be a group of people, perhaps lead by a women. What does Big Brother actually do that makes the player his enemy? I was thinking Big Brother is slowly taking over every city from above, forcing those deemed unfit by the perfect society to flee underground. The main character is one of the people forced under, or perhaps we could have it where the main character simply disagreed with the public policy, and hid with the other refugees. This could be used to his advantage when trying for more covert activities.
skydereign wrote:Well, the opening cut scene of games is usually displayed if you let the menu sit, or don't press anything at the start of the game. Instead, we can insert the aspects of the story as the cutscene, that way it isn't mandatory, but reminds the player which part of the game they are at. I believe a form of this is done in pokemon (at least after you beat the elite) as well as ffxiii-2. It is always skipable, and doesn't add extra story, but it would make the game feel more well put together.
skydereign wrote:...last time I checked, there was some cake around here somewhere.
skydereign wrote:Multiple save files won't take up much space, and nothing near the size of the actual game.
Jagmaster wrote:Yeah, that's pretty much what I meant. Thinking of the slogan "Big brother is watching you", I was imagining a way for BB to actually be physically watching (or listening to) people. Might be unnecessary.
Jagmaster wrote:Big brother as a group of people is far more interesting. Eventually It'd be good to think of an actual name for the Big brother organization (that sort of goes without saying I guess).
Jagmaster wrote:Sort of combining the two ideas you had, BB is trying to make make a perfect society and people "deemed unfit" are fleeing underground. The protagonist is not one of these people, but he sees what the other people are going through and is disturbed by it. Then something would happen that would cause the protagonist and start a rebellion (or get involved in an existing one). Perhaps someone close to the player has disappeared or was killed, and the protagonist is avenging and/or looking for him/her. That may be a little generic, but something emotional to draw the player in would be good.
Jagmaster wrote:I figured. I was wondering if it was even worth the hassle.
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