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SkinkLizzard
19-12-2009, 12:49 AM
right theres not much of a premise behind this game or a story yet
but the idea is that its an amalgamation of a turn based tactical rpg and a city/location
management strategy type thing.

the point being the locations yield benefits as well as being actual towns with traders and other npc's, benefits might include things like resupply, safety or party recruitment, with each location having a number of building slots (this number being upgradeable as well) to build additions that either give you these bonuses or the resources needed to construct the bonus buildings.

I'm currently working on the rpg aspect first, from there I will add the locations and a world/overlay map thing for city management.

the plan is to have an evil party that wonders around collecting locations and just in general spreading woe, and you the brave whatever you are rise up, form a party of heroes and free the land. the game will start as a normal tactical turn based rpg, and as you progress you will be introduced to the location management aspect, at this point the enemy will go active, well if all goes well and I get that far that is.

anyway here is a first test of the rpg aspect of the game, theres not much here yet
and I still need to do quests and items
but npc's and combat are basically there, interaction is via the left mouse click and is context sensitive. clicking a hostile enters combat and clicking a neutral npc talks to them.

http://www.box.net/shared/8pmved3byp

I would suggest reading the included readme file for clearer control instructions.

right well an update which I probably should have put up a while ago (v04)
http://www.box.net/shared/4zo1p1qfah

Here lies the next version of element (V06) aka the manage places do quests version
http://www.box.net/shared/el1df51tpk

new version (V09_2)
http://www.box.net/shared/03lojns655
it has a few things extra over v06
- a journal
- level up
- items and inventory
- the beginnings of the ai
ai just roams in an area at the moment and spawns a new evil party when you kill the previous one


this is probably not valid considering its about 46 min late
but if by some chance the judges let it slide
the final comp version of element:
http://www.box.net/shared/emrxqcbbjg

Fengol
19-12-2009, 07:34 AM
This has a lot of potential, I imagine it like Majesty but on a country level where you can upgrade the towns and things for your heros who you recruit to battle the evil guys roaming around. Or like designing the map for an RPG and planning what and where upgrades will be available.

Nandrew
20-12-2009, 11:37 AM
I like the radius-based attack system, and I look forward to seeing this get complemented by a more refined movement system.

Hope to see the various elements get put together in a cohesive game soon.

SkinkLizzard
01-01-2010, 11:17 PM
*Update*
games combat system is finished(minus a bug to do with movement collision checking)
its had some changes since the last version
- movement range (in combat) is now limited by the characters speed and is shown by the green circle
- it has a tileset...
- characters in the party that are killed are revived with 1 hp at the end of combat
- spirit(mp) implemented for element abilities
- npc's can join the party
- you can camp to recover hp and spirit
- and there is basic party management (no actual management yet just viewing at the moment)

New link in first post

Nandrew
03-01-2010, 04:43 PM
I like how the combat system is developing, though looking at the number of stats that you have for characters I'm a bit worried that the complexity could spiral uncomfortably.

Do you need all eight stats, or can you maybe get by with condensing them to strength, dex and wisdom? I always prefer minimalist approaches in situations like these.

Also, I'ma bit perplexed with some of the numbers that fly during combat (like when I taunt someone). I've also seen it's possible to be sitting on "13.25" health, so make sure you round all of your fractions. :P

SkinkLizzard
03-01-2010, 11:20 PM
the stats uhm funny thing is only str and spd are used currently
and spd can be changed to dex easily enough so yea I'll do that
the taunt numbers I should have taken out but I forgot, they show the previous priority that enemy
accounted to the taunter and the new priority respectively, I used it to make sure it was actually doing something.
thanks for the feed back :)

SkinkLizzard
10-01-2010, 12:46 AM
right well an updated version is up, links in first post
this is the first version showing the other half of the game mechanic meld
i.e. the location management for bonuses part.
at the same time it also includes basic questing (WOOOO \o/ ) and the introduction
of a currency, namely the generic gold.
please note there's currently no way to destroy a building you've built
and your main location only has space for 2 buildings.

I admit without a form of journal/quest screen it may be a bit confusing but
I will rectify this soon.

Nandrew
11-01-2010, 08:40 PM
Well, I persevered, journal or not, and it's nice to get a version which demonstrates the genre meld. :P

Though I look forward most to seeing some enemy "overworld" behaviour put in: it'll give a good demonstration of the unique challenge that the game is poised to offer.

SkinkLizzard
17-01-2010, 11:11 PM
new update, a few extra things have been added
list and link in first post

the "overworld" ai is in progress
I've tested some ideas in a very simplified version
and am happy with the results I just need to scale it up to the slightly
more complex environment of my game.
if anyone is interested in this ai test its here http://www.box.net/shared/jkvdfz747g
if you want the source let me know, please note you'll need gm8 pro though.

SkinkLizzard
01-02-2010, 12:49 AM
egh +- 46 minutes late
but heres the last comp version of element
http://www.box.net/shared/emrxqcbbjg