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NEW CUSTOM GRAPHICS! Game being rebuilt from the ground up.
- Gredge109
- 06/28/2016 12:26 AM
- 3426 views
Graphical Overhaul!
As part of my return to this project, I thought it was only appropriate to ditch the pseudo-ASCII, and instead, use 8-bit tiles for all of the graphics. Yeah. This is taking quite a while. The end result, however, I believe is far more attractive than the previous form. More images to come!
Wait, rebuilt from the ground up?
That's right. It's a whole new project now. After thumbing through pages and pages of events in JRL 1.0, I decided it was best to start fresh and begin re-working all of the coding. As a result, I have a much firmer grasp on what needs to be done, and due to the experience I gained since beginning this project, I am now more capable of putting together a functional game than before. My events are far more streamlined now than they once were.
What else is different?
The world generation itself, though using static maps, is now more fluent in the way of item customization. I am, however, still looking for a way which I can randomly spread out decorations throughout a map, perhaps using regions and eventing, though the means of which are still lost to me. Whether I find a solution or not, I'll still be able to mix things up a great deal more than before.
Also added, is character creation. It's brief, but it's there. You can either play the game as Joanna, the default character, or customize your own character.
Hope you're interested!
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Thank you! I spent most of the day working on these, getting the colors and design to where I was comfortable, and I even took inspiration from another tiled RL (8-bit, all graphics one color) to come up with these.
Glad you like 'em!
Glad you like 'em!
Looks great, dude! Really steppin' it up!
Customization? Like choose your class and race?
Always did enjoy the randomly-generated content of rogue-likes but stayed away from Nethack and such because of the ASCII. Too minimalist in graphics for my liking.
Ideally, I'd prefer more than stick figures but this is a step up from before at least.
Always did enjoy the randomly-generated content of rogue-likes but stayed away from Nethack and such because of the ASCII. Too minimalist in graphics for my liking.
Ideally, I'd prefer more than stick figures but this is a step up from before at least.
Hey there HikiNeet!
Probably in a day or two I'll release another blog post about the skill system I came up with, but it's a bit different than something like Nethack and ADOM offers. There's no classes or race in this game, so it's more of Rogue proper in that approach, yet it does offer some customization.
There are several skills in the game, and depending on your backstory (and your actions), you can raise these to become more proficient at a task. Someone who's really good at computers, for example, will receive a bonus when trying to get information out of a console. Someone good at scavenging has a better chance at receiving good items. Someone good at medicine will have a better chance at crafting better medicinal items, and so on.
Basically the customization will be a brief series of questions about your characters background, which determine what skills you receive a bonus to.
I've got most of them nailed down, and my current goal is to take what I have an "automate" it, so that everything passes through common events for different skill checks and whatnot. So far it's coming along nicely. The goal is to do this for pretty much every intractable object, so I can then use a script to scatter them throughout maps. Lots of variables are in play too, to mix things up for the player.
There will also be some "Traits" you can receive which will have an effect on the gameplay: these are a bit limited in scope right now as I work on creating all of these different functions, but so far there's Insanity and Violence, which affect your interactions with NPCs you may come across.
Probably in a day or two I'll release another blog post about the skill system I came up with, but it's a bit different than something like Nethack and ADOM offers. There's no classes or race in this game, so it's more of Rogue proper in that approach, yet it does offer some customization.
There are several skills in the game, and depending on your backstory (and your actions), you can raise these to become more proficient at a task. Someone who's really good at computers, for example, will receive a bonus when trying to get information out of a console. Someone good at scavenging has a better chance at receiving good items. Someone good at medicine will have a better chance at crafting better medicinal items, and so on.
Basically the customization will be a brief series of questions about your characters background, which determine what skills you receive a bonus to.
I've got most of them nailed down, and my current goal is to take what I have an "automate" it, so that everything passes through common events for different skill checks and whatnot. So far it's coming along nicely. The goal is to do this for pretty much every intractable object, so I can then use a script to scatter them throughout maps. Lots of variables are in play too, to mix things up for the player.
There will also be some "Traits" you can receive which will have an effect on the gameplay: these are a bit limited in scope right now as I work on creating all of these different functions, but so far there's Insanity and Violence, which affect your interactions with NPCs you may come across.
2-colors per tile. The Palette is custom or based on an ol system? Dark blue-gray looks custom to me.
Custom 8-bit palette that I made myself with each color fitting into a primary type. I wasn't happy with a lot of the other 8-bit palettes I found (a lot of the colors were just ugly, to me), so I went ahead and created this one.
R R R, G G G, B B.
The background is an off-shade of black (very slightly bluish hue, so as to not mess with the transparency options), as though you were playing on a terminal.
R R R, G G G, B B.
The background is an off-shade of black (very slightly bluish hue, so as to not mess with the transparency options), as though you were playing on a terminal.
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