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Author Topic: Cult - New Development Video (5-10-12)  (Read 115716 times)

freeformschooler

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Re: Cult - Updated First Post (02/05/11)
« Reply #540 on: September 08, 2011, 08:58:53 am »

I figure at the very least the player will be able to wander around a procedurally generated (and hopefully interesting to look at) world, interact with procedurally generated/unique creatures (even if they're not completely fleshed out yet), and do some basic things like building, harvesting resources and planting crops, recruiting followers (not that cities are in place yet, but I may add sentient wanderers/adventurers just to test out recruiting), and actually generating the PC itself, of course. Mostly I want to get to work on some of the stuff that will give potential players something to do, along with incentive to give feedback and become part of the creative process.

Oh, awesome. When you say generating the PC, what does that actually entail?
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #541 on: September 08, 2011, 09:30:49 am »

Player character generation - stats, skills, abilities, and so forth. I want to at least get the framework in place, though many abilities (especially magically-related ones) will have to wait until I'm able to work on other areas of the game to be implemented.
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Mephansteras

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Re: Cult - Updated First Post (02/05/11)
« Reply #542 on: September 08, 2011, 12:04:03 pm »

Cool. I'm interested in playtesting this a bit once you get PCs in.
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Askot Bokbondeler

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Re: Cult - Updated First Post (02/05/11)
« Reply #543 on: September 08, 2011, 10:28:55 pm »

do you plan to implement some kind of survival requirements like eating and drinking? both as acquirable goods and natural resources? cuz i'm looking forward to explore some roguelike wilderness ray mears style

Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #544 on: September 09, 2011, 01:54:05 pm »

Yes, though I don't know what the timeline for this sort of thing is, yet. I'll have a better idea of when I'll plan on implementing features once the main engine is complete. Lots of things to code and test (and test, and test, and test) before then.
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EagleV

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Re: Cult - Updated First Post (02/05/11)
« Reply #545 on: September 09, 2011, 03:52:20 pm »

If you want to 'outsource' any of the testing, I'm interested.
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Fniff

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Re: Cult - Updated First Post (02/05/11)
« Reply #546 on: September 09, 2011, 05:10:26 pm »

I am also interested in testing.

NRDL

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Re: Cult - Updated First Post (02/05/11)
« Reply #547 on: September 15, 2011, 07:13:32 am »

Posting to watch, it looks REALLY awesome.  Also, any updates? 
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #548 on: September 27, 2011, 06:44:57 am »

Quick update for today (first day off I've had in a while, though I'm currently sick): implemented subcell resolution for the scaled world maps during worldgen. I'll probably also implement this in a number of other areas for the sake of visual pleasantness and consistency.

Here's a sample.

Spoiler (click to show/hide)
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micelus

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Re: Cult - Updated First Post (02/05/11)
« Reply #549 on: September 27, 2011, 06:56:35 am »

....I didn't even know this game had graphics. Makes it so much better.

Great work mi'lord Dullard.
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Askot Bokbondeler

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Re: Cult - Updated First Post (02/05/11)
« Reply #550 on: September 27, 2011, 07:12:12 am »

it doesn't really. that's just the map, the game will be in ascii, how else could you depict the randomly generated creatures?

micelus

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Re: Cult - Updated First Post (02/05/11)
« Reply #551 on: September 27, 2011, 07:15:51 am »

Ah...Makes much more sense. Still great.
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #552 on: September 27, 2011, 09:33:16 am »

Yep - no true graphics. Though there will be imaginative use of subcell resolution and libTCOD's awesome ASCII capabilities to make a much more 'graphical' text game than ASCII roguelikes typically employ.

Subcell resolution also allows me to play around with fun stuff like this, of course:
Spoiler (click to show/hide)
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Askot Bokbondeler

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Re: Cult - Updated First Post (02/05/11)
« Reply #553 on: September 27, 2011, 09:37:30 am »

hm, maybe not for early releases, but you could work something out to generate simple images for portraits of the creatures for an in-game (pokedex-like) encyclopedia

Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #554 on: September 27, 2011, 09:39:28 am »

hm, maybe not for early releases, but you could work something out to generate simple images for portraits of the creatures for an in-game (pokedex-like) encyclopedia

That's an interesting thought. It would most likely be doable by layering separate images on top of one another, although I don't possess the artistic ability to pull it off well.
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