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Work in Progress / Unyielding Assault - Spell Based Team Dueling Game

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Sixty Squares
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Posted: 18th Mar 2009 15:08 Edited at: 10th May 2009 05:14

Screenshots and a video are at the end! Also, feel free to post any ideas. Why not be a little creative

Unyielding Assault - Spell Based Team Dueling Game


*************************************************************

DEMO VERSIONS!

*************************************************************


v0.1:
Here is the first demo version (v0.1). Get it from MediaFire here:
(Uploaded 5/9/09)


*** - ***



Hello everyone! This is a game I have been working on called "Unyielding Assault." It's based on Guild Wars, and will have a similar battle system. Anyway, I think it's about ready for a WIP post

BACKGROUND
In this game you will be presented with a list of (hopefully) many spells and some units (characters) to choose from. From these units you will be able to form a team of 4 (including yourself). The units will have some preset spells and stats, but you can custom configure these to your liking.

After you've created your team, you will then be presented with other premade teams who you must defeat using your team. If you lose, you will have to start back at the last "checkpoint team" you reached, at which point you will be able to reconfigure your team if need be.

Different teams will fight you in their environment/world, if they have a specific one they use. Otherwise the "arena" will be random. Some teams have specific music as well.

In order to cast a spell, these criteria must be met:
-The spell must be done recharging.
-You must have enough "Essence" (a.k.a mana/energy/MP) to cast the spell.
-The spell must be finished recharging.
-You must be targeting a valid target.


Attributes:
Strength- Increases attack damage. Also increases the overall capabilities of "Attack Spells"
Agility- Increases movement speed and attack speed. Also affects spells that affect these things.
Endurance- Increases health and armor (armor grants a % damage reduction)
Infusion- Increases the power of healing in all non-attack spells.
Power- Increases the damage and overall potency of most spells. Also increases maximum "Essence" amount.

Spell Types (Mainly for AI and stat distinction):
Attack Spells- Works like any other spell but triggers on your next attack. (STRENGTH)
Healing Spells- Heal allies. (INFUSION)
Boost Spells- Temporarily assist allies (ex. bonus attributes, increased movement/attack speed, etc.) (POWER)
Damaging Spells- Ranges from direct damage to imparing effects (ex. decreased movement/attack speed, fewer attribute points, etc.) (POWER)
Resurrection Spells- Spells that revive dead allies. (INFUSION)
Interruption Spells- Spells that are meant to interrupt enemies (POWER)
Aura Spells- Spells that trigger on the caster as soon as the battle starts. The duration is usually almost everlasting (i.e. 9999999 seconds or something) (POWER)


Spell Commands So Far:
*Spell commands work like this: A set of commands can be run when the spell is first cast, another set per interval (ex. every 1 second, lasting for the duration of the spell), and another set at the end of the spell. All minimum-maximum amounts depend on the caster's stats. Spells are constructed from these commands.

-DealDamage( Targets ; Area of Effect (specified as minimum-maximum ; Damage Amount (specified as minimum-maximum) )
~Deals damage to targets within the area of effect. The area circle starts from where the original target of the spell was standing. At the lowest level, the spell will do minimum damage in a minimum area. At the highest, it will deal maximum damage in a maximum area. Uses the POWER attribute if it's not an attack spell.

-Heal( Targets ; Area of Effect (specified as minimum-maximum ; Healing Amount (specified as minimum-maximum) )
~Works like the DealDamage command but heals instead. Uses the INFUSION attribute unless it's an attack spell.

-TriggerSpell( Targets ; Area of Effect (specified as minimum-maximum ; Spell to Trigger )
~Triggers the specified spell on valid targets within the area. The area of effect depends on the Spell Type, and will use the corresponding attribute.

-SpawnUnit( Targets ; Area of Effect (specified as minimum-maximum ; Unit to Spawn)
~Spawns a unit at the location of all of the targets witin a given area. This command can sometimes lag a bit...

-IncreaseStat( Targets ; Area of Effect (specified as minimum-maximum ; Stat to Increase ; Amount )
~Can be used to increase or decrease a unit's stat/attribute (agility, strength, power, etc.) I guess the Area of Effect parameter is kinda useless here, as it would cause permanent stat decreases.



TO-DO LIST:

Finished (Or mostly finished):
Stat system affecting all corresponding elements of the game.
3rd person camera that can be rotated and zoomed using the mouse.
Collision with the terrain and other units.
Command-based spell system that allows spells to last for specific durations and execute commands when cast, when ended, or per interval of time (ex. once per second).
Loading and creation of units from unit files.
Loading and creation of teams from unit files.
The loading of spells from files.
The casting of spells by the player and all units.
Casted spells affect all valid targets, including Area of Effect targets.
Team Following AI.
Attacking AI
Logical Offensive Spell Casting AI.
AI distinction between and usage of Healing, Damaging, and Resurrection Spells on the correct targets.
Different elements of spells are affected by their corresponding stats.
Spells each have have a casting time, duration (depends on attributes), casting range, valid targets, and recharge time.
Projectile and Spell Particle support via the ZParticle plugin.
Support for multiple worlds and unique music, sky texture, water texture, water height, and light colors for each world.
---(3/20/09):
Some DarkShader shaders on the models.
---(3/27/09)
Water can place spells on you if you go in it. This way I can make lava that is actually harmful...
Custom team composition from unlocked units.

Working on:
Logical Defensive Spell Casting AI.
Optimization. It's a bit laggy right now (Probably because of my string based spell system, which I'm probably not going to edit now. Although it was laggy before I added the spells...)
Main Menu
More spell commands.
More Spells
More GUI Stuff

Ideas/Plans/Things that haven't been started yet:
In-Game Team Customization
In-Game Unit Customization
Several Sub-Menus of the Main Menu.
3D Sounds for spell casting and effects.
Better models!
Items lying around the map that instantly cast various spells when touched.
Concrete spells that are commonly afflicted by other spells (such a Poisoned or Slowed)
Rogue neutral guys running around that will attack both the player and enemy teams at will.
Shop to buy spells and units at.

*There are probably some things that I've forgotten, which will be added as I remember them .

Anyway, it's time for a few screenshots! Click an image to view it. Make sure to view it in its full size for the best results. Also, keep in mind that most of the media in these screenshots is temporary. Also note that some of the spell icons are identical. This is because the spells were made for test purposes and the icons are temporary. I'm the "geisha" character.

My team and I wait for the enemy team to reach us.


Me casting "Fire Storm" as an enemy casts "Fireball":


An enemy minotaur tries to ressurect a dead ally:


I cast "Fire Storm" while an enemy heals:


Okay I can't be bothered to write captions anymore.






















VIDEO: http://www.youtube.com/watch?v=a0y_QgsPvpE

Special Thanks To:
-Green Gandalf for his terrain shader and normal map generation code.
-Zerk for the ZParticle plugin.
-Cloggy for his D3D text plugin.
-Sparky for his collision DLL.
-Ian M for his Matrix1 plugins.

As always, I am open to comments and suggestions. Also feel free to voice any ideas for spells, enemy teams, spell commands, units, etc . Maybe I could even add one of your characters to the game (if I get far enough along). Just keep in mind that I must get some more work done on the engine before things can become permanent. If you have any questions, please ask.

-Sixty Squares

<-- Spell based team dueling game!
Sixty Squares
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Posted: 18th Mar 2009 19:01 Edited at: 18th Mar 2009 20:56
I've made a video. Thanks go to NGXmusical for the music.
http://www.youtube.com/watch?v=a0y_QgsPvpE

Alucard94
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Posted: 18th Mar 2009 20:32 Edited at: 18th Mar 2009 20:33
Your URL is malformed for the youtube video. Here's the correct one. http://www.youtube.com/watch?v=a0y_QgsPvpE

Oh and the game certainly looks extremely impressive, with a UI make-over this could look like a professional game. And I love Guild Wars, though don't play it anymore, so that just makes it even better.


Alucard94, the member of the future of the past.
Sixty Squares
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Posted: 18th Mar 2009 21:38 Edited at: 18th Mar 2009 21:39
Thanks for the comment . If you've got any ideas for the UI let me know. Should I make the spell buttons smaller?

Oh and also thanks for the heads up on the video link-- I've corrected it now.

Alucard94
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Posted: 18th Mar 2009 21:43
I say make some sort of option for the player to size the UI Bar, since people have mixed opinions about it. Personally I prefer them small. (Take that as you wish. ) and maybe center the health/magic bar text a bit just for the sake of it.
Also I think in general the party health bars on the side sort of hugs too much screen space.

Just to show an example that I'm sure you've seen before, the Guild Wars UI. I think they hit a nail with the size of the UI elements.




Alucard94, the member of the future of the past.
Sixty Squares
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Posted: 18th Mar 2009 21:49 Edited at: 18th Mar 2009 21:52
Hmm... A customizable UI is something I'll have to look into. Right now the GUI section of my code is extremely messy . Anyway, it's about time I made that "Settings.ini" file instead of hard coding all of these things... I'm thinking of making everything scale based off of one variable; does that sound good?

Quote: "Also I think in general the party health bars on the side sort of hugs too much screen space."


That is true, but if the player needs to target allies a lot it makes things a lot easier in my opinion. Maybe I'll add the ability to hide that as well (via hotkey).

Thanks.

Alucard94
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Posted: 18th Mar 2009 22:07
Quote: "I'm thinking of making everything scale based off of one variable; does that sound good?"

Well I'm just worthy of critiquing the UI, for the programming you'll have to wait for someone more experienced than me to stumble into this thread.


Alucard94, the member of the future of the past.
Sixty Squares
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Posted: 18th Mar 2009 22:09
Haha alright. I've actually decided to give the spell bar and party/target health bars each their own independent sizes. Thanks for your suggestions

Jimpo
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Posted: 19th Mar 2009 05:26
This looks so much like Guild Wars! Which is a good and a bad thing...

Your working off an already solid design, but what kind of cool features are you adding that GW doesn't have?

(can't wait to test this out btw)

Virtual Nomad
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Posted: 19th Mar 2009 07:33 Edited at: 19th Mar 2009 07:47
yah keep each bar/icon set/etc independent and movable (and removable).

Quote: "but if the player needs to target allies a lot it makes things a lot easier "

what's easier is assigning hotkeys to allies not clicking them/party bars/icons/etc.

should we all meet in my guild hall and see what works?

also. 2 words: Widescreen Support

(this image is same scale as above)


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Sixty Squares
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Posted: 19th Mar 2009 14:22 Edited at: 19th Mar 2009 18:30
@Jimpo: Thanks . As for features that Guild Wars doesn't have, I'm not quite sure what I could do. If you or anyone else has any ideas I'm ready to listen .

@Virtual Nomad: I think I'm going to add the showing/hiding icon sets with hotkeys, but I'm not sure about the movable bars quite yet. Before making my final tweaks to the GUI I'm going to get some more of the engine worked on . But that doesn't mean suggestions can't be made about the GUI!

@Everyone: So, to reiterate Jimpo's question, are there any features that people would like to see implemented to make this game more interesting?

Virtual Nomad
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Posted: 19th Mar 2009 20:20 Edited at: 19th Mar 2009 20:25
since you're modelling your game heavily around Guild Wars' structure, i would concentrate on adding aspects that would make this unique, and elaborate on the Magic we see in most games. i would like to see a more "realistic" take on the whole idea. a system where the player can learn and work toward harnessing the powerful, dangerous, and sometimes unpredictable nature of magic. doing so will separate it from other combat forms where, in other games, (take guild wars for example), there is little effective difference between casting a fire storm over a group of enemies and a ranger's volley attack on the same group beside the visual effects/eye candy (which we tend to appreciate more than actual game play).

that being said, i would like to see:

mis-casts and negative results:

1) misses: team member 1 (TM1) has been singled out by the enemy and is taking heavy damage. TM2 is quick to send healing energies his way which "misses" and, instead, heals a nearby foe.

2) residuals: enemies have gathered closely prompting TM1 to cast Chain Lightning. powerful electricity passes through foes, dealing heavy damage before residual energy arcs out, zapping TM2.

3) failures: TM1 prepares to hurl a massive fireball. during the ritual he is struck by an enemy arrow which interupts the delicate flow of unstable, volitile energies causing a fiery explosion that leaves the caster flat on his back and immobile for some time.

these ill-effects would be less frequent but should remain possible as a spellcaster achieves greater prowess.


let AOE affect the entire AOE:
i can't stand seeing a mage spam Rain of Fire over the battlefield from afar; allies feeling nothing more than a soothing warmth, getting a tan while enemies become charred masses beside them. generally, friendly fire has been minimalized or negated in games like this because (i think) most players aren't willing to develop strategies around the "reality/laws" of AOE magic. but, there should be a balance/middle-ground between "work" and "fun" which can only lend to the player's sense of accomplishment.

i could go on and on but i think you get the idea. make magic feel magical. i've given examples but it's part of the pleasure of programming that let's you make the rules


Sixty Squares
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Posted: 19th Mar 2009 21:01
@Virtual Nomad: Woah thanks for the long response! I like your idea, it would force the player to think a little more.

Addressing Points 1 & 3: Hmmm... Maybe, to buff up the Agility attribute a bit, I could add "Focus" to it? In this way, higher agility would allow you to focus more, being less easily harmed while casting spells. Also, higher focus would allow your spells to hit "On-Target" more often, instead of failing or missing.

Addressing Point 2: I believe the system I have in place now is actually capable of doing this without any additional code . Since the Area of Effect of any spell action is variable as you level up the spell, I could have its AoE on allies lessen as the spell gets better lessen, while the AoE on foes increases. Interesting... Perhaps more powerful spells could be more harmful to allies at low levels.

Great ideas . If anyone has any more ideas, feel free to say so. I'm off to try and fix a bug I found on the TriggerSpell command that forces the game into an endless loop .

Virtual Nomad
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Posted: 19th Mar 2009 22:26
yah focus is good; just be carefull of adding too much to the already-bubbling pot... alchemy can also be a dangerous art i'd really start simple and methodically, adding factors into the mix only as necessary and if it will truly add something to the experience.

seeing the resurrect spell reminded me of how mages/priests/etc can work together on certain spells. example would be a player dies and 2 other team-mates both begin resurrection rituals on the same target, speeding up and, possibly, improving the end results.

also, i forgot to mention how much i liked the idea of an independent/rogue npc. a "wild card" like that can make for some serious fun!


feiting shadow
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Posted: 19th Mar 2009 23:55
I watched the vid, amazing! Your GUI clearly has much more stuff than the one you commented on in the snippets forum (mine, heh). Next time you compliment me, I'll remember you already coded a better version of whatever that is most likely... lol.

I have yet to read every post here, will do after a birthday thing today, then I gotta work on Omen's game. But I did notice the battle taking forever, and it seemed you were controlling everyone. I had a hard time at first figuring out why the casting bar above changed to dif types, but noticed it was after you selected someone on the right.

See you later! Perhaps I'll add that gradient change to my GUI, it's real neat for timing stuff. (just gotta figure it out without sprites, lol)

Signed
------
Sixty Squares
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Posted: 20th Mar 2009 01:03 Edited at: 20th Mar 2009 01:16
@Virtual Nomad: I'll be careful . I've sorted out that TriggerSpell glitch (FINALLY) so I can continue working now. I'm not sure about the whole working together thing, but I'm probably going to add the "wild card" thing which will have a team of its own. I haven't decided if I should have them randomly scattered when the battle starts or together yet. I'm glad you liked the idea!

@feiting shadow:
Quote: "I watched the vid, amazing! Your GUI clearly has much more stuff than the one you commented on in the snippets forum (mine, heh). Next time you compliment me, I'll remember you already coded a better version of whatever that is most likely... lol. "


Thanks ! But don't assume that lol. Actually the GUI in the video isn't the one I made-- it's not even function based. If you copied it over to another game it wouldn't work . Only the main menu shown for a brief time in the video uses the button functions I made a while ago.

Quote: "But I did notice the battle taking forever, and it seemed you were controlling everyone. I had a hard time at first figuring out why the casting bar above changed to dif types, but noticed it was after you selected someone on the right."


The bar at the topmost part of the screen is my target, and the semi-transparent bar that sometimes appears below it is a target that I'm highlighting but haven't clicked yet. I can target myself, enemies, and allies. If I target an enemy I will attack it. The bars on the right side of the screen are the health bars of my team members. The spell casting bars that you saw under the target bars at the top of the screen were those of my targets, that is, those were the spells that they were using. And the battle did seem to take forever, but that's because I made the healing spell heal for a ton of health, have no recharge time, and cost one "Essence" (magic point). So it was very easy to use over and over again. Anyway, I'm glad you liked the game .

NGXmusical
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Posted: 20th Mar 2009 04:28
I can't really give you any technical advice for your game but from the video and pics I'm really looking forward to the final work.

I also would like to thank you for your interest toward my NGXmusical work.

Thanks and keep in touch
Sixty Squares
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Posted: 20th Mar 2009 17:00
Quote: "I can't really give you any technical advice for your game but from the video and pics I'm really looking forward to the final work."

Thanks!

Quote: "I also would like to thank you for your interest toward my NGXmusical work.

Thanks and keep in touch "

Will do-- Your music is quite good .

Sixty Squares
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Posted: 21st Mar 2009 17:14 Edited at: 21st Mar 2009 21:54
SMALL UPDATE

Well I've added the ability to change the texture on a model (the minotaur is now black in the picture)



And a fight scene in the background of the main menu-- 2 different random teams will fight in a random world (although right now there are only 2 temporary worlds and 2 teams...)



I've also fixed a bunch of bugs, adjusted the GUI size, and added support for some object shaders (the skeleton in the 1st picture is using a little parallax mapping). Fullscreen shaders are supported, but using them causes the particles to disappear (a bug with ZParticle ). Anyway, more to come soon! If you have any ideas, please post them!

<---Spell casting battle game!
Irradic
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Posted: 27th Mar 2009 07:49
Looking great Sixty Squares ! I thought it always looked cool when glowing glyphs and symbols would appear while casting powerful spells.
It adds to battle drama.
Concerning your problems with post effects and particles.
In some post effects cases you have to show and hide your objects, is it possible for you to do that with the particle meshes ?
This worked for me in the depth of field shader. However I'm only using the build in particles at the moment, since the Dark Physics particles don't seem to work with the post effect. It makes the whole scene flicker and partly transparent.
Maybe you can find a work around. A bloom post effect would add a lot.

Sixty Squares
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Posted: 27th Mar 2009 14:17 Edited at: 27th Mar 2009 14:17
Thanks Irradic . I've already added support for particles while casting spells, so I'll see what I can do with those glowing glyphs and symbols. The only issue is again, a limitation of the particle system. I found that it only supports 32 different kinds of particles . Of course when I started the game I didn't know any of this...

About the fullscreen shaders... I could hide the particle meshes but I believe the problem is that the particles only draw on camera 0. Thus, the camera that the bloom uses can't see them. Another problem is that they can't be seen through transparent objects, which takes transparent water (but not lava!) out of the question... However, your hiding method sounds interesting-- I'll have to try it out. For some reason I never understood the whole hiding objects thing though-- besides hiding the quad used for the shader, what advantages are there? I'm currently using DarkShader.

Also, a note about the particles: I've found that the ZP Update command that draws the particles seems to work like a 2D one. It draws properly with most 3D objects but if you draw them after you write text to the screen they will overwrite the text.

Here's what the bloom would look like. I could always change the parameters to make it look better if it worked, but all of the battle particles are missing...


<---Spell casting battle game!
Irradic
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Posted: 27th Mar 2009 15:00
Objects are shown and hidden for certain cameras, the post effect manipulates these for the end result.
Your problem reminds me of my Dark Physics particle problem, they are not visible and in addition make parts of the scene transparent and flicker. Might be a mesh ID conflict, but am not sure.

Have you tried Evolved's Bloom shader ? Good luck, I hope you can solve the particle/post effect issue.

Valle
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Posted: 27th Mar 2009 15:43
looks great! nice particle effects!


Sixty Squares
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Posted: 27th Mar 2009 17:47 Edited at: 27th Mar 2009 18:00
@Irradic: Thanks, but I fear the only way to get this to work would be to make my own particle system based on the one I'm currently using... I think for now I'll stick with ZParticle. At least until I can get a demo out (soon!)

@Vallee: Thanks! I'm using ZParticle for the particle effects.


ANOTHER SMALL UPDATE

While I'm here I may as well post some screenshots of the TEAM CREATION menu's progress. You can now assemble your own team from units you've unlocked as well as rename your team members . There's no spell/stat changing yet though. The unit descriptions are uninteresting and temporary .



Me changing the name of a team member (but I forgot that I made the "P" key the screenshot hotkey)...






Again if you have any ideas for spells or units let me know (Maybe I could add your model to the game )

<---Spell casting battle game!
AndrewT
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Posted: 28th Mar 2009 00:08
Quote: "Minotaur Axe

A minotaur with an axe."


That made me laugh.

Nice job on this so far, it's very impressive! IMO the GUI could use a bit of work, but all that matters for the time being is that it works; you can always give it a makeover once you're done with the majority of the gameplay.

Sixty Squares
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Posted: 28th Mar 2009 04:08
@AndrewT: Thanks . Lol the extremely obvious description is just temporary . Also, what could be improved about the GUI?

<---Spell casting battle game!
AndrewT
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Posted: 29th Mar 2009 23:51
Ahh, it's mostly me being very nit-picky--this stuff probably wouldn't really matter, but it would add a little to the overall "polish":

-The gray menus are kind of bland, a bit of color could go a long way in improving their look.
-The text on the health bars is offset a bit vertically from the center, IMO it would be better totally centered.
-The green and purple bars kind of clash IMO, maybe green and blue, or red and blue?
-In some parts of the menu the buttons don't seem to line up perfectly vertically.

That's just my opinion, though--don't put too much thought into it, it looks pretty good the way it is.

Sixty Squares
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Posted: 31st Mar 2009 01:39
Thanks for the comment. I'm not very good at making GUIs (I usually plan to make the menu last, but never finish the game) so any criticism is helpful.

<---Spell casting battle game!
Aralox
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Posted: 31st Mar 2009 14:41
This looks amazing! so looking forward to playing it!

Sixty Squares
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Posted: 1st Apr 2009 04:07
Thanks . I'll try to get a demo out once I add some more spells and unit types. The particle system is really bugging me though (it can only support 32 different kinds of particles...)

<---Spell casting battle game!
Absolute Sandman
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Posted: 1st Apr 2009 05:59
Wow, amazing job and looks very, very impressive. I honestly cant wait to play the demo.
Game Guy
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Posted: 4th Apr 2009 06:49 Edited at: 4th Apr 2009 06:51
=O

Wow. That is amazing. You are doing a great job so far. I look forward to playing the demo. And hopefully the 1st version! Guild Wars is awesome....but so is this! Post a message in Program Annoouncements once you hae out your offcail game!

Zab Productions Game and Program Company.
Sixty Squares
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Posted: 5th Apr 2009 15:31
@Absolute Sandman:
Thanks I'll do my best to release a demo when I get a big block of free time.

@Game Guy:
Thank you . I'll be sure to post in program announcements when I finish the game.

<---Spell casting battle game!
Cian Rice
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Posted: 6th Apr 2009 04:42
Let's hope that block of free time comes soon. I want to try this game out!

Sixty Squares
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Posted: 10th Apr 2009 04:28
@Clan Rice: I hope so too .

<---Spell casting battle game!
Sixty Squares
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Posted: 10th Apr 2009 17:14 Edited at: 10th Apr 2009 17:15
Before I release a demo, the game needs a few more units, spells, and maybe worlds, so if you have any ideas let me know .

I've made a lava world. The lava causes burning when you walk into it, although it is not shown in this picture...


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Mr Kohlenstoff
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Posted: 11th Apr 2009 00:22


Guild Wars, even though I don't play it anymore (seems to be better for me this way ) it's imho one of the best games ever made. And you seem to be on the right way too, the screenshots and video are looking great. Nothing more to say though - just that I'd love to play the demo, so hurry up!

Garion
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Posted: 11th Apr 2009 22:10
Looks very cool!
Sixty Squares
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Posted: 11th Apr 2009 22:21 Edited at: 13th Apr 2009 04:25
@Mr. Kohlenstoff: Thanks . I'm working on the demo right now-- I've still got a few more spells to think up. But there is a bug that freezes the game for reasons unknown right now, and I'm not sure how to fix it ... It only happens sometimes, but I'll release a demo anyway and hope for the best until I can get it fixed.

@Garion: Thanks!

EDIT: Hmm, I think I may have fixed the bug!
EDIT2: Nevermind . Now there's more bugs...

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Game Guy
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Posted: 14th Apr 2009 16:29 Edited at: 14th Apr 2009 17:28
Lol. Blow up the bugs or something! I think you should release the demo and when we play it we can come up with idea's on how to make it better


EDIT: In the game can you select other players to be on your team? I think you should add something like that AFTER YOU RELEASE THE DEMO. Maybe try to make it so teams can face other teams with players on it.

EDIT2: And the Lava world looks really good. What is that thing standing behind the player?


EDIT3: Can you post a new list with all the creatures,spells,weapons,etc. that you have

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Tv Xxx
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Posted: 15th Apr 2009 04:40
looks amazing!

but... player shadows? just to add that lil bit of flare just an idea.

keep up the good work

Yours Tv.


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Sixty Squares
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Posted: 18th Apr 2009 01:24 Edited at: 18th Apr 2009 01:26
@Tv Xxx:
Quote: "looks amazing!"

Thanks

Quote: "but... player shadows? just to add that lil bit of flare just an idea."

I tried that earlier with the SET SHADOW SHADING ON command but it didn't work with the terrain shader I'm using... I could try again though. If it still doesn't work I may just add little shadow circles below the characters' feet. Good suggestion!

@Game Guy:

Quote: "Lol. Blow up the bugs or something! I think you should release the demo and when we play it we can come up with idea's on how to make it better "


They are blast-resistant . But yeah I may just release a demo with the bugs in it and try to sort them out afterwards. Before I release a demo, however, I'm going to have to add a few more spells to the game as some of the units are lacking in that area.

Quote: " In the game can you select other players to be on your team?"

If you mean other actual people, then no. The game is 1 player. If you mean characters/units, then yes . You will eventually be able to customize your team right down to their names, spells, and attributes. Right now you can only choose a unit for your team and change its name though. The unit will use its default spells.

Quote: "And the Lava world looks really good. What is that thing standing behind the player?"

Thanks . The player is the yellow guy and the things around him are his team members.

Quote: "Can you post a new list with all the creatures,spells,weapons,etc. that you have "


Okay here's what I have so far. It's subject to change though, and some descriptions (skeleton, minotaur and samurai) are incomplete.



Thanks for the responses, if you guys have any ideas for spells, units, or worlds feel free to say so!

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Gingerkid Jack
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Posted: 19th Apr 2009 19:46
How about a polymorph spell?

TheCleverGuyz
Sixty Squares
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Posted: 21st Apr 2009 01:28
That's an interesting idea . The engine doesn't support that as of now, but I'll think about it!

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Game Guy
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Posted: 22nd Apr 2009 00:46
If you made this Multiplayer I would play this as much as Guild Wars. lol. Maybe get a summon spell or something where you can summon a creature for as long as your energy stays above a certain number (never seen that before).

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Sixty Squares
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Posted: 22nd Apr 2009 14:47 Edited at: 27th Apr 2009 00:32
Quote: "If you made this Multiplayer I would play this as much as Guild Wars. lol. "

lol I don't know how to do multiplayer though . That's on my list of things I need to eventually learn how to do.

Quote: "Maybe get a summon spell or something where you can summon a creature for as long as your energy stays above a certain number (never seen that before)."

Hmmm, that's new. I'll think about it-- maybe after the bugs are fixed I'll add some new features.



EDIT: Well it took me all weekend but I think I may have *crosses fingers* fixed the bug that was making the game unplayable (whenever you died the game would freeze and you wouldn't be able to do anything)

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Sixty Squares
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Posted: 27th Apr 2009 00:32
I've also gotten the shadows working. Here are few new screenshots. The first one shows the shadows and the rest display a team of about 8 snipers charging into battle. The boxes in later pictures are the "Crate Turrets" they summoned. The crate turret fires twice per second and has attributes based on the POWER attribute of the caster. It also can use "Crate Turret Fire Bomb" which causes burning . Keep in mind that while player teams can only consist of four people, enemy teams may consist of many more or many less... (yes this means boss battles are possible )







Hmmm, maybe I can beat the 8 sniper team!:


Or not...


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JLMoondog
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Posted: 27th Apr 2009 04:19
This is looking really good. The last two screens look like some intense fighting. I always love a good pvp(e) battle.

Game Guy
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Posted: 30th Apr 2009 01:04 Edited at: 30th Apr 2009 01:07
The Graphics are making good progress and the game looks awesome. Once your finished you'll have to put it in the Showcase to show others the power of DarkBASIC.



EDIT: When is the demo coming out?

-Game Guy!

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Sixty Squares
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Posted: 3rd May 2009 18:19
@Josh Mooney: Thanks .

@Game Guy: Thanks! If/When the game is done (whenever that may be...), I'll probably post it in Program Announcements. I'm flattered, but there are other games here that truly show the power of DarkBasic .

The demo will be out eventually... I don't know when because I've been busy lately, but I hope to have it out soon...


SMALL UPDATE:
I've added foliage! Here are some screenshots:





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