Titan City: New Update 11-4-2014

Nestalious

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Titan City

The World of Titan City

The setting behind Titan City is heavily influenced by the paper and pencil game of Cyberpunk 2020 Roleplaying game, Deus Ex, and some influences from Shadowrun.  It takes place in a near future setting when corporations have gained control of nearly every infrastructure of government and daily life.  Fewer regulations in human rights and the ever expanding advancement of future technology has resulted in a hybrid of man and machine.  Grafting of metal to man in numerous ways has become common place and fashionable.  Corporate greed and espionage is out of control and gangs run rampant in the streets.

My Vision

My vision for this game is to offer the player 14 character choices (at this time).  Each character has their own story to tell, and most stories are intertwined, in some way, to the other characters choices. Each character also has one special ability that sets them apart from the others.  The choices so far are: Police officer, Reporter, Hacker, Gang Member, Nomad, Corporate VIP, Assassin, Technician, Medical Technician, Polotician, Rock Star, Mercenary, Augmenter, and Dealer.

The 'R' in RPG

Titan City will be about character development.  Any character you play will essentially be an open class with the only exception being the special ability each character starts with.  Currently there are over 50 skills to pick and develop as you play the game.  All can be learned and maxed out as the player chooses via training.  Training requires money and improvement points that are collected by killing enemies, questing and a few other ways that are still in development.  Players will further develop their characters with cybernetic augmentation choices such as arms, legs, torso, head, and eyes.  Of these choices, each augmentation will also allow a certain number of enhancements available to further develop their play style.

What's in the game now...

This is a very ambitous project for me, and as such I have been focusing all of my efforts on one character story at this time.  The Hacker, Johnny Li.  In order to try to maintain the mood I am trying to create I would also like to note that this game will contain adult language that some people may not be interested in.

Here is a small list of some of the features I have incorporated or I am still developing:

-Fully automated day and night cycles.  Time is constantly ticking.  Different times of day result in different people wandering the streets of Titan City. (working)

-Banking system.  You have your own Bank account. Store your money and gain interest. Money in the bank is needed to pay your bills and prevent permanent death. (death is permanent right now, but I have plans that will change that. Bank account is fully functioning. Earning interest will come soon.)

-Cybernetic upgrades. Don't like being completely human? Upgrade to metal and gain access to new abilities and cool functions like infrared vision, mini missile launchers and more. (working, but not finished)

-Computer Hacking.  Hack computers with your mind. Make new and better programs. Access hidden files, steal money, and take down Artificial Intelligence. (done)

-Random loot tables.  Nothing is the same twice. (done)

-Repeatable quests.  For making quick cash.

-Random computer hacking.  A new feature that allows the player to access random maps repeatedly for their hacking pleasure. (working, but not finished)

-Quest Journal - I have successfully added a Journal to help provide tracking information for current quests and side missions. I'm actually working on 2 different versions of this. In one version when you take a quest you can activate its quest name in a skill tree. It will give the basic run down of what you need to do, where to do it, and how to complete it. My second version involves conversational choices via a simulated telephone call with the individual who provided you with the current quest. The same information is provided, but in a different (and perhaps longer) format. I am partial to using the second choice as I could reward the player with extra information for successful uses of other skills they may have chosen (I.E. Persuade, Intimidate, etc.), and it would feel more immersive.

-Bounty Boards. A familiar version of side questing

-Housing.  Players can own houses and rent apartments.

-Time control.  Once the player has an apartment or owns a building they will be able to control what time they wish to move around Titan City.

Change Log December 22nd 2013:

- Implemented random hacking on a small scale in the Slums. You can access some personal computers in houses to run up to 6 different randomly chosen maps. Once completed there should be 150 random maps to generate from with 6 difficulty levels.

- I didn't like certain functions I had implemented with hacking and reworked them entirely. Stealth programs now have to be purchased or made to bypass hostile programs protecting nodes. Added firewalls to add more puzzle element and decision making processes for the player. Added port nodes that are used to disable firewalls. Created programs that help with the disabling of these port nodes. (I.E. - Each firewall is connected to a port node. The port node needs to be bypassed to disable its firewall counterpart. Random numbers are generated and the player needs to input the correct number to bypass the port. Depending on the level of the programs the player has she will be given more information to help guess the correct number of the port. ---Johnny Li is hacking a very easy mainframe. He accesses a port that is has been given a 2 digit code. Johnny Li only has Cipher, the most basic program to help bypass this port. The program can only give Johnny Li the last digit of the code. Now Johnny only has to make 10 guesses to disable the port instead of 100.) This is still a work in progress and the final stages of this function will likely go under other changes.

- Started to work on development for Specs for computers used in hacking. RAM, Hard Drive space, and CPU cores will be an important factor that can alter the players hacking experience/success. I am hopefull that these specs will also be upgradeable to some extent (beyond just purchasing better computers). This has not been implemented yet.

- Basic bug fixes, spelling errors, dialogue changes, map additions.

- Changed how the Technical Stat can affect in game

      a.  Technical now increases damage from most items that can be used in combat. This is helpful for those who want to build a character that uses items frequently in combat.

      b.  Technical stat is now a key stat used to determine how many points you have to develope your first 10 starting skills.

- Fixed a bug where the player could escape from boss battles using the Luck skill: Escape.

- Fixed the combat information give by the Luck skill: Critical Strike.  Player should no longer get a -no effect- notice.

- More work in progress on additional items/gadgets

Most importantly I am trying to get a demo available for download which I have ready, but need to reduce the file size for the site I am attempting to post it on.  I should have an update for that soon.

Updated: Titan City Demo: 12-24-2013

A playable demo is now available via the link below.

For anyone who may have downloaded the demo posted on 12-23-2013, I have made a flash update to address a possible issue that would cause the game to crash when starting a new game. I also added a new vendor in the Slums to sell a few computer program skills.  Addressed another issue where some NPC's would stand still during certain quest lines. While this wasn't a game breaker it did prevent players from accessing some events.

Update: Titan City Demo: 12-26-2013

It's regretable to admit that the demo that I had originaly released on the 23rd of December was incredibly buggy and needed a fair amount of work to get into full working order, but I am happy to say that after a few days of bug squashing I finally have a rather solid piece of demo to offer.  There were two major projects that I had put in just before I released the demo: day/night cycles and a random map generator for hacking. I was a bit too quick with my excitement and believed they were in full working order, but there were a few problems that had cropped up that may have damaged the players experience with this game.  After a bit more thourough game testing I am confident that the latest download update will be my last for quite some time. This last update includes the following changes:

- Random hacking generator is in working order with 9 randomly generated maps.

- Fixed a bug that skipped an important cutscene just before the player moved to St. Damiens Park.

- Fixed a bug that caused night time to never go away.

- Adjusted dialogue with NPC's in the Slums to be a little less offensive.

- Fixed a number of dialogue box issues that prevented text from being seen.

- Added more dialogue to trainers to remind players what each skill actually does before they train.

- Removed some unused skills from skill training facility at character start.

- Updated some Debuffs with icons that were not previously showing.

- Made a large number of general fixes to text displays.

Update: Titan City Demo: 12-30-2013

- Addressed a bug that caused the game to crash when entering Max Textiles.

- Made changes to the opening quest line as a temporary fix to confusion on how to progress. Cyrax is now the main person to talk to in order to move the story forward. More work needs to be done on this and will be implemented on a future update.

Update: Titan City Demo: 1-8-2013

A new update for the Titan City Demo has been released.  This update addresses a number of fixes, additions and a new intro sequence for Johnny Li. Major changes are as follows:

- Character creation is now a choice. Choose the premade version of a character or create your own. It is recommended that if you are new to Titan City that you should play the premade character first.

- New opening sequence to better navigate players through some of the core mechanics behind Titan City.

- Quest log: Players will find items in the Key Items Inventory tab when they acquire a new quest. Players will recieve a notice to updates of the respective quests.

- Fixed glitches with Prison quest line

- Found a work around for a bug that allowed players to use inventory items while hacking. This was frustrating as it allowed players to use grenades and other single use items during Web battles. With this patch the player will now enter the 'Web' with an empty inventory screen. Upon leaving a hacking run the players inventory will be returned to them along with anything they may have acquired during the run.
- added a new program for hacking, Defragmentor. Repairs 20% health over 2 rounds at a cost of 10TP.
- fixed a bug that was not giving a player their full bonus to healing for items/abilities.

- removed the crafting station from Spiker Turf. Crafting is on the back burner for the time being until I can find a decent user interface.
- fixed a minor bug with morning/day/night changes.
- changed the color tint for morning to something more appropriate
- added an extra bonus for using pick pockets, intimidate, and persuasion based off the coinciding stat.

- Fixed a number of scene changes, spelling errors, and annoying little bugs that slowed the player down (Thank you Clareain for pointing these out and offering fixes)

- FAQ & Help item will be available in the key items inventory to use as a reference for players. This interface isn't pretty, but it can enlighten players until I finish the Instruction manual. (again, thanks to Clareain)

- Reduced encounter rate in Spiker Turf. No one seemed to like beating on these guys like I did. Encounter rates are now area specific. No more encounters in the middle of the road or sidewalks.
- New items to remove new debuffs
- Remodeling on the Prison in the Slums

Update: Titan City Demo 1-13-2014

A few patches have been made to address some game breaking bugs.  A few other details that I was working on prior to knowledge of the bugs will have found their way in to the game as well. Some of the changes and work in progress are as follows:

- fixed a bug that crashed the game during a scene at St. Damiens Park due to a missing file

- fixed a bug that crashed the game in the Apartment complex due to a missing file

- lengthened the fade time from morning to day, day to night, night to morning.

- adjusted quest rewards for the Slums. Main quests now give 20 IP, up from 10.

- added a chance for players with the persuasion skill to get extra money from turning in main quests. this is an automatic check. the player is not required to do anything special for this benefit.

- Started to adjust training costs. When completed training costs will be cut in half. 1 of 2 Spiker turf trainers are affected by this change so far.

Update: Titan City Demo 11-4-2014

I have uploaded a new update to Titan City to fix a few problems that came up in the last patch. Thank you Dante for all the information you provided to help squash these bugs. There are also a few other modifications that I have made to the game, including a new script, which will make old saves incompatible. This was a necessary step to help uplift combat in one aspect outside of the web. The details are below.

Update Notes 11-4-14

-patched some game bugs that were brought to my attention by Dante:
-Fixed the bed in room 202 of Neutral territory to update properly with payments
-Removed the notice from Botany that falsely told you that you had acquired a new skill.
-Nanosurgeons skill is now properly attained while raising your Biology skill during character creation.
-made some modification to pickpocketing in neutral territory to prevent game crashes. (may still need work)
-Changed a majority of the enemy battler pictures in an effort to step away from the default artwork I've been stuck with.
-Tweaked the skill development in character customization:
-Taking the investment skill: You should now be able to distribute points to this skill after choosing it during character customization
-Removed old dialogue that suggested there were crafting recipes available (crafting was removed a while ago. Haven't found a way to get it to work the way I want it to yet)
-Got interest rates to work with the players bank account:
-Every day at 5:01am the players bank account will be increased according to the players current interest rate total (which you can see by activating your cred chip in the key items inventory)
-Investment and Stock Market skills will increase your interest rate total. Skill trainers for these skill are located in prophet turf.
-made changes to some music effects to keep the feel of the game intact.
-Changed the negative effects from the ICE program skills/attacks to last until you log out of a mainframe or acquire a skill to disable it. (you can no longer 'walk it off' in the web)
-Toying with changes to enemie skills and abilities.
-Honorable mentions & Credit - Counter Skills script - Author: Tsukihime
                                                     - End Phase Event Processing - Author: Tsukihime
                                                     - Fixed Picture to Map - Author: Modern Algebra (rmrk.net)
                                                     - Multiple inventory - Author: Fomar0153
                                                     - Luntaic Damage - Author: Yanfly
                                                     - Chase Player - Author: Yanfly
                                                     - Faction System - Author: Eiswinds
                                                     - Counter Skills - Author: Tsukihime

                                                     -KeanesPark - Graphics for animated nodes in the web

                                                     -Dante - Bug reporting

                                                     -Caladus - Support, bug reporting, generally awesome
-Spiker Goon is now called Spiker Brawler and has a new set of skills:
- Arm breaker - attempts to break the players arm resulting in - seals a number of brawling skill, -25% agi, -2 attack speed
- Leg Breaker - Attempts to break the players leg resulting in - seals a number of kung fu skills and prevents escape, - 25% agi, -2 attack speed,
- Rib Breaker - Attempts to break the players rib resulting in - def - 25%, evasion - 10%, attack speed -2
- Counter Attack - Waits for the player to attack and counter with increased damage output.
-Spiker Thug skill changes:
- Spray and Pray - An attack with increased damage output
- Suppression - Reduces the players hit chance by 15%, and -5 to attack speed.
-Spiker Brute skill changes:
- Can now throw EMP Charges. EMP will not be effective on a player unless they have cybernetic augmentations. Each augmentation increases the damage effect of an EMP grenade. (this is still work in progress. negative effects from augments are not fully implemented yet)
-Joker Criminal Boss:
- Skirmish - Reduces player attack power by 25%
-Junkie:
- Uses boosters during battle to increase evasion, attack speed, and attacks/rnd
-Added a new script by Tsukihime. Adding this script will recquire a full game restart in order to avoid
crashing/errors. What this allows is for players to select what skill they want to use as a counter attack
if they ever acquire the ability. Different controller configurations will result in using a different button
to activate this, but here is the breakdown:
- The player can go in to their skills from the menu, highlight the skill they want to use as a counter
move and press the appropriate button. This will highlight that skill in red (but only if it is possible to use
as a counter move).
- The player can also perform this during combat to change their counter move on the fly.
- The default counter move for a player will be Snap Shot.

The first link is for people who already own RPGMaker VX Ace. It is a smaller file that does not have the basic RTP Data

http://www.mediafire.com/download/eyfabqk64vejnt8/Titan%20City%20Project.zip

The Second link is for anyone who does not own RPGMaker VX Ace. It is a larger file that includes RTP Data.

http://www.mediafire.com/download/ig3nbaado959huv/Titan%20City%20Project%20RTPData.zip

titancityhacking01.pngtitancityspikernight01.pngtitancityspikermorning01.pngtitancityspikerday01.pngtitancitywetdoc02.pngtitancitywetdoc01.pngtitancityNeutral.pngtitancityjoker03.pngtitancityjoker02.pngtitancityjoker01.pngtitancityhammer01.png
 
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hiromu656

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Sounds interesting enough, haven't played many scifi games recently. I'll try the demo for sure if you put one up.
 

Nestalious

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I will get a playable demo up and running as soon as I can. I postponed adding it to this post so I could rework certain content ideas and remove any bugs that go along with it. This being my first project I would like to make sure that any demo I do submit has a certain level of polish to it.  Thank you for your interest, and patience.
 

Nestalious

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A demo is now available for download as of 12-23-2013.  See the link above.

The demo includes some untested material that was added last minute and I am aware that it can not be completed (bounty board quests from Data Streams). Completed material that has been tested includes:

1. Spiker Turf : Random Quest Giver @ Chop Doc building. Gives a main quest for hacker & generates 5 random quests after main quest is completed.

2. Slums:  3 main quests from Police Lt. located at south west end of slums.

Game play will be very buggy once the player has reached Neutral territory.  Please keep in mind that once you have moved to this area you will not have a means to return to the others areas at this time.

This is not a finished game and many changes will be made to game play and story before the end.  I welcome feedback and bug reports.
 
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Nestalious

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Update 12-25-2013

Found a bug in the random hacking generator that can leave players stuck behind firewalls if they were to save the game, exit and then reenter the game. I have a fix on the way and it should be up sometime today once I update and upload to the file server.
 

Nestalious

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Updated: Titan City Demo: 12-25-2013

Bug fixes:

- Fixed firewalls from reappearing after saving and reloading a game in a random Hack.

- Fixed issue of player being transported to the wrong house after returning to a random hack

- Fixed issue with port nodes that prevented players from disabling them.

- Fixed issue with a few mainframes that had more than 2 Firewalls. All Firewalls should now return when you re-enter these mainframes.

- Added a few more randomly generated mainframes.

- Fixed several Firewalls not being removed properly after a successful port bypass.
 
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hiromu656

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Haven't been home for a while so I couldn't get the game yet. I'll try out the demo soon and give some feedback.
 

Goatrider

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I like some of the ideas you've got here. Sounds ambitious but if you can pull it off that would be cool. I'll give the demo a try as soon as I've got free time.
 

Nestalious

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To celebrate a late Christmas and an early birthday I give you my last update for the year to the Titan City Demo.

I apologize for the buggy release of the previous versions. For the best experience in game play please look to the latest Demo Update above which was posted on 12-26-13.
 

hiromu656

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I got an error that said:

Unable to find file Graphics/Characters/!doors1 - This is from the Non-RTP version if that's important. I created a replacement file so that I could keep playing, but the error happened right after the tutorial battle, so it's pretty urgent.

Well first off, random encounters in the middle of a city with civilians casually walking about came as quite a shock. It's kinda funny that you put a modem on your head to equip it, I bet I look pretty goofy. I can't really say I gave the game much of a fair chance, but honestly the battles got really annoying and I wasn't too sure what I was supposed to be doing. I went into the computer building and got some money but couldn't find out how to get through the electric door, I went to the Chop Doc because I had been seeing it mentioned by almost everyone in the city but when I got there there was nothing to do. I even talked to Cyrax (i think that's his name, maybe its Ermac) and he just keeps telling me he's looking for a hacker, which I am, but I can't do anything more than that. So I just turned the game off.

I made a Sword user and was able to one shot every Thug at level 2, not sure if that's impressive or not. You've got a ton of ambitious systems in this game, but the base eventing and Choice selection makes your great ideas come off as lazy and (for myself) confusing. The game would do well to get some scripts in it because going through tons of text box/choice menus is very tedious.
 

Nestalious

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Thank you for the feedback Hiromu.

Fixing the graphics set is an easy fix. I was doing a lot of file transfering prior to compressing the game. This one must have been missed somehow.

The modem being placed in the head slot will sound and seem very rediculous as there is little explanation as to why something would fit there. I have reasons for choosing to do it this way, but they are not expressed in the game adequetly and I will work on way to change this.  It doesn't help that the icon associated with this is a keyboard. The graphic is a place holder until I can find something more appropriate.

The random encounters that you were experiencing while walking in a populated area is intentional. The NPC's are there to make the city seem lived in.

The fact that you were having trouble understanding how to progress through the game is the most important detail to me.  There is no worse feeling than being lost and not knowing where to go.  The journal entry system I was working on will remedy this problem. It is a system I was working on, but had not finished. I am going to immediatly address this issue.

The issues you have with eventing and choice selection... am I correct in assuming you are talking about the character creation system?  If there are other areas you are refferancing could you please elaborate? I would like to address them as best as I can.

Killing the thugs with level 2 swords is very likely. It's the one thing they are weakest against. Just happened to be a good weapon of choice vs that enemy.

I truly appreciate your feedback.  Having some direction on what issues need to be addressed is incredibly helpful for me.  I wish your experience had been more enjoyable, but please know that I will work hard at making it better.
 

hiromu656

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Yeah, the character creation and crafting, specifically. I just feel like although the systems you're using are fairly deep, the "choice selection" design that they're all presented to the player just doesn't mesh well with the complexity of it all. I would like to keep playing, since the game reminds me a lot of the Deus Ex series, which is one of my favorites. I'm Looking forward to more updates.
 

Nestalious

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The character creation system is a long process. It's a valid point. I will have to see if there are some scripts available out there to make this process easier.

The crafting system is something I have sort of abandoned for just the reasons you mentioned. It's unintuitive and confusing. A decent script might help me here as well, but I might remove it completely for a different alternative I have in mind.

The bare bones of it are still a part of the beggining sequence you mentioned which is why I haven't removed it just yet.

I guess to sum up I need to make a better user interface as one of my priorities.

Again, thank you for the feedback.  It gives me some direction and goals to help making a better experience.
 

Nestalious

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A new update for the Titan City Demo is available. The latest details are listed above.
 

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Just downloaded the latest demo and here are my thoughts :

I like the feel of the game. I'm a fan of the old (and new) Shadowrun games which were basically the sci-fi/fantasy version of Cyberpunk.

I've run through the tutorial section and the first hacking run you get from the Chop Doc shop. So far I like what I see and don't have any complaints.

I also didn't have a problem with the modem cyberinterface because I'm familiar with the genre and understand it isn't a huge brick you plug into the side of your head. It's either a cable that runs from your head to the modem/cyberdeck or a chip that slots into your head.

If you add some sections in the Data Stream (which I haven't checked out as much yet) on Cybertech it might help players new to the genre immerse themselves more fully.

I didn't really have much of a problem finding my way around but I did have to check my journal a couple times to remind myself when I was actually done with a run and had to check in.

Overall great job so far. Are you creating your own art assets or are you using a pack?
 

Nestalious

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Thanks Caladus. I appreciate the feedback.

I like your idea about adding the information to the Data Stream. My original intention was (and still is) to use the Data Stream as an information kiosk for the players so they can look up terms, instructions, etc.  My biggest issue at the moment is making it user friendly. I haven't looked for any scripts yet, but I hope I can find something that will act like a search engine or at least a different user interface to make navigation easier. All in good time I guess. For the time being I will probably add another Key Item in the players inventory that has information on the subject that they can activate at their leisure.

So far the only art that I've had at my disposal are the packs released for RPGMaker.  I wish there was more of this type of content, but it is hard to come by.  I'm dieing to find some art for Battlers with a modern or sci-fi setting.  I don't have much talent in this area and I think as time goes on will eventually look for someone who can help provide some source material.

All my maps have been made solely in RPGMaker, but I have been researching parallax mapping techniques online so I can provide some more variety and polish with what I'm doing.  There are a lot of people doing some absolutely incredible work with this technique.  I'm looking forward to making some improvements on my current maps with this.

Again, thank you for the feedback. I'm glad you like what you see so far. I hope future updates will prove to be as positive.
 

Caladus

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I thought I might have recognized some of the art assets. From the modern pack and others. I know there are a bunch of free resources available for RPG Maker. I haven't had the occasion to look for anything in the sci-fi or cyberpunk realm though.

I hadn't actually thought about making a cyberpunk game since I have the new Shadowrun Returns and its editor is very robust. The advantage of RPG Maker is you aren't stuck with just Shadowrun stuff to play with and there's more customization of the engine if you can script.

Never had the occasion to play Cyberpunk 2020 or any of its derivatives. I'm looking forward to the Cyberpunk 2077 game slated for sometime 'When it's ready'. CD Projeckt Red is doing it. The Witcher guys. So that should actually be pretty good.

Just doing some 'autoruns' in Titan right now trying to level up my skills and such. For a demo there is a lot of gameplay which I do appreciate. And your game is far more polished than many 'finished' projects out there.
 

Nestalious

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I've done a little digging for resources based on the modern and future setting and if I did find something it didn't mix well with the materials I have.  For example there is a lot of anime style artwork out there. I'll just have to keep looking.

Shadowrun Returns was an awsome game.  The writing and story telling they accomplished is something I have a great admiration for right now.  I am constantly rewriting dialogue it seems. I never looked into the editor that came with it though since I had been working on this project for the past 9 months.  My biggest complaint with the new Shadowrun game was that it was a little short, much more linear than I had anticipated (which was fine, I just assumed it would be more like the original Shadowrun games from Sega and Super Nintendo), and had an incredibly short list of weapons, armor and accessories.  This is something I have kept in mind while working on Titan City.

I'm pretty pumped about the Cyberpunk 2077 game as well. Those guys are talented and they put out a good product.

Good to hear someone enjoying what is 'done' at this point.  Spiker Turf and the Slums should be very well polished for what's in there.  I still have plans to add a few more side quests and rebalance quest rewards.  Once you move out of the Slums and continue the story you will see a spike in bugs and such.  Keep me posted on what you find.  I try to listen to my audience as best I can.
 

Caladus

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Anime pixel art is a thing these days it seems. There was a Japanese Shadowrun game for the Sega Saturn back in the day. I have it. Never understood more than a few lines though my Japanese is very rusty and it's never been ported to the US.

The Dead Man's Switch campaign in SR:R was meant to be more of an intro to the engine and the system itself. Linear is good for new players looking to get into the very deep universe of SR. There are several UGC's that are excellent right now. Unlimited being one of them. It definitely has a more open world feel and reminds me of the Genesis title. The Berlin DLC Campaign will be open world and have a bigger selection of items/spells/etc. I may be biased though. I did back the game on Kickstarter for 250 bucks. I got a bunch of cool stuff out of it at least.

I'm familiar with the addition of new sections adding bugs. I used to do QA for Electronic Arts and Lucasarts when I lived in San Francisco. QA for games is hard and suffering work though. Sweatshop mentality at most publishers. That's why I'm changing tack and moving into Cyberlaw (Internet and Tech Law). Got my entrance exam in a few weeks.

So far I haven't noticed any glaring bugs/glitches. But it seems like the two areas you have are fairly polished and fleshed out. Take your time and playtest a lot. Iteration is the key to success in making a game. Lots and lots of iteration.

EDIT: Found a critical glitch. Can't find an audio file. Door1.sfx I think it was. Happened in the Park when I was trying to go back to Spiker Turf and the Car pulled up. Corp car I assume.
 
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Nestalious

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Anime pixel art is a thing these days it seems. There was a Japanese Shadowrun game for the Sega Saturn back in the day. I have it. Never understood more than a few lines though my Japanese is very rusty and it's never been ported to the US.

The Dead Man's Switch campaign in SR:R was meant to be more of an intro to the engine and the system itself. Linear is good for new players looking to get into the very deep universe of SR. There are several UGC's that are excellent right now. Unlimited being one of them. It definitely has a more open world feel and reminds me of the Genesis title. The Berlin DLC Campaign will be open world and have a bigger selection of items/spells/etc. I may be biased though. I did back the game on Kickstarter for 250 bucks. I got a bunch of cool stuff out of it at least.

I'm familiar with the addition of new sections adding bugs. I used to do QA for Electronic Arts and Lucasarts when I lived in San Francisco. QA for games is hard and suffering work though. Sweatshop mentality at most publishers. That's why I'm changing tack and moving into Cyberlaw (Internet and Tech Law). Got my entrance exam in a few weeks.

So far I haven't noticed any glaring bugs/glitches. But it seems like the two areas you have are fairly polished and fleshed out. Take your time and playtest a lot. Iteration is the key to success in making a game. Lots and lots of iteration.

EDIT: Found a critical glitch. Can't find an audio file. Door1.sfx I think it was. Happened in the Park when I was trying to go back to Spiker Turf and the Car pulled up. Corp car I assume.
Damn glitches.  Easy fix though. That's one of the few things I can't find on my end so I appreciate the heads up.  I'll have an update in a jiffy and post here when it's ready.

Many thanks!
 

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