What are you working on?

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C-C-C-Cashmere

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@hian The halberd-thingy that the sprite is using looks snazzy. She looks a bit like Storm from X-Men.

~~~

@Sonem I would have thought having three frames to animate water would be easier than having more. For instance, a frame where the water is high and the frame where the water is low, and just have a variation of how high it is on the third one to provide a change in animation.

~~~

I have just learned that spreadsheets are indeed useful and not overkill at all. And trust me, it is freeing. I have up til now used only .txt files edited in Notepad to store my information and data, sometimes Word because headings are snazzy. However, I have found a way to store data in Excel spreadsheets that is inspired by other game makers who maintain a lot of game documents this way. I have tabs for Game Design Goals, Quests, NPC Schedules, NPC Profiles, Relationship Chart, Occupations, City Demographics, and City Locations so far.

In Game Design Goals I put what I want out of the game in terms of quantifiable numbers, e.g. 50 side quests, 30 locations, 10 characters, 5 classes, etc. In Quests I have columns for Quest Name, Quest Giver, a short description, the times available, the reward, and the path and locations that the player must traverse in order to complete. In NPC Schedules I have the realtime schedules of each NPC (my game is in realtime). In NPC Profiles I have first names, surnames, gender, age, maiden names, occupations, work locations, and salaries so far. I plan to add character information on a separate page.

The Relationship Chart contains father/mother/spouse/fiancee/sibling/ex/dating relationships between characters. Occupations includes names of jobs, estimated number of jobs in the city I have created, and the class this job tends to fall in (white-collar, blue-collar, unemployed, voluntary, government). City Demographics include race percentages, age percentages, social classes, religions etc. City Locations include the name of each location, along with location type, district, and owner/manager of shop, as well as opening hours.

So yeah, information for my game's a lot more organized and readily accessible to reference while implementating/developing the game.
 
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hian

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It's the top part of a halbred linked to a short staff with a chain.

A half-sword, half nunchaku if you will.

Lol, Duos is actually a guy though. He's actually made exclusively using the male parts from the vx ace character generator.

It plays into the plot though, so I'm glad it's hard to tell.
 

seita

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Getting a crash course in everything PR for indie games. Amazingly tedious work~
 

razim77

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WOO HOOO....Finally got the full version of vxace damn took me awhile....My projects are 1st

Monsters Unbound..."Monsters see the heroes killed and take up the cause, towns people mostly reject the idea at first until the monsters find out who killed the heroes"
2nd
Aquarious Project "In the Future year of 2528 mankind with all his glory in his genetic research finds a way to genetically incorporate *tardigrades (water bears) with plants now the deserts are coming to life however there is always a scientist who wants to take thigs to far and incorporate water bears with wild dogs with wings and humans of Earth now have to live on islands in giant domes to be safe....the project is about setting things right....Doctors(healers) Surgeons(sub-class,bleed, % of instant death) Androids, Robots, humans with exo skelletons ect ect. this is going to take me awhile!!!!
 
*Tardigrades or water bears can withstand temps to just about below zero and well above the boiling point of water, preasure 6x that of the deapest part of the ocean, ionizing radiation at doses hundreds of times higher than would kill a person and the vacuum of outer space, They can go without food or water for more than 10 years...so I asked myself what if in the future when technology gets better (and it will) when the scientist do genetic engineering how bad would it be and how could it be fixed.
 

comprisedpuma

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Working on developing the plot of my game.

There are 8 different "games" within the game, depending on which character you choose to start as, so getting all 8 storylines to overlap in key places is challenging but fun at the same time :D

I'm also piquing my brain trying to think of good names for all my cities/towns/outposts!  Maybe since I can't think of anything that is a sign I should sleep :p
 

Fomar0153

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Dynamic Skill Descriptions!










 

Dalph

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@Fomar0153:

In Search of Motivation? ...lol  :cutesmile:

That one is some sort of Skill Upgrade System I suppose, anyway looks great!
 
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orochii

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Not currently working on now, but these are the things I just finished some minutes ago.



Did a little something to that "used skill name" window. Specifically, some cleaning (it was one of the few things I had not tweaked on the battle script I'm using). I like it simple <3.



And this is the weather! Yeah well, the screen it's not very informative, because what it's happening there is more based on behavior. The weather is randomized each hour based on the climatic zone the map belongs to. OR, if you're on the worldmap, the zone in which you are currently positioned.

And that's all for today, been feeling... ill ;'C,

Orochii Zouveleki
 

Pern

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I haven't posted here before, but I'm still working on my first game. It's pretty ambitious and probably a lot larger than most starters do. I've gotten 300 hours into it already and it's starting to come together. The only thing I know for sure is where the story line is going, everything else is on the wing. But that's kind of the fun of it. I don't have any deadlines, I just open the game and start making!

I have two commissions in the works, one for music and another for art. What I really want to do is replicate the cutscenes that were in the old Fire Emblem games for the GBA, like Sacred Stones. The art was infrequent, but detailed, kind of in a sepia tone and really fun to see. So I have one artist attempting to do some pictures for me and then I'll see if they'd like to keep going or if they could do the style like that. I might be making a hiring thread for an artist sometime if it doesn't work out.

Other than that, tried my hand at parallax mapping. But I don't know if it's for me, at least not yet maybe. I'll keep trying but I'm not sure if I can do it. The tutorials are helpful but I'm pretty photoshop illiterate and can't even really do the basics :/
 

Soma

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Working on..well, a lot at the moment. Trying to get the balancing right, when you only have one character in the beginning is friggin' difficult..not to mention with three difficulty levels. Anyway, I'm working on a prison camp set in a snowy region..I've got the layout for it done, just need to add in a few more details which I'll get to after balancing. :)

Other things I'm working on are Pokemon Diamond (which I haven't played in years~), FFXII, Digimon World 3, Pokemon TCG Online (I used to love the offline game, and the GBC one, but never got into this until now; it's pretty fun!), and watching Cardfight!! Vanguard.  ;)
 
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hian

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Working on maps. I'm currently making the first city in my main project, and it's proving to be a real pain.

Firstly, because of the size, and secondly because of the setting.

The map itself is 3*3 standard screens, and the setting is modern/steam-punk.

So, appart from having to pretty much design everything from scratch and do a lot of sprite work, there are so many considerations to make that you usually won't have when you make a medieval/fantasy game.

Roads, electricity, transport, street-lights, wear and tear unique to modern cities, etc.

So far, I have the basic structure down, the ground and the streets, buildings and a train station, complete with a train.

Remaining are clutter of various kinds, electrical wires, lamp posts, a play-ground, and shadows/lighting effects.

So far this map has taken me about 8+ hours to make, and I'm just about half way through...

Can't wait to get back to eventing, and the soundtrack.
 

Adam Ferrell

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Making a world map tileset out of all my high fantasy resources.... It's as hard as it sounds... I wish Inquisitor didn't charge so much for his commercial license :C
 

Kes

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Recovering from the trauma of finding a game-breaking bug which stressed my brain out.  In the quiet euphoria of having solved it, I'm editing/creating yet more tiles.  That seems a never ending task.
 

Fomar0153

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@Fomar0153:


In Search of Motivation? ...lol  :cutesmile:


That one is some sort of Skill Upgrade System I suppose, anyway looks great!
Melva's skill system is basically equipment skills but you can use them as soon as you equip the weapon/armour. But you only get their full power when you've 100% mastered the skill.
I didn't want to mislead players with a description that read, "100% Physical Damage" when it would only do 50% because you haven't mastered it. So I made the skill descriptions dynamic.


Anyway next character, Niall:










He learns more skills by using his current skills. Some of his skills are conditional passives e.g. "HP <= 50%" which means when Niall's HP is less than or equal to half his maximum his skills will do 25% more damage.
 

Cadh20000

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Along with my team, TRBagon and kerbonklin (and maybe blih, if he comes back around), I'm working on:



for the Halloween event.
 

Soma

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@Cadh Seems more like Killer Spiders to me.. :o

Halfway done working on a status conditions list in-game, using Modern Algebra's script. So far, I've got the harmful conditions done, and just need to put in the buffs and rest of the icons~

 

WNxTyr4el

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Lookin good dude!  I just got a new job full time and have barely had any time to work on the game.  Actually, I've had no time lol.
 

Cadh20000

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@Cadh Seems more like Killer Spiders to me.. :o
That works too, but they are mechanical spiders.

Deep underground, in a military lab, an experiment was underway. A combat robot, code named Arachna-Mech, was made, though everyone simply called it the Spider. As its nick-name implied, its appearance was like that of a giant spider. It was able to power itself using ambient energy. However, it quickly went out of control and began sucking energy at an accelerated rate. As it did so, office plants in the facility began to die and a colony of roaches that they had so far failed to exterminate suddenly died off with no obvious reason, people working in the vicinity of the Spider also began to feel fatigued. The first sign that this was more than a normal tired day was when a wide-awake, healthy technician working near it suddenly collapsed to the floor. The other technicians rushed to aid him, but as they in turn approached the Spider, they too began to feel weak and exhausted.

You are that tech, you awake in the infirmary. You are the only person left alive inside the base. Everyone else has either died or fled. You have to dodge the mechanical spiders, solve puzzles, find your way from floor to floor through the mazes, and escape the base alive.
 
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