- Joined
- Jun 16, 2014
- Messages
- 14
- Reaction score
- 2
- First Language
- English
- Primarily Uses
Updates:
-Tuesday, June 24rd, 2014: Posted work summary, added early screenshots for NON-RPG entry.
Introduction
Hi everyone! I'm a veteran game programmer, and have decided to enter the 2014 IGMC. Perfect time for me to show off my skills and hopefully win SOMETHING. I know one thing's for sure though - I'm gonna have carpal-tunnel by the time this contest ends! Good luck to all the participants. I'm sure all of your games are gonna be WAYY better than mine!
I have decided to maximize my chances of winning, by submitting 2 entries - one RPG and one NON-RPG. This post will be updated as time goes on.
If you wanna read about these entries, scroll further down.
NOTE: Builds of submitted entries are subject to changes, additions and omissions!
Entry Summaries
Entry Details - NON-RPG
Work Summary:
I spent A LOT of time on Knightbreaker since June 9th! So much so, that the source code resembles the project files of RPG Maker XP. The code uses "scenes" and graphic fading to transition from one menu/game state to another. The game also uses the "window" system, to display interactive buttons on a background. It also has isolated "maps" with closed exits. Because I found out that making a huge, dynamic world with living, breathing creatures to kill, completely destroys the framerate.
Each part of the game has its own source code file. For example, anything to do with the level and its objects(lighting, items and hazards) is contained in the .world file. Anything player-based, such as movement, vital stats and inventory are contained in the .player file. Makes coding very easy!
I'm designing the event paths and making the maps now. Since I have less than 10 days left, I'll have to cut down the game's length a bit(Was gonna be about Metroid Prime's length). I also have to make an "actor editor", so I can design a couple enemies and a boss for the game. But once I start developing the maps/enemies, there will be more uploaded media and whatnot.
I'm using a custom 2D map editor I made to sketch the level's basics, and Maplet to make the maps and lighting in 3D, and Decorator for some extra texture-mapping because Maplet is terrible at texturing. It took me some time to realize the proper scale for the game's areas, and then fit the camera/collision box to the scaled world. Screenshots of my work can be found in the Media section.
I don't know how much longer I can hold on though, I'm running out of Mountain Dew! O_O
Entry Details - RPG
That's it! Public demos will be presented at the end of the contest.
-Tuesday, June 24rd, 2014: Posted work summary, added early screenshots for NON-RPG entry.
Introduction
Hi everyone! I'm a veteran game programmer, and have decided to enter the 2014 IGMC. Perfect time for me to show off my skills and hopefully win SOMETHING. I know one thing's for sure though - I'm gonna have carpal-tunnel by the time this contest ends! Good luck to all the participants. I'm sure all of your games are gonna be WAYY better than mine!
I have decided to maximize my chances of winning, by submitting 2 entries - one RPG and one NON-RPG. This post will be updated as time goes on.
If you wanna read about these entries, scroll further down.
NOTE: Builds of submitted entries are subject to changes, additions and omissions!
Entry Summaries
The RPG entry is still in the planning stages. I'll be using RPG Maker XP to develop it. I also want to make custom battle/status/menu systems, so I'll have to use the RGSS as well(bwah). Good thing is, I'm VERY good at scripting using RPG Maker 2, which is the most difficult console(and arguably PC) RPG Maker to use. So scripting in XP shouldn't be that scary for me, though I'll have to avoid it as much as possible 'cuz Ruby is silly.
The NON-RPG entry is gonna be a pure 3D FPS, with VERY simply designed polygon models, because I suck at modelling. Think Doom+Minecraft. Lighting effects, particles and big, shiny, blocky stuff all over the place. It's gonna be awesome!
More progress has been made on the NON-RPG entry than the RPG entry. This is because actually programming a 3D game is hard(not using Unity because it's for non-coders, and I'm a coder), I only have 20 days to finish it and RPG Maker is practically a Lincoln Logs set in comparison, so the RPG will be worked on last.
I started development on June 9th(saw the contest link through the Indie Games Beginners FB page on June 4th, but couldn't actually start because I was relocating at the time) and I have paper documents to prove this. So you guys already have a 8+ day head-start against me AND I've committed to submitting TWO entries, so my chances of placing even 3rd in any category(or even getting an entry done!) are much slimmer than for most of you.
I still wanna compete though! If anything, it'll be great to see how my [crappy]entries stack up against everyone else's.
The NON-RPG entry is gonna be a pure 3D FPS, with VERY simply designed polygon models, because I suck at modelling. Think Doom+Minecraft. Lighting effects, particles and big, shiny, blocky stuff all over the place. It's gonna be awesome!
More progress has been made on the NON-RPG entry than the RPG entry. This is because actually programming a 3D game is hard(not using Unity because it's for non-coders, and I'm a coder), I only have 20 days to finish it and RPG Maker is practically a Lincoln Logs set in comparison, so the RPG will be worked on last.
I started development on June 9th(saw the contest link through the Indie Games Beginners FB page on June 4th, but couldn't actually start because I was relocating at the time) and I have paper documents to prove this. So you guys already have a 8+ day head-start against me AND I've committed to submitting TWO entries, so my chances of placing even 3rd in any category(or even getting an entry done!) are much slimmer than for most of you.
I still wanna compete though! If anything, it'll be great to see how my [crappy]entries stack up against everyone else's.
Working Title: Knightbreaker
Story: A single deceased soul had to be chosen as an agent of the source of all life, Gamalek, to stop the Astral Knights, a group of powerful supernatural entities, from gaining supreme power over all realms and eventually challenging the Lords of Creation. As a rule through oath all Lords of Creation must take in exchange for the power to create their own universes, Gamalek cannot step in and directly interfere in the affairs of her creations, and an all-out engagement from multiple parties would result in a large-scale of unnecessary destruction, a sorrowful outcome even a Lord of Creation would have trouble bearing on their own.
You have chosen to take on this dangerous and almost impossible task, in exchange for reincarnation to the prosperous life of your choice. The knights have agreed to have the battle be decided by your efforts alone. No doubt they will ensure you NEVER succeed!
Enemies:
-They will come in many shapes and sizes.
-They will chase you around like hungry fruit flies.
-There will be at least one major enemy, or boss in the game. Leaning towards a super giant blocky robot thingy.
Gameplay Features:
-Danger Meter: This will indicate how much damage you'll be dealt if enemies strike you within 8 units' proximity. This will help you discern how careful you should be, when traveling in unknown areas.
-Lasting/Temporary damage: When you get struck by an enemy, you'll take "lasting" damage(represented by the black portion of your cyan-colored health bar). This damage cannot be recovered, save for certain items/events. However, 60% or less of that damage is converted into "temporary" damage, which can be recovered in many ways, including just defeating enemies(represented by a yellow bar). When items are scarce, this keeps the difficulty high since players can't just "hide in a corner" until their health is fully recovered. Damage is NOT reversed automatically. Speaking of hiding in corners...
-Action Trials: These are events randomly scattered around the game world. They'll consist of you defeating a whole bunch of enemies in a closed space, with no way to escape(like DMC). Completing these will grant you various rewards.
-Inventory Management: Sweet, sweet item managing! Item chests will be scattered across the game's world, to allow you to store items elsewhere when your character's own storage is full. Which will happen like, ALL THE TIME!
-"Hatch" Item Creation System: After some time, your character will gain the ability to create items, called "Hatching". You can use collected item blueprints to create items. Each item will require a certain amount of the Hatch meter to create it. Comes in handy when you face tough enemies, but have no healing items!
However, keep in mind that this feature WILL be balanced out in some way, preventing players from duplicating infinite amounts of items.
Media:
-Screenshot of the 2D map export for level 1, floor 1.
-Screenshots of level 1, very early level design.
Story: A single deceased soul had to be chosen as an agent of the source of all life, Gamalek, to stop the Astral Knights, a group of powerful supernatural entities, from gaining supreme power over all realms and eventually challenging the Lords of Creation. As a rule through oath all Lords of Creation must take in exchange for the power to create their own universes, Gamalek cannot step in and directly interfere in the affairs of her creations, and an all-out engagement from multiple parties would result in a large-scale of unnecessary destruction, a sorrowful outcome even a Lord of Creation would have trouble bearing on their own.
You have chosen to take on this dangerous and almost impossible task, in exchange for reincarnation to the prosperous life of your choice. The knights have agreed to have the battle be decided by your efforts alone. No doubt they will ensure you NEVER succeed!
Enemies:
-They will come in many shapes and sizes.
-They will chase you around like hungry fruit flies.
-There will be at least one major enemy, or boss in the game. Leaning towards a super giant blocky robot thingy.
Gameplay Features:
-Danger Meter: This will indicate how much damage you'll be dealt if enemies strike you within 8 units' proximity. This will help you discern how careful you should be, when traveling in unknown areas.
-Lasting/Temporary damage: When you get struck by an enemy, you'll take "lasting" damage(represented by the black portion of your cyan-colored health bar). This damage cannot be recovered, save for certain items/events. However, 60% or less of that damage is converted into "temporary" damage, which can be recovered in many ways, including just defeating enemies(represented by a yellow bar). When items are scarce, this keeps the difficulty high since players can't just "hide in a corner" until their health is fully recovered. Damage is NOT reversed automatically. Speaking of hiding in corners...
-Action Trials: These are events randomly scattered around the game world. They'll consist of you defeating a whole bunch of enemies in a closed space, with no way to escape(like DMC). Completing these will grant you various rewards.
-Inventory Management: Sweet, sweet item managing! Item chests will be scattered across the game's world, to allow you to store items elsewhere when your character's own storage is full. Which will happen like, ALL THE TIME!
-"Hatch" Item Creation System: After some time, your character will gain the ability to create items, called "Hatching". You can use collected item blueprints to create items. Each item will require a certain amount of the Hatch meter to create it. Comes in handy when you face tough enemies, but have no healing items!
However, keep in mind that this feature WILL be balanced out in some way, preventing players from duplicating infinite amounts of items.
Media:
-Screenshot of the 2D map export for level 1, floor 1.
-Screenshots of level 1, very early level design.
Work Summary:
I spent A LOT of time on Knightbreaker since June 9th! So much so, that the source code resembles the project files of RPG Maker XP. The code uses "scenes" and graphic fading to transition from one menu/game state to another. The game also uses the "window" system, to display interactive buttons on a background. It also has isolated "maps" with closed exits. Because I found out that making a huge, dynamic world with living, breathing creatures to kill, completely destroys the framerate.
Each part of the game has its own source code file. For example, anything to do with the level and its objects(lighting, items and hazards) is contained in the .world file. Anything player-based, such as movement, vital stats and inventory are contained in the .player file. Makes coding very easy!
I'm designing the event paths and making the maps now. Since I have less than 10 days left, I'll have to cut down the game's length a bit(Was gonna be about Metroid Prime's length). I also have to make an "actor editor", so I can design a couple enemies and a boss for the game. But once I start developing the maps/enemies, there will be more uploaded media and whatnot.
I'm using a custom 2D map editor I made to sketch the level's basics, and Maplet to make the maps and lighting in 3D, and Decorator for some extra texture-mapping because Maplet is terrible at texturing. It took me some time to realize the proper scale for the game's areas, and then fit the camera/collision box to the scaled world. Screenshots of my work can be found in the Media section.
I don't know how much longer I can hold on though, I'm running out of Mountain Dew! O_O
Entry Details - RPG
Working Title: Journey of Kaye
Story: This game will chronicle the adventures of a 13 year old boy named Kaye Zeegler who lives in the modern day era, called "Frontworld". He was bullied often and when a freak accident occurs, he's sent into the past, called "Backworld". Little does he know that this journey will give him the power and the courage, to stop a powerful government from enslaving humankind in his own time.... should he ever return!
The game's story will be easy to follow, and will help you learn about various characters - their wants, needs and personality layers.
Inspired by the early 1990s Canadian TV show "The Odyssey", the game's story will contain many references familiar to fans of the show.
Gameplay Features
-Realistic Economy: Because getting rich after violently gutting a few ogres seems kinda... sick?
-No Inn Abuse: No more will you just sleep at an inn when your party's all but dead. You'll have various periods when you can sleep and recover proper. The less progress you make before every nap, the less effective sleeping will be.
-Stat Distribution System: Every time a character gains a level, they'll get Growth Points, or GP. You can spend these GPs and choose which stats get raised, but you'll also have to take a stat penalty to balance your character.
-Items: They'll all have a use, and some funny description.
-Visible Threats: All wandering enemies will be visible, so you can avoid battles easily.
-Forced Missions: These are events that will force you to complete a simple task, or face a consequence like a Game Over. Mixes things up.
Battle System:
It'll be an edited version of the default battle system, unless I can make a completely new one in 9 days. lol
Features however, will include
-Stamina Management: All characters will have different stamina or physical energy values, which will determine what they can do to survive.
-Character Weight: If a character consumes too many items they'll get fat, which means they'll use more stamina for attacks, guarding etc. Certain equipment will also come with its own weight value. Some party members will be introduced overweight.
-Variable Attack Strength: Players can attack the enemy with varying strengths, which will have varying pros and cons.
-Member Switch: Switch out party members at any time, as long as the prevous member is still alive.
-Entity Formation: Determines stamina use and attack success for both enemies AND allies.
-Attack Combos: Attack multiple times in the same turn! Certain combos will yield better success than others.
-Player Attack Data: For all the math lovers out there!
Media:
More details coming soon.
Story: This game will chronicle the adventures of a 13 year old boy named Kaye Zeegler who lives in the modern day era, called "Frontworld". He was bullied often and when a freak accident occurs, he's sent into the past, called "Backworld". Little does he know that this journey will give him the power and the courage, to stop a powerful government from enslaving humankind in his own time.... should he ever return!
The game's story will be easy to follow, and will help you learn about various characters - their wants, needs and personality layers.
Inspired by the early 1990s Canadian TV show "The Odyssey", the game's story will contain many references familiar to fans of the show.
Gameplay Features
-Realistic Economy: Because getting rich after violently gutting a few ogres seems kinda... sick?
-No Inn Abuse: No more will you just sleep at an inn when your party's all but dead. You'll have various periods when you can sleep and recover proper. The less progress you make before every nap, the less effective sleeping will be.
-Stat Distribution System: Every time a character gains a level, they'll get Growth Points, or GP. You can spend these GPs and choose which stats get raised, but you'll also have to take a stat penalty to balance your character.
-Items: They'll all have a use, and some funny description.
-Visible Threats: All wandering enemies will be visible, so you can avoid battles easily.
-Forced Missions: These are events that will force you to complete a simple task, or face a consequence like a Game Over. Mixes things up.
Battle System:
It'll be an edited version of the default battle system, unless I can make a completely new one in 9 days. lol
Features however, will include
-Stamina Management: All characters will have different stamina or physical energy values, which will determine what they can do to survive.
-Character Weight: If a character consumes too many items they'll get fat, which means they'll use more stamina for attacks, guarding etc. Certain equipment will also come with its own weight value. Some party members will be introduced overweight.
-Variable Attack Strength: Players can attack the enemy with varying strengths, which will have varying pros and cons.
-Member Switch: Switch out party members at any time, as long as the prevous member is still alive.
-Entity Formation: Determines stamina use and attack success for both enemies AND allies.
-Attack Combos: Attack multiple times in the same turn! Certain combos will yield better success than others.
-Player Attack Data: For all the math lovers out there!
Media:
More details coming soon.
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