Blaze - The system you describe sounds extremely similar to World of Darkness's Humanity/Morality rating. The more you do these terrible things the worse the rating and the more likely you are to suffer psychotic attacks, compulsion, and rage. It's not a bad system and it does a good job of preventing people from immediately killing every NPC that looks at them funny.
I'll be happy to take it off your hands when you don't want it. For once, I'd like to make a game without having to design it first :P
Blaze - I love mechanics and traits that aren't entirely positive or entirely negative. Games need more of these.
I'll be happy to take it off your hands when you don't want it. For once, I'd like to make a game without having to design it first :PShoot, you could just ask me at that point. I have way too many unused ideas.
I will note that you should chance the name again but also you should have a court trial where you can have a lawyer and all that and also they should decide on what you did like a robbery without a weapon gets less(in Estonia it does anyway, don't now about america)
All I want is a reference to the SK RL hoax. oh and game-play's a good direction too.Make it selectable class but when you do all you get is message: "You want serial killer? You can't have one yada yada"
Most likely would be using an existing RL engine to save time (probably TE4). If someone really feels up to being project lead, by all means take the reigns. I just don't want to see so much scattered effort.
Maybe just make it a skill-based thing? You get such and such points and you allocate them to like
--Deviant Dexterity
Surreptitiousness
Sleight of Hand
Avoidance
--Deceit and Deception
Chicanery
Disguisery
--Aggressive Actions
Fisticuffs
Blunderbussery
Pistoliering
Swashbuckling
Machine Rifles
Repeater Rifles
Ideally, I'd prefer freeform skills as well with all the character types I mention simply describe your starting situation skills and optional end game goals.
As far as addiction and drugs, considering I'm already tooling around with that to help some other guy with his TE4 engine mod it's a safe bet that I'll put them in if TE4 is the engine.
As for playing as a vigilante, I can't think of any reason why you couldn't play as one. You'd still have to worry about all the same stuff as the average criminal.
So will this thing have "questionable" stuff like corpse mutilation,realistic child NPCs, limitedtorture (And maybe not even that),rape, doing drugs yourself, and jaywalking?
I vote it should.
So will this thing have "questionable" stuff like corpse mutilation,realistic child NPCs, limitedtorture (And maybe not even that),rape, doing drugs yourself, and jaywalking?
I vote it should.
Also, I'd like to beta-test. Though I admit, deciding on a base engine/template to use, if we even do decide to do that, will be hard. We want to make a expandable game that has many features, and some engines/templates have limitations, and we want to know whether or not we want to live with those.So will this thing have "questionable" stuff like corpse mutilation,realistic child NPCs, limitedtorture (And maybe not even that),rape, doing drugs yourself, and jaywalking?
I vote it should.
I disagree with the whole character type thing. Hitmans are serial killers, they fall under comfort killer since they do it for profit.
It should just be skills that you can choose and you take the jobs you want.
Some questions.
Graphical or ASCII? Maybe semigraphical like the original video?
Also, how are we going to set up the game world? Rendering the whole city at once is probably not doable, I was thinking it'd probably be easier to have an LCS-like interface, with a bunch of dialogues for various actions, organization, etc. and only getting to the nitty gritty once you've actually traveled to a location.
Or maybe instead of being strictly location-based you travel to various districts. That would be a bit less limiting.
Some questions.
Graphical or ASCII? Maybe semigraphical like the original video?
Oh, and please use a numpad/arrowkey control scheme. Nethack's VI scheme, and Rogue's HYUBJKWhateverthefuck controls have never made a damn bit of sense to me, which is sad because it's popular control set with a lot of roguelikes.
Crime Families
Sounds like fun. I'm currently dicking around with TE4's example module, trying to get locational damage to work and to make a working inventory. Just mainly messing around with the actors and npc and player stuff, and trying to familiarize myself with all the functions. It's fairly complex, since I've never programmed anything before. I can pitch in some time to help with the project if someone can organize things to implement first. I can make tileset graphics, although I don't use them, haha. I figure we should start with the basics. Using the example module, make a workable inventory, then modify the map code so we have one single map instead of dungeon rooms and floors, and begin fleshing out the character generation stuff by modifying game.lua in the class folder, and then adding stuff to the descriptor.lua file in birth/data.
EDIT: Shouldn't this be in Creative Projects?
Which reminds me, is this just going to be the bad guys, or could we have the option of being law enforcement?
It be cool if you could play as a mole inside the mob.
Let's not get ahead of ourselves here xDNot for the first version of course, just something to think about for later on.
Muscle - determines physical damage, how much character could carry
Constitution - Resistance to illness, poison, fatigue
Coordination - determines accuracy, things like lockpicking
Intelligence - intelligence based skills, hiding your trails
Charisma - making people like you, all that
Willpower - whether your character could weather non-physical stress, especially if the game implements that status-type idea with concern/worry/fear
Perception - helps you notice things that you might normally miss (sounds and details)
More than anything being proficient should come from better equipment. No matter how good you are with a pistol, you really can't beat 2 or more cops in a firefight.well yes if you just fight in the open you die,but as thay say divide and conquer.
More than anything being proficient should come from better equipment. No matter how good you are with a pistol, you really can't beat 2 or more cops in a firefight.well yes if you just fight in the open you die,but as thay say divide and conquer.
I like Kusgnos' idea, but with more flavor.Those descriptions sound more entertaining. And it could suit the personality of the game too.
Bob looks like a toothpick.
Bob appears to be wearing a cartoonish muscle suit... he's not.
i want to work on getting the list of the drugs that are going to be in this game done. I will try everyone to see what effects they have on my body for realism when we code them in the game.
I'll be there... I think. Even though I'm not really doing anything :)5 P.M PST
What time is that Pacific Standard Time?
Hm, interesting. Someone else has been inspired!I am going to bet that they are aiming for more just serial killer type of stuff then just a general crime simulator.
http://skrogue.wordpress.com/
The above people are also trying to make one, though probably in different code, and with a different game concept.
Have you considered using libtcod (http://doryen.eptalys.net/libtcod/) instead of T-engine? It seems to be a more flexible choice and each of the projects (http://doryen.eptalys.net/libtcod/projects/) have a unique look to them.
ed
This (http://doryen.eptalys.net/data/libtcod-projects/lastman_001-full.jpg) GUI looks kind of similar to SK.
I'm doing some Lua tutorials. It's pretty easy, I'm picking it up fast.
Muscle - determines physical damage, how much character could carry
Constitution - Resistance to illness, poison, fatigue
Coordination - determines accuracy, things like lockpicking
Intelligence - intelligence based skills, hiding your trails
Charisma - making people like you, all that
Willpower - whether your character could weather non-physical stress, especially if the game implements that status-type idea with concern/worry/fear
Perception - helps you notice things that you might normally miss (sounds and details)
Luck should be a "hidden" stat :P. Like a hidden fun stuff. It should be affected by various stuff like amulets, praying and curses, but the player should not see it to avoid total metagaming. You can determine someone's reflexes, IQ, weight or strength but I doubt you can deteremine one's luck too easily, and let it be that way, it's more fun when a player carries some ear necklace around WITHOUT knowing if it adds something or not.
If you need a spritework, just ask. And I hope it does not end as a "spore roguelike".
Who's working on it again?
Also, while abstracting stats out is cool for NPCs and stuff, I'm a little leery of doing that for the player, and I think they should have a more detailed view of their character.
think the problem with this simulator being a general crime simulator trying to pick up fame in the wake of the SKRoguelike is that serial killers are not normal killers.
I'm thinking we should just divorce entirely from the serial killer thing.
On game terms, what would be the difference between a serial killer and a regular protagonist? They'll both be killing people, most of the time. Just the psychological thingamajigs that FORCE you to kill people in a particular way or suffer stat penalties? Yeah, that doesn't sound like it'd be too hard to do afterwards if someone feels like it.If you could somehow make those go on a slider it would be amazing, however I will just say Action film to somewhat plausible
As for the amulets and magic, well, there's a lot of settings you can pick for a crime-focused game. Assuming we want a modern time period, with guns but no robots, the sliding scale goes through:
Completely mundane: There is no God, magic isn't real, and you can die from stubbing your toe on an upright nail and getting a nasty infection which you can't get treated because the police are looking for you.
Action film: Presented as the previous, but really isn't. Some people can shrug off major injuries and perform superhuman feats of endurance and acrobatics. Some people might have unexplained, seemingly supernatural abilities, such as knowing when their loved ones are in danger, or winning at games of chance way more often than they statistically should. This is where a luck stat would start affecting something.
Somewhat plausible: Things like ghosts unambiguously exist, although more focused magic might still be an esoteric art left for NPC voodoo priests. Some people routinely cheat death. The Joker might have just been bleeding to death inside a burning building that exploded and then collapsed, but he's certainly going to come back.
Urban fantasy: The world only makes sense as long as you don't look at it too closely. In reality, there are secret societies of vampires and wizards and werewolves everywhere. Mythological creatures abound.
And of course anything between these, or any combination of any elements. Like a world where vampires rule the night but nothing else supernatural exists and plot-important people die in car accidents.
I don't think realism should be paramount. Nor should it be confused with detail. I think that for gameplay purposes, the protagonist should be more resilient than real humans are. And that having to deal with the vengeful dead would be cool. Actual charms and amulets and plus five vorpal handguns might very quickly become too silly, though. And getting the game to a point where you can attack an enemy and die should probably be a priority.
It'll be a bit easier to play around with stuff when the basic foundation of our work is there. There's some things like inventory that aren't present in the example module.Ah, yes, the inventory. Shall it be a simple list with no indication as to how you are carrying all this crap, or a hermetic inventory management puzzle with pockets and backpacks with specific volumes and gun holsters at specific locations in your body and needing your hands free to pick things up and hiding lockpicks in your mouth? :P
Anyways, I've been tooling around and I implemented sprinting and sneaking as well as most of the stats we talked about. Haven't done anything with luck yet.
Location based damage is another thing that needs to be decided. Are people just blocks of HP's or can their limbs be targeted and mangled?
That actually sounds pretty easy to do in and of itself, though of course agreeing on how to do all the supernatural shit (and actually implementing it) would add a lot more work, unless it was only trivially different from the mundane stuff, in which case there wouldn't be much point to it...On game terms, what would be the difference between a serial killer and a regular protagonist? They'll both be killing people, most of the time. Just the psychological thingamajigs that FORCE you to kill people in a particular way or suffer stat penalties? Yeah, that doesn't sound like it'd be too hard to do afterwards if someone feels like it.If you could somehow make those go on a slider it would be amazing, however I will just say Action film to somewhat plausible
As for the amulets and magic, well, there's a lot of settings you can pick for a crime-focused game. Assuming we want a modern time period, with guns but no robots, the sliding scale goes through:
Completely mundane: There is no God, magic isn't real, and you can die from stubbing your toe on an upright nail and getting a nasty infection which you can't get treated because the police are looking for you.
Action film: Presented as the previous, but really isn't. Some people can shrug off major injuries and perform superhuman feats of endurance and acrobatics. Some people might have unexplained, seemingly supernatural abilities, such as knowing when their loved ones are in danger, or winning at games of chance way more often than they statistically should. This is where a luck stat would start affecting something.
Somewhat plausible: Things like ghosts unambiguously exist, although more focused magic might still be an esoteric art left for NPC voodoo priests. Some people routinely cheat death. The Joker might have just been bleeding to death inside a burning building that exploded and then collapsed, but he's certainly going to come back.
Urban fantasy: The world only makes sense as long as you don't look at it too closely. In reality, there are secret societies of vampires and wizards and werewolves everywhere. Mythological creatures abound.
And of course anything between these, or any combination of any elements. Like a world where vampires rule the night but nothing else supernatural exists and plot-important people die in car accidents.
I don't think realism should be paramount. Nor should it be confused with detail. I think that for gameplay purposes, the protagonist should be more resilient than real humans are. And that having to deal with the vengeful dead would be cool. Actual charms and amulets and plus five vorpal handguns might very quickly become too silly, though. And getting the game to a point where you can attack an enemy and die should probably be a priority.
This seems interesting. Are you going to include things like hollow-point and such? (Bullets)the T Engine will not have any trouble doing hollow-point, full metal jacket bullets and plan lead bullets.
How would you guys feel about using a skill system like this:I can see that working if you're using points to buy skills rather than training them by use, but there's the problem of where you get the points. Just killing enemies to gain experience and levels doesn't really work because that would leave stealth-based characters forever stranded to the bottom of the experience ladder. For a train-by-use system, I think it'd be better to just have similar skills give bonuses to each other. Both require finger dexterity, so being an expert pickpocket also helps when opening locks? I'm not familiar enough with either to tell whether that makes sense. :P How about making training the skill also slowly train the associated attribute, so that becoming an expert pickpocket would also make you more dexterous, thus helping with locks?
Thievery- X points
Pickpocking - Y Points
Lockpicking - Z Points
You can put points or train thievery which general helps all the sills in the subsection or you can specialize specifically in just lockpicking.
That actually sounds pretty easy to do in and of itself, though of course agreeing on how to do all the supernatural shit (and actually implementing it) would add a lot more work, unless it was only trivially different from the mundane stuff, in which case there wouldn't be much point to it...
I'm on the side of location based damage, and a more complex inventory layout. Thus, placing things in pockets, pouches, packs, but also an idea of straps/belts, like you'd get with some guns, or on packs, and needing one's hands free to use an item (perhaps a coordination check to accomplish simple tasks with your hands full?), perhaps even allowing for multiple items to be carried at once (think a bundle of something, or a precarious stack held between one's arms and one's chest), along with a fuzzier encumbrance system than "59.9 weight units and you're perfectly fine to run a marathon across the city! 60 weight units and you can't budge an inch, or have trouble walking across the room (lol STALKER),".
skillsWould "explosives" be, like, operating explosives or making them? It could be split to "electronics" for knowing how detonators are put together and how you defuse them, and "chemistry" for mixing together your own bombs. Chemistry could also be used for making and identifying poisons and drugs and such. Also, some kind of medicine skill, for basic first aid and generally treating yourself when injured.
(Oh no another wall of text I'm sorry I'm just excited about this)We all are.
Trainers can only get you so far. I can see meeting a professional locksmith and getting up to 40-60% (Assuming a percentile skill system for the sake of an example), but after that you're going to have to go out and practice on real locks.
Perhaps not a slider per se, but a few different options would probably be easy, if each used a different list of what to spawn/drop. So long as all the item and npc type definitions (and basic PC template(s)) were stored in special files, like df's raws.That actually sounds pretty easy to do in and of itself, though of course agreeing on how to do all the supernatural shit (and actually implementing it) would add a lot more work, unless it was only trivially different from the mundane stuff, in which case there wouldn't be much point to it...
A setting slider in the game options would be just super if it's feasible. Yeah, I guess most of the hard work would go into implementing the vampires in the first place, and making the game not use them if the option isn't set would be easy.
I'm on the side of location based damage, and a more complex inventory layout. Thus, placing things in pockets, pouches, packs, but also an idea of straps/belts, like you'd get with some guns, or on packs, and needing one's hands free to use an item (perhaps a coordination check to accomplish simple tasks with your hands full?), perhaps even allowing for multiple items to be carried at once (think a bundle of something, or a precarious stack held between one's arms and one's chest), along with a fuzzier encumbrance system than "59.9 weight units and you're perfectly fine to run a marathon across the city! 60 weight units and you can't budge an inch, or have trouble walking across the room (lol STALKER),".
A really complex inventory layout could both help with immersion (I have this knife in my right jacket pocket and I can take it out this quickly), and hurt it. (What do you mean, "no free grasp"? Just pick up the fucking knife!) The inventory should be easy to manage so that it doesn't ACTUALLY become an annoying puzzle you must wrestle with every time you pick something up. Try playing a game of DF Adventure Mode without a backpack. It's terrible. There should be plenty of ways to carry items (like bags, backpacks, tool belts, pockets, holsters etc.) and the item size and volume restrictions should be fairly lenient. And maybe letting you carry an unrealistic amount of things in your hands, so that if you just want to grab a shitton of stuff and haul it to the other side of the room without worrying of things like stealth and acrobatics penalties, you can do that easily. Giving a lot of really small movement penalties for carrying everything might be good. Having any amount of weight on you starts slowing your running speed, but you can still walk normally with a heavy load. And if you're carrying something weird where it's visible, people should get suspicious.
Speaking of taking knives out quickly, what're we planning to do with time? It might be cool to have things like western-style gunfights where the winner is the guy who draws faster.Technically the guns they used couldn't hit the broad side of a barn at the ranges such duels would take place at, so speed had essentially nothing to do with who survived...
Would it be worthwhile to separate the actions of drawing, aiming and firing a weapon, so that spraying a magazine of bullets vaguely to the right direction would take next to no time, and pointing the bloody thing at the target would be the involving part?Well, probably the longest action there would be bringing the gun up to where you could aim from, since, in my experience, the actual aiming part (unless going for careful precision) is rather brief and automatic. Of course, if you don't want to make guns realistically OP, you'd have to gimp them somehow, and that might be one place to do it... On the other hand, in a "Realism mode", you might well want guns to be devastating weapons they are, with their downside being the volume and possible illegality...
If an experience point system would be used we wouldn't be leaving the stealthers in the dust. Exp would just be provided for completing goals instead of just killing someone. So if you were assigned a job to get some piece of art, it doesn't matter if you kill everyone in the museum, sweet talk your way in, or just break in at night, you'd get the same EXP. Also probably would need a way to get XP from minor milestones throughout the game to keep it from being 100% mission based.Perhaps a mixture would work? You gain specialized experience for using skills, and some percentage of that as generic experience, and then have the option of leveling a skill either with generic experience, or with specialized, perhaps giving an option to convert specialized into generic at a penalty.
If we do a skill based approach where skills improve with repeated use I don't want it to devolve into sitting in a corner picking and relocking a box to improve skills. Grinding up skills is something for MMO's. This is supposed to be fun. Paying a trainer seems fine, but what are the limits? Is it just money? Time? Some artificial level limits? Rarity of trainers?
Unless we can find a really good way to prevent boring skill grinding I'm leaning more towards applying XP from goals.
Sneaking is a suspicious activity, and creeping across a street in broad daylight hunched over shouldn't really count as "sneaking" to begin with. Stealth shouldn't be a "stand in the middle of a brightly lit room, completely invisible to everyone, just because you have 1337 sneaking skills", and should be more a mix of perception (determining where things that could see you are), ability to move silently (so as not to draw unwanted attention), remain still and silent in hiding (so as not to draw unwanted attention), and detecting places to hide (so as to have some place to hide).Trainers can only get you so far. I can see meeting a professional locksmith and getting up to 40-60% (Assuming a percentile skill system for the sake of an example), but after that you're going to have to go out and practice on real locks.
How does this stop me from having to grind away somewhere safe just picking locks to improve skill. It also makes some skills absolute nightmares to level up. We also get a situation where with things like sneaking where the player just turns on sneaking and sneaks absolutely everywhere. Then to counteract this the skill improvement rates need to be lowered, forcing legitimate players to have to grind their sneaking skill.
Won't be able to make it sry will e explain more later (in hurry posting on iPhone)
That looks pretty cool although there's a lot of unused space it seems like, maybe it's just because not everything's been implemented.
Oh another thing....indoors vs outdoors. Should the buildings have their interiors seamless with the world (like Rogue Survivor and DF) or should the doors transport you into a different zone. You can do more detail with the teleport, but there's plenty of disadvantages too.
Oh another thing....indoors vs outdoors. Should the buildings have their interiors seamless with the world (like Rogue Survivor and DF) or should the doors transport you into a different zone. You can do more detail with the teleport, but there's plenty of disadvantages too.
I wish I could help with this project more then just suggesting ideas.
Anyway, besides shooting though windows, how about shooting though wood?
64x64 is big as hell. We're not gonna be able to have very many tiles on screen if we go that big.
If we go too much smaller though, you won't be able to tell what anything is.
That's why I prefer ASCII.
Well, maybe as you go up in Strength your fists get higher penetration factors? Hell, people who go to martial arts can break through fucking bricks. So maybe at highest strength you can punch through walls, but it alerts people in the area and slightly damages your fists?I wish I could help with this project more then just suggesting ideas.
Anyway, besides shooting though windows, how about shooting though wood?
Shooting through walls in general. Weapons should have a penetration factor (1, 2, 3), as should walls and body armor. For example, a .22 rifle would have a penetration factor of 1, meaning that it can't punch through body armor (factor 2) or wood (factor 1) or walls (factor 3). Fists would have a penetration factor of 0. And so on.
Well, maybe as you go up in Strength your fists get higher penetration factors? Hell, people who go to martial arts can break through fucking bricks. So maybe at highest strength you can punch through walls, but it alerts people in the area and slightly damages your fists?I wish I could help with this project more then just suggesting ideas.
Anyway, besides shooting though windows, how about shooting though wood?
Shooting through walls in general. Weapons should have a penetration factor (1, 2, 3), as should walls and body armor. For example, a .22 rifle would have a penetration factor of 1, meaning that it can't punch through body armor (factor 2) or wood (factor 1) or walls (factor 3). Fists would have a penetration factor of 0. And so on.
(http://img833.imageshack.us/img833/1916/shovel.png)
A second attempt at spriting, also known as why I don't usually sprite. It's a shovel, I think.
I am actually looking forward to this more than that SK roguelike, and seeing some sprites makes me feel like this is already making progress. I like that you can also be more than just a Serial Killer, definately makes it better. Kind of like GTA but with the depth of a roguelike. Keep up the good work, guys.
Personally I think development might be a bit faster if you just made it in ASCII initially, and add support for graphics later, but seeing as I can't really help directly it's really up to you guys.
I was scrolling back and saw that, nice work! This looks like it's really going to go somewhere, I'm impressed. Looking forward to this, I will probably make suggestions but that's about it. Is LUA scripting difficult? My only experience is Visual Basic and Visual Basic for Applications.
I think Lap is one of our more experienced coder, and unless he has quarrel with it, I'd like him to take on the random generation etc. when it comes to it, simply because I'm 90% sure he's more experienced than the rest of us and could be/is a major asset to the team.
Attributes should of course be slower to level, and should increase when skills dependent on that attribute are used? For example, assuming a percentile-based skill system, a skill growth of total 20 percent in four MUSCLE skills will increase MUSCLE by a point.
Or maybe a little faster?
If I knew the first thing about coding, I would definitely help with this. Actually, that's kind of a lie; I would probly be working on the Cowboy roguelike of my dreams. Oh well, posting to keep an eye on this.
Cthulhu was in favor of these attributes,
Muscle
Constitution
Coordination
Intelligence
Charisma
Willpower
Perception
with a Reflex attribute added in as a combo of coordination and perception. How should we make the stats so it's most balanced, and there's a use for each one? Currently, according to the skill system that Lap made up there, constitution and willpower are least needed for skills, which is perfect, since those two are more 'defensive' in nature. It seems that it might be good though to ...better delineate all of this, since constitution is sort of like our agility stat now, and I'm not sure that'd be accurate? Never mind, I'm just vomiting ideas down right now. Someone help me.
A bit cutesy for a crime rtd, though. Might be better if they're mostly "faceless"?Yeah I know it's cutsey. But I like to kill digital people which have character :).
I also thought of a needlessly complicated skill system while I was sleeping, but I'll need to type it out to know whether it runs on dream logic.
I like the statistics idea, though I would vote against luck because for some reason I don't like luck. Must be why I'm so unlucky. Muscle, Health, Agility, Dexterity, Willpower, Intelligence, and Charisma sound good. I'm unsure on the perception part...maybe we should just throw that in, since perception doesn't always need intelligence. Plenty of dumb animals that can see very well, and also plenty of soldiers who have little educational aptitude, but a whole lot of sharpshooter's gaze. So we'd have 8 attributes if we threw that in.
He's apparently very experienced with TE4's engine,
.....
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I don't mind helping. initBody is nil, which means that it's either been removed from ActorInventory.lua, or it's not been added to the actor. If it is in the file, I'd look through http://doku.t-o-m-e.net/t4modules:objects and make sure that all of the needed lines have been added. Have you loaded the file from Actor.lua?
Alright guys, lets make this game. We go incrementally, and we've definitelly past the 'this is just ideas' milestone, we're starting to see some solid stuff. Let's keep this up, and hopefully within 3 months maybe, we'll have a playable alpha.
Lending his roguejack furniture to our cause!1) his "Project Zero" furniture
I'm limited to helping with ideas and watching it unfold.
Get on the pirate pad and put your name in what you want to do at the top. Including your name, how much you want to work, and what you want to work on. We'll assemble a list over the next few days. We're making some REAL progress here guys, let's keep it up.Join the chat people.
EDIT: http://piratepad.net/h9QML6qDDY
If/when you guys need people to write flavor text and what not, I'd be up for it.
Ditto, but not on the sprites. I suck hairy balls when it comes to that kinda artsy stuff.If/when you guys need people to write flavor text and what not, I'd be up for it.
As will I. Also, I will help with sprites.
I typed in the lines by hand this time, and it seems to work. The only thing now I need to know is how to add the code to pickup items, equip them, etc. Doesn't seem to be any information on it on the wiki.
I was looking through the te4 documentation, specifically all of the entries about keys or keybindings, but I couldn't figure it out. I looked at the TOME Actor.lua and can't find any of the keybinds. Where does the TOME module store it's key binds?
Woo, go team. /cheerleader
This is the extent of my contribution, as I cannot code, nor can I sprite. I don't think my interior design is very good either. :(
I'm kind of interested in trying to learn code-wizardry, though. Where should I start?
At the moment, the only thought running through my head is your average sedan car should be two tiles wide and four long. Front two are the hood/engine, the middle two rows are the seats, and in the back is a trunk. Thus, road lanes would be two tiles wide each. Sidewalks I know of are usually much thinner than a road lane, but it would be kind of silly if you couldn't walk around someone without risking horrible automobile inflicted death.
At the moment, the only thought running through my head is your average sedan car should be two tiles wide and four long. Front two are the hood/engine, the middle two rows are the seats, and in the back is a trunk. Thus, road lanes would be two tiles wide each. Sidewalks I know of are usually much thinner than a road lane, but it would be kind of silly if you couldn't walk around someone without risking horrible automobile inflicted death.I was thinking of 2x3, although then you'd have to squeeze things in a bit. Back seats and the trunk occupying the same space? Eh, it doesn't sound that bad. Also, road lanes are wider than cars, at least in places where they're planned beforehand. To accommodate for turning and trucks. Three tiles, I'd say, plus whatever parking space there is on the side. Two tiles for sidewalks sounds sufficient. Or three, if the city has notable bicycle traffic.
I use the same as well :).Woo, go team. /cheerleader
This is the extent of my contribution, as I cannot code, nor can I sprite. I don't think my interior design is very good either. :(
I'm kind of interested in trying to learn code-wizardry, though. Where should I start?
At the moment, the only thought running through my head is your average sedan car should be two tiles wide and four long. Front two are the hood/engine, the middle two rows are the seats, and in the back is a trunk. Thus, road lanes would be two tiles wide each. Sidewalks I know of are usually much thinner than a road lane, but it would be kind of silly if you couldn't walk around someone without risking horrible automobile inflicted death.
I found http://www.lua.org/pil/ very useful for learning lua. It's for an older version, but most of it is still relevant.
There are also bump keys and numerous other ways of picking locks.
DarkGod's work:
Being awesome and giving code guidance. (DarkGod is the maker of the engine).
I think that there should simple be a command to shoot the lock out with a gun/silenced gun or crack it open with a knife as opposed to having lockpick guns.
A lot of the are already on the pirate pad.I'm curious as to how exactly a shotgun would take out a lock and allow a door to be opened. Does it just shred the door around the lock/tear the lock out?
http://piratepad.net/h9QML6qDDY
As for bump keys: I never actually used them, but I keep meaning to.
And as for shooting the lock: That... wouldn't really work, it would just jam the lock. Unless you used a shotgun, which would work.
But jimmying open the lock using a knife/credit card/cord should be possible too, if only for "low level" doors.
I'm curious as to how exactly a shotgun would take out a lock and allow a door to be opened. Does it just shred the door around the lock/tear the lock out?
I have an even harder time believing a gun could take out hinges than I do believing it could knock out a lock/weaken the area around the lock so it can be torn out.QuoteI'm curious as to how exactly a shotgun would take out a lock and allow a door to be opened. Does it just shred the door around the lock/tear the lock out?
Doors have hinges opposite the lock, that are what actually keeps the door attached to the wall. If you shoot out the hinges, all it takes is one kick to break the lock free of door frame and the door falls right in.
It's Hollywood though. Law enforcement uses a battering ram when they want to go through doors. For criminals it would make sense to have a quick, violent entry method...but it sounds a little overly complicated for just trying to get through a door with whatever brute force you have available.I seem to recall something on modern shotguns talking about the use of slug rounds by police/SWAT teams to breach doors. Presumably flimsy interior doors, rather than heavier external doors, where one would have room to move in a battering ram.
I have an even harder time believing a gun could take out hinges than I do believing it could knock out a lock/weaken the area around the lock so it can be torn out.
QuoteI have an even harder time believing a gun could take out hinges than I do believing it could knock out a lock/weaken the area around the lock so it can be torn out.
A slug point blank-into your average apartment door will not only tear out the lock, it will take a significant chunk of the door with it. Two shots, and the door is gone.
we have produced a breach shell for shotguns. its called the Hatton round and uses frangible material for destroying the area around a deadbolt or hinges. works at 6 inches from target aimed at a 45 degree angle for maximum effect and safety. the round disperse into a harmless powder after fire.QuoteI'm curious as to how exactly a shotgun would take out a lock and allow a door to be opened. Does it just shred the door around the lock/tear the lock out?
Doors have hinges opposite the lock, that are what actually keeps the door attached to the wall. If you shoot out the hinges, all it takes is one kick to break the lock free of door frame and the door falls right in.
It's Hollywood though. Law enforcement uses a battering ram when they want to go through doors. For criminals it would make sense to have a quick, violent entry method...but it sounds a little overly complicated for just trying to get through a door with whatever brute force you have available.
If you're alone, yeah. Who the hell breaches doors like that alone though.
the round disperse into a harmless powder after fire.
Professional hitmen, bro.
By the way, how do pick other kinds of locks? like those hemicylinder-locks with the little rotating plates inside. These. (http://www.westsidelocks.com/images/abloy_key_system.jpg) Finnish doors have these pretty much exclusively. How do they work?
That sounds more or less like what all frangible rounds do: they shatter on impact, causing anything from superficial scratches to catastrophic mutilation, with essentially no penetrative power. Kind of like super hollowpoints that could be stopped by a thick jacket and a little luck.Quotethe round disperse into a harmless powder after fire.
Wow, that's crazy. That it can go from a deforming round to nothing. What's it made of?
I can't imagine that would work on an actually fortified position though. More like a locked but otherwise normal door. Might be a good way to break into an occupied room though, if you're going to be shooting anyways.QuoteProfessional hitmen, bro.
I thought they slipped into your house by picking your lock during the day, so they can be sitting your favorite chair when you walk in, and then shoot you in the face.
Forced entry with a shotgun sounds like more an assault on a fortified position than a professional assassination. Put another way, how many crime scenarios can you think of where people go to apartments and houses and blast their way in just to rob the place? Not very many that I can think of. That sounds more like, I dunno, Heat where they're getting revenge on people, an over-the-top mob hit on safe house, or an attack on a rival gang's stronghold.
Definitely not like a smooth, professional hitman though. That kind of reeks of Hollywood to operate that way.
That sounds more or less like what all frangible rounds do: they shatter on impact, causing anything from superficial scratches to catastrophic mutilation, with essentially no penetrative power. Kind of like super hollowpoints that could be stopped by a thick jacket and a little luck.
In that one video, the dude is 10 feet away, so I'm not sure what they're trying to proveThat the slug would get through the door and kill anyone behind it.
That's not frangible rounds though. There are round that break up on impact, and ones that mushroom, but frangible rounds specifically shatter into many little pieces.QuoteThat sounds more or less like what all frangible rounds do: they shatter on impact, causing anything from superficial scratches to catastrophic mutilation, with essentially no penetrative power. Kind of like super hollowpoints that could be stopped by a thick jacket and a little luck.
Well, either they fragment or they mushroom. They don't just vanishes into particles. So I'm curious what it's made out of if it really does do that after impact.
A frangible bullet is one that is designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the danger behind the intended target.
Also there should just be a distinction between "average door" and "security door." It's worth remembering that feature creep is the death of all game development, and getting bogged down into trying to simulate one aspect or another is probably misspent effort.I'd hardly call "one door is flimsy and can be easily destroyed (interior "privacy" door), one door is tougher (normal), one is reinforced (reinforced normal door), one is a tough as hell slab of metal, one is a window you can open and walk through..." "feature creep". That sounds more like "trivial differences in the definition of each type of door". Aside from the last one (which would probably be more of a window with a door lock that you could walk through if opened/broken), that sounds like it could be done with a simple 'toughness' stat, and saying "you can't kick down a door above x toughness, or use a breaching round on one above y toughness, or meaningfully damage one above z toughness with anything short of explosives".
I'd hardly call "one door is flimsy and can be easily destroyed (interior "privacy" door), one door is tougher (normal), one is reinforced (reinforced normal door), one is a tough as hell slab of metal, one is a window you can open and walk through..." "feature creep". That sounds more like "trivial differences in the definition of each type of door". Aside from the last one (which would probably be more of a window with a door lock that you could walk through if opened/broken), that sounds like it could be done with a simple 'toughness' stat, and saying "you can't kick down a door above x toughness, or use a breaching round on one above y toughness, or meaningfully damage one above z toughness with anything short of explosives".
That's not frangible rounds though. There are round that break up on impact, and ones that mushroom, but frangible rounds specifically shatter into many little pieces.
Item descriptions
Also there should just be a distinction between "average door" and "security door." It's worth remembering that feature creep is the death of all game development, and getting bogged down into trying to simulate one aspect or another is probably misspent effort.
By the way, how do pick other kinds of locks? like those hemicylinder-locks with the little rotating plates inside. These. (http://www.westsidelocks.com/images/abloy_key_system.jpg) Finnish doors have these pretty much exclusively. How do they work?
That thing looks like a beast. I wonder if it's even pickable.
Further research shows that people who know how to lockpick like these locks as security, because they're apparently nigh-impossible to pick. Only known way, say some, is to use a decoder. :|
How about "melee breach" (a kick to a weak point (namely the area near the lock, with the goal of breaking the lock out/tearing it out of the frame), unless the player is wielding a weapon with a "breaching" quality, like an axe, sledgehammer, or battering ram), which wouldn't work on doors above a certain breaching toughness dependent on character muscle, "firearm breach" (a shot to a weak point, assumed to be wherever is best), which wouldn't work on doors above a certain breaching toughness dependent on what type of gun you're firing. A close failure (this shouldn't be an extremely random element, rather a check against whatever formula is used to determine what strength a given attack has, with perhaps only a small amount of random chance which wouldn't necessarily be enough to make an attempt fail if its base is high enough) would cause structural damage that weakened the area you're attacking, while significant failures wouldn't scratch it (except literally, unless you were trying to kick in the kind of thick metal doors a lot of commercial/public buildings have for side doors, so there'd be traces that someone tried to break in).QuoteI'd hardly call "one door is flimsy and can be easily destroyed (interior "privacy" door), one door is tougher (normal), one is reinforced (reinforced normal door), one is a tough as hell slab of metal, one is a window you can open and walk through..." "feature creep". That sounds more like "trivial differences in the definition of each type of door". Aside from the last one (which would probably be more of a window with a door lock that you could walk through if opened/broken), that sounds like it could be done with a simple 'toughness' stat, and saying "you can't kick down a door above x toughness, or use a breaching round on one above y toughness, or meaningfully damage one above z toughness with anything short of explosives".
I was more meaning stuff like:
There is a door. Do you wish to:
a) Smash it
b) Pick the lock
c) Use a crowbar
d) Shoot the hinges with your shotgun, using slug rounds.
e) Shoot the hinges with your shotgun, using buckshot.
f) Shoot the lock with your shotgun, using slug rounds.
Ect...
I'm thinking the dust thing was an exaggeration meant to emphasize their going to pieces, not a literal "they're reduced to a fine powder".QuoteThat's not frangible rounds though. There are round that break up on impact, and ones that mushroom, but frangible rounds specifically shatter into many little pieces.
Yeah, I know. Pieces smaller than the size of a BB round. I hadn't seen anything where the round literally disintegrates into powder.
I'm curious about items too. Though more "how are we going to store them?" than any of these questions at the moment. Unless the engine has its own special storage type, I'd be for using XML (same for NPCs), in which case I could trivially produce an editor to streamline the process of creating the lists, if I knew what elements it needed. I'm assuming lua can handle XML (and would be utterly shocked if it couldn't, especially since the little introduction thing the installer played explicitly mentioned working with XML with it). Unless it all has to be hardcoded into the engine, which is another thing that would utterly shock me.QuoteItem descriptions
First off: Do weapons have any stat? Or do you just want generic filler text we can pull down from the Internet?
Second: Do we have an actual list of objects, or are we supposed to go through people's designs?
Third: Let's use a master page. Duplication sucks unless it's adding to the aforementioned "item knowledge" thing.
It looks like a fun and long discussion, I just want to point that 95% of apartment doors where I live are three-layer metal and with "cerberus" locks :P.Yeah, I think that my front door is two slabs of metal with wood and a third slab between them. Interior doors are more or less hollow wood panels with locks that can be picked by shoving a broken qtip or needle into them.
We can get a $4 a month for a website through Godaddy.
I'm all about what people think they can code quickly and correctly so there's at least something working. If it's a "kick down the door HP", it has the benefit of adding to a whole game, and can be changed later.It'd probably take one person an hour or two to do, assuming the engine isn't so grossly complicated as to make the task of adding a few options and equations to a menu a monumental task, in which case I can't imagine we'd be using the engine in the first place...
It'd probably take one person an hour or two to do, assuming the engine isn't so grossly complicated as to make the task of adding a few options and equations to a menu a monumental task, in which case I can't imagine we'd be using the engine in the first place...
I'll take it on (assuming no one has any objections), once I've delved into the engine (looking over a book on lua at the moment). And once I know specifically what we want, of course.QuoteIt'd probably take one person an hour or two to do, assuming the engine isn't so grossly complicated as to make the task of adding a few options and equations to a menu a monumental task, in which case I can't imagine we'd be using the engine in the first place...
*shrug* I'll leave that up whoever is taking on the task to decide. The last time I tried to write script was NWN 2, and I failed. Before that, BASICA, and I failed :P
Yea, this is true, but what about an SVN repository? We need one, and I doubt we could find one for less than 10 bux.Isn't google code free? O.o
Is sourceforge free?
We could always use Freewebs. Get a flashing animated banner, some whole-screen effects like falling rain, an animated cursor, maybe throw in a Linkin Park song, it'd be great.
Is sourceforge free?
We could always use Freewebs. Get a flashing animated banner, some whole-screen effects like falling rain, an animated cursor, maybe throw in a Linkin Park song, it'd be great.
maybe throw in a Linkin Park songLinkin Park?I thought this was supposed to be a roguelike not a torture chamber of terrible songs
We could always use Freewebs. throw in a Linkin Park song
Linkin Parks okay, but I'm sort of against throwing a Linkin' Park song in. And how is freewebs for idiots?We could always use Freewebs. throw in a Linkin Park song
WHAT THE FUCK IS WRONG WITH YOU?
ARE YOU LIKE 10?
Linkin Park isn't even music, and freewebs is for idiots.
Is sourceforge free?
We could always use Freewebs. Get a flashing animated banner, some whole-screen effects like falling rain, an animated cursor, maybe throw in a Linkin Park song, it'd be great.
Turns out I'm busy until Friday, but this weekend I'll make some maps and possibly flavor text.ASCII Paint
Is there some sort of ASCII mapping tool or do you just type it out all awkwardly?
Added you JackAT.
Post your usernames and I'll add you when I wake up in the morning, hehe. Haven't tested it out myself yet, so if someone could check out the SVN repository and see if it's all working according to plan that would be great.
ANY NEW WORK SHOULD BE PUT ON SVN. PLEASE.
Listed next to each entry is is the drug's relative value, it's relative cost of investment and processing time, it's availability and it's level of criminality. An * means I personally think it's shouldn't be growable, because I think growing coca plants in people's backyards kind of stretches the simulation a little far. Meth labs, however, are entirely feasible.Opium is actually quite easy and cheap to grow, considering it's produced by a common garden flower, which is legal to grow (though large quantities of them, and ones that showed signs of processing, would be suspicious at the very least). Hell, you can make it from commercially available poppy seeds. I also don't believe there's that much of a market for opium. I believe most opiate addicts are on either heroin, morphine, or hydrocodone.
Marijuana (LOW, LOW, HIGH, LOW)
Cocaine* (MED, MED, LOW, HIGH)
Crack (MED, LOW, MED, HIGH)
Methamphetamine (HIGH, HIGH, HIGH, HIGH)
Heroin (HIGH, HIGH, LOW, HIGH)
Opium* (HIGH, HIGH, MED, HIGH)
LSD (LOW, MED, LOW, HIGH)
Mushrooms (MED, MED, MED, LOW)
Ecstasy (MED, MED, MED, HIGH)
Prescription Medicines (MED, LOW, MED, MED)
Btw, unless your door is really crappy, shotgun/pistols will not really do much to it. Good, solid wood doors will stop most pistols and will make shotguns shoot a few times to get past it.you can blast around that, the frangible material use for breach rounds is steel powder binded with wax. its basically sandblast times 100. the effective range is 6 inches as i said and yes this stuff is not good for killing people unless you like a foot from the person but this WILL leave a hole in them.
This is, for all intents, a crappy door's reaction to slugs:
http://www.youtube.com/watch?v=9GB0VK7e350
http://www.youtube.com/watch?v=xwKQZsC8RiI
And these are good doors:
http://www.rhinovault.com/ballistic_doors.htm
Plus there are anti-breach systems that plate the knob, hinges, and frame.
So you might want to consider that.
Okay, added in a bunch of tiles to SVN.how about GIT?
ANY NEW WORK SHOULD BE PUT ON SVN. PLEASE.
Lets at least try to keep this organized.
Another thing of note: I did not add any human sprites to SVN, since there where so many variations. We should probably talk about how to handle that exactly.
snip
while meth and crack are both cheap gutter drugs for the dregs of society.
processing often does yield greater than the in put as most drugs are cut with other stuff
you can blast around that, the frangible material use for breach rounds is steel powder binded with wax. its basically sandblast times 100
Plus it might be unbalanced for game play, if someone can buy $1k worth of coke and turn it into super cut crack that sells for....$5k?well you will only see the $5k if you sell all the drugs your self,and that can be FUN.
Seriously? I don't think we need to be that detailed.YES WE DO.
As for the XML, it seems there would be a lot of information to keep track of with all the descriptions, how much you could pawn each item for, how bulky it is, etc, etc. Keeping track of all that in the code would be a pain, and putting everything into XML wouldn't be that hard, IMO.
Also, I don't know if there's a good solution to dealing with situations where you are trying to look from a fifth story down to the street or vice versa.
I'm out of commission until further notice. I simply can't wrap my head around the absurdity of the current situation I'm facing.
I like the idea of prison both as a punishment for getting caught, and an element of game play. I think just running around shooting prison guards and opening cells sounds kind of one track. What happens outside the clink is just as important to criminals as what happens inside. I think it adds a great deal to the simulation that the game isn't over when you're arrested and convicted, it's just another chapter in the tale of your criminal, how they went to prison and came out reborn hard.
I'd hate the game to just climax at "Cops shoot you, you die." Or "Cops put you in cell. Now walk out of cell."
It also sets up the potential to play the whole LIFE of your criminal, not just the part before they got killed. Imagine a whole game, going in and out of the prison system. When the game finally tallies your score, you could be proud of having an epic criminal veteran.
I think a prison side-experience sounds more flavorful, easier to do in a meaningful way and offers a change up of gameplay. Which is one thing I've always liked about LCS.
Kus: It may be best to commit the engine to SVN itself, so it's all in one package, if that's possible. If not, can you update the readme with step-by-step instructions on how you did it?
Bug report: If you shoot something, the game slows down considerably, to the point of unplayability. To be exact, you take several turns to take each action, noticeable if you're standing on an item.
Where's the SVN?On sourceforge, the url is a couple of pages back... let's see... https://crimelike.svn.sourceforge.net/svnroot/crimelike
For the people that don't know how to access it, first, you get the tortoise svn client that lets you download and upload files to and from the SVN repository. Then, make sure you have Lua. You can use Lua's editor tool, or just any old text editor, to modify the code. In order to run it, I just plopped the game into a new folder in the module folder of the TE4 engine.
Sourceforge apparently provides a forum for each project. (https://sourceforge.net/projects/crimelike/forums/forum/1221761) I don't know how good it is, but it's there.Where's the SVN?On sourceforge, the url is a couple of pages back... let's see... https://crimelike.svn.sourceforge.net/svnroot/crimelike
I have not resolved my current situation, and don't expect to at this point, but I've gotten my head back together, and will return to what I was working on in the morning. I understand what's going on now, know that it is inherently irrational and that I can't fix it, and simply have to take this as an opportunity to do what I've wanted to do for months now. I'm being vague because the specifics of what's going on are rather meaningless to anyone but myself, and I don't want to derail the thread with a discussion of my problems (or worse, have them go completely ignored :P). So uh... yeah. I'm back to working on my part.
EDIT: I'm a silly bitch and I figured this out. I don't like how big TE4 is though.
I can't find a link to download this anywhere. D:
This hoax. (http://www.youtube.com/watch?v=n1dGKxH8U2U)Actually I don't care, you probably didn't see the thread where I said that everyone should stop caring about it as CK probably wants that attention.
A guy calling himself CrimsonKing made a mockup of a serial killing game, and said he was going to release a playable alpha in like a month. A while later he admitted that the gameplay video was an outright fabrication, and he was not, in fact, making a game. That caught everyone by surprise, especially Dwarf mc Dwarf, to whom it's still a sore subject, apparently. Personally, I think it was a really good hoax, and we should all applaud the man.
Pirate pad's too big! Can't save more than 100 revisions. Do we make a new one, or should we get the stuff transferred onto the Forum?
I've just finished making a couple of tweaks to the inventory system, so what's the best way to submit it? I've basically added the ability for objects to contain other objects, overhauled the inventory screen to allow manipulating containers, and added volume based restrictions on how much can be added to a container. There's also a couple of new items to test out the system. At the moment, objects don't change their volume based on what's inside, but that shouldn't be too difficult to change later on.
Pirate pad's too big! Can't save more than 100 revisions. Do we make a new one, or should we get the stuff transferred onto the Forum?
As I posted on the other fora, I noticed a "Martial Arts" skillset. If you need someone to help with names or styles, I'm game.I have no idea how realistic or detailed that's going to be, and I don't think anyone else does, either. Keeping things relatively simple might be good so the combat's approachable. You should draft a suggestion so we can bicker about it. :)
1. The game looks at an street map file that may or may not be randomly generated. It looks something like this:
(http://imgur.com/QYRuS.png)
A more blown up example [of a different map]:
(http://imgur.com/UR4Gn.png)
Each one of these streets is a representation of far more tiles. A '+' might actually be a block of tiles like:
|
|
--+--
|
|
These streets do not contain sidewalks, curbs or anything, but asphalt.
2. The game then calculates the space in the open plots.
(http://imgur.com/36iqR.png)
3. All available premade tiles for this district/theme that fit the dimensions of the plot will be gathered and one will randomly be chosen.
A plot tile might for a suburban house might look like:
(http://imgur.com/CItfq.png)
4. The plot tile is randomly rotated and placed to fit in the plot, in game looking like:
(http://imgur.com/oSziq.png)
5. The plot is filled with whatever random elements it comes with (random litter, trash cans, doodads)
Wait that's the FAMAS? Curse you design similarity
What was the reason for this change:
- WEAR_ITEM = function()
- self.player:playerWear()
- end,
- TAKEOFF_ITEM = function()
- self.player:playerTakeoff()
- end,
to
+
+ WEAR_ITEM = "SHOW_INVENTORY",
+
+ TAKEOFF_ITEM = "SHOW_INVENTORY",
+
Generally, out of all the coders that want to do a project, only about half of them end up sticking through. Maybe less. I hope we get as many coders as possible--I'm still learning it, so I'm sticking to spriting and doing the easy gruntwork tasks. I'll likely have even less time to learn Lua as the year goes on, but it's still a goal of mine.
Good work and good luck with the code so far, you coders. I'd rather be a code-savvy person than an artist, but I guess we all make do with our skills.
Like I said before I'm willing to help coding. But it's rather hard to do anything without design documents. Just coding some random stuff doesn't really help. I think a lack of direction and purpose is one of the main reasons coders leave projects.
Just uploaded Xegeth's inventory system to the SVN. It allows containers within containers and eliminates magical storage. This means that everyone who wanted a more realistic system of concealment should be really happy. I can also make all sorts of neat stuff like locked briefcases that can be picked to reveal their multiple item contents.
Tons and tons of stuff we can do with this, including stupid shit like this:
(http://imgur.com/KRx0D.png)
And then you went a step further and made orifices. I never even conceived of that level of simulation. Random stops by the police and pat downs suddenly became a 100% viable part of game play. Smuggling coke balloons in your ass? Holy fuck!What.
(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/thompsonsubmachinegun.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/m16.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/m4a1.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/dragunov.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/browningautomaticrifle.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/scimitar.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/sabre.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/rapier.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/wakizashi.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/khopesh.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/longsword.png)
Felt like it, so I'm dumping more little teensy pictures here. Five guns and six blades that are in the game, sprited in the past few days.
Also, some examples Soadreqm's awesome work on loot:
(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/smartphone.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/simplewatch.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/silvercrossnecklace.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/pocketwatch.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/leatherclaspwallet.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/goldchainnecklace.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/bonenecklace.png)(http://i45.photobucket.com/albums/f85/Kusgnos/sprite%20attempt/bigwhitemp3.png)
I never would have been able to make as awesome sprites as he did here, with this stuff. Seriously. I'm a weapons kind of person, and no good with perfect-looking, detailed small entwining stuff. Gape in awe! So yes, thanks to everyone who's working on the sprites.
Just thought I'd mention that "gerbilling" is an urban legend. Mostly.
(even though Boo was a minature giant space hamster anyway).
So far it's looking good. It sounds a little silly that I'm going to ask a question, but...how would you make this graphical? I'm making all the sprites, but I don't even know how to play Crimelike in a graphical mode, hahaha. I plan on adding items and linking tiles up, but then how would you toggle a graphical mode? Thanks.
And then you went a step further and made orifices.
That's a discussion we'll continue elsewhere[/b] as it might get to be a bit too dirty for this thread. I can't wait to discuss male vs. female balance issues.
Someone asked me why the city can't just be 100% procedurally generated and here's one of my reasons:
(pic spoilered)=(Spoiler (click to show/hide)
I think you mean 100% randomly generated. You just need to add more specific procedures. A check for cul-de-sac length or something. Unless I'm totally misunderstanding the problems with that screen shot...
We take it to the other, official board, then?
Oh it CAN be done alright, I mean goatse shoved what was it? A coke bottle? A volley ball? Up his.Just thought I'd mention that "gerbilling" is an urban legend. Mostly.Stop ruining our fantasies. Prove it can't be done!!
"A goblin kidnapper has made it with Rawr 359, MD the child".
Haha, I see where it came from now! ;D
Easier to say this:
Crime-focused roguelike thats ultra-realistic and full of stuff you can do like Dwarf Fortress. I wanna run a mafia. :O
Someone with $4,000/month, and no programmers cept himself and some guy to fix sdl bugs. You CAN say it. <.<Easier to say this:
Crime-focused roguelike thats ultra-realistic and full of stuff you can do like Dwarf Fortress. I wanna run a mafia. :O
I wish we could say that.
Someone with $4,000/month, and no programmers cept himself and some guy to fix sdl bugs. You CAN say it. <.<
But yeah... with payments on a roguelike it'd probably belowvery low if no graphics are settled.
QuoteSomeone with $4,000/month, and no programmers cept himself and some guy to fix sdl bugs. You CAN say it. <.<
I'll say it when it's true. Not saying it won't ever be something we can say.
QuoteBut yeah... with payments on a roguelike it'd probably belowvery low if no graphics are settled.
I have no idea what you are trying to say here.
Consider figuring out how to get the game the test to see if you should be playing it. If you can't figure it out with google odds are you probably wouldn't get any enjoyment from the game at it's current pre-alpha state.Meh, I guess I could TRY to figure out which script goes where.
Can people that aren't contributing to the coding whatsoever please pipe down about "what's possible?" Nothing worse than arm chair lurkers who tell you what's possible while not actually doing anything.
Sign up at the forums and check out any of the weapon lists or the loot lists.It's a quirk of mine that I try to avoid signing up for more and more stuff, but hey, if its viewable without registration...
Can people that aren't contributing to the coding whatsoever please pipe down about "what's possible?" Nothing worse than arm chair lurkers who tell you what's possible while not actually doing anything.Sorry to interrupt your hatred, but you guys have no working binary yet, right? Just tons of self-importance. ^^
Can people that aren't contributing to the coding whatsoever please pipe down about "what's possible?" Nothing worse than arm chair lurkers who tell you what's possible while not actually doing anything.Sorry to interrupt your hatred, but you guys have no working binary yet, right? Just tons of self-importance. ^^
Hot damn, that is one sexy GUI.
Is there any chance we can add a more detailed paper doll? I know lots of people would be all about doing that.
I don't speak programmer, what is the secret?
Fffffuuuu-
You just had to go and do that, didn't you. D:
EDIT: Hey, I'm not a stupid noob! D:
01010010 01101111 01100010 01101111 01110100 00100000 01001101 01100101 01100100 01101001 01110100 01100001 01110100 01101001 01101111 01101110 00001101 00001010 01001111 01001101 00001101 00001010 01001111 01001101 00001101 00001010 01001111 01001101 00001101 00001010 01101111 01101101 01101101 01101101 01101101 01101101 01101101..... 2
His SVN idea was pretty good--I think someone else before him said that we could pay money for a working SVN, so a free one is great.
2. Existing members of the team get a morale boost knowing this game can actually be completed.
I'm putting this update up on the blog.
This is one of the biggest milestones we've reached. Now we need to reach more.
I've been itching to get on it as well ... but instead of readin the forums I have been drawing floor tiles, so its not all bad ...
1.You can define any tile, even if one doesn't exist in the game yet.
My main idea on this is: whether or not a character learns a skill is based on their % chance for FAILURE. I.e., if you succeed at a task you only had a 10% chance of success at, you get a lot of skill learning. If you succeed at one you had a 50% chance of succeeding at, you get less. If you succeed at a task you had a 99.9% chance of succeeding at, you get NO SKILL LEARNING, because your character WASN'T challenged. If you FAIL and you know almost nothing, you STILL get learning just for having tried, but only to a point.
Lap is close to a conclusion to how you get the map to know there is a floor under a chair (for instance) which I suppose is the root of the problem.
This sounds awesome, are you still working on it?Of course not!
This sounds awesome, are you still working on it?
Personally, most of my time until the November 5th or so will be spent with a big thing I gotta do at workAre Guy Fawkes jokes as stale as the-cake-is-a-lie jokes yet? I apologize if they are.
I was rather thinking of having a detective mystery simulator where there's a medium-sized town with a whole bunch of radiant-style AI, and two human players. One is a serial killer that gets computer-assigned MOs that they must fulfill, and the other player is the detective who has to question NPCs to find the killer.
The neat thing is, there would be human observers who would be able to say things to the killer, with a mask that distorts it into groans and whispers. The brilliant part is, no matter what the observers say, it'd be totally in character for voices a serial killer hears.
Each game would be saved, particularly highlights, could be played back later. So, naturally, killers will try to set up complicated and bizzare plots, and detectives will try to do awesome things because if they do well, everyone will want to see the video.
It's important to note that there would be a strong narrative causality system, so that if it's two minutes in and the detective happens to run into the murder and whips his revolver out, there's a 99% chance it'll jam or miss, but if the detective just suprised the killer after tracking him for twenty minutes, beat him down with fencepost, and went for a cue-de-gra (or however it's spelled) on the murderer while he's down, then it doesn't matter how many HP he has, it's over.
I don't know how any of that could apply outside of the serial killer class. Maybe a Vigilantie class?
Time for a status update:Is the T-Engine still being developed?
Personally, most of my time until the November 5th or so will be spent with a big thing I gotta do at work, so not much amazing will be coming from me until then. It's been rough on this end and I took some of my free time recently to take a break from coding and crush Fallout: New Vegas into the dust.
Codewise, this is a lull. I'm waiting for the next version of the T-Engine to come out so I can do more stuff with layers and furniture. Furniture should most definitely be better supported in the next engine and I also think that I might be able to get the layered player sprites to work so that we can mix and match people sprites, as well as represent players equipping different equipment graphically. The last part might have to wait a bit longer, we'll see.
Xegeth has been the only other one doing the harder coding work and his inventory system works great. I haven't really heard from any of the other coders. Nenjin brought in a coder friend who sounds competent, but is looking for a very focused area to work in. I have not yet figured out what would be best to set him loose on.
I can't remember who said they were going to do something with the AI, but I've heard nothing from anyone about it and the only AI I see is the little I've done.
Graphical tiles are still being made and we have a huge amount of items, loot and weapons. We could probably use more mundane items and decorative world objects, but most importantly we still need more plots and unique maps. Luckily, making maps is still probably the easiest job anyone can do. Don't worry too much about furniture objects for now. Kudos to everyone who's been keeping the tile database updated when adding new tiles. That is really going to help out.
I was rather thinking of having a detective mystery simulator where there's a medium-sized town with a whole bunch of radiant-style AI, and two human players. One is a serial killer that gets computer-assigned MOs that they must fulfill, and the other player is the detective who has to question NPCs to find the killer.
The neat thing is, there would be human observers who would be able to say things to the killer, with a mask that distorts it into groans and whispers. The brilliant part is, no matter what the observers say, it'd be totally in character for voices a serial killer hears.
Each game would be saved, particularly highlights, could be played back later. So, naturally, killers will try to set up complicated and bizzare plots, and detectives will try to do awesome things because if they do well, everyone will want to see the video.
It's important to note that there would be a strong narrative causality system, so that if it's two minutes in and the detective happens to run into the murder and whips his revolver out, there's a 99% chance it'll jam or miss, but if the detective just suprised the killer after tracking him for twenty minutes, beat him down with fencepost, and went for a cue-de-gra (or however it's spelled) on the murderer while he's down, then it doesn't matter how many HP he has, it's over.
I don't know how any of that could apply outside of the serial killer class. Maybe a Vigilantie class?
This sounded cool until you reached the last paragraph. If the detective stumbles upon the murderer and shoots him, tough luck. The game shouldn't warp reality to continue it, and it definitely shouldn't force-kill the murderer like that.I agree with you, unless the game has really great graphics, then it might be a bit different, as it would be more dramatic, in my opinion, drama isn't that import if things don't look reasonably realistic.
Exactly. The best part of open-ended games with emergent stories (like Dwarf Fortress), is that there's a real sense of involvement with what's going on. When you're playing an RPG with a pre-scripted linear story and something really cool happens, it happened because a writer wrote it to happen that way. When the story emerges from interaction of players with each other or the game world, it's totally different. Knowing that whatever happens next will happen because of your actions and not a pre-defined story can do wonders for player immersion, and it's a hell of a lot of fun. So while that pre-scripted RPG might have a much better story, ones defined by the players through their actions are far more exciting. Much like a story suddenly becomes much more interesting when you find out it actually happened, rather than being a fictional story made up by the storyteller.I was rather thinking of having a detective mystery simulator where there's a medium-sized town with a whole bunch of radiant-style AI, and two human players. One is a serial killer that gets computer-assigned MOs that they must fulfill, and the other player is the detective who has to question NPCs to find the killer.
The neat thing is, there would be human observers who would be able to say things to the killer, with a mask that distorts it into groans and whispers. The brilliant part is, no matter what the observers say, it'd be totally in character for voices a serial killer hears.
Each game would be saved, particularly highlights, could be played back later. So, naturally, killers will try to set up complicated and bizzare plots, and detectives will try to do awesome things because if they do well, everyone will want to see the video.
It's important to note that there would be a strong narrative causality system, so that if it's two minutes in and the detective happens to run into the murder and whips his revolver out, there's a 99% chance it'll jam or miss, but if the detective just suprised the killer after tracking him for twenty minutes, beat him down with fencepost, and went for a cue-de-gra (or however it's spelled) on the murderer while he's down, then it doesn't matter how many HP he has, it's over.
I don't know how any of that could apply outside of the serial killer class. Maybe a Vigilantie class?
This sounded cool until you reached the last paragraph. If the detective stumbles upon the murderer and shoots him, tough luck. The game shouldn't warp reality to continue it, and it definitely shouldn't force-kill the murderer like that.
Does anyone mind if I dump the sprites/tiles I made onto OpenGameArt.org (http://opengameart.org/)? This doesn't seem to be going very far, Lap hasn't been on for over a week, and I might as well make sure my stuff ends up useful to someone.
Lack of direction
Luckily for us, there's really no competition here as the game seems a lot less ambitious and "serious" than this project. Not in terms of quality, but in terms of realism and depth.
Err, did i really sound offended ? Because i wasn't. Amused would be a better word here.
Oh, well, sarcastic humor and non native english don't mix well, i should know that by now.
Anyway, the more the better like i said. The advices I gave you were sincere ('been there done that' kind, feel free to ignore), with a little bit of trolling inside because it seems the usual method in this board. Anyway, my apologies if I have hurt your feelings, it wasn't intended at all. Still, my main point stands, gameplay and rule related discussions with the community are irrelevant until you know what your engine can or cannot do CPU wise (especially when you don't know the agent related AI that will be used in your engine yet).
Cheers,
SK.
Space game? Hm... single player Shores of Hazeron with AI empires would be so amazing.
Sorry for the MAAJOOR necro, but is this still being worked on?
the ideas of this game sounds extremely cool probably the closest thing to that SK hoax i was longing for
I wonder if that game will have torture...the ideas of this game sounds extremely cool probably the closest thing to that SK hoax i was longing for
Some people are actually making it and are going to release it in a month or so http://skrogue.com/ (http://skrogue.com/)
I- I think it's dead, Jim. :'(I do, too. :'(
The main developer on it seems to be working sporadically on it. It's like a personal project for him now, mainly because the rest of us didn't know enough code. There are still archives of various sprites and images made for it, but it's just him coding, all alone.Send him cookies. Every day.
;_;
Resurrecting to ask if this is completely dead?