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Author Topic: Cult - New Development Video (5-10-12)  (Read 114054 times)

Askot Bokbondeler

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Re: Cult - Updated First Post (02/05/11)
« Reply #555 on: September 27, 2011, 09:42:31 am »

i've got a few skills up my sleeve if you need any help with that, though i'm sure you could get somebody more capable.

Yes, though I don't know what the timeline for this sort of thing is, yet. I'll have a better idea of when I'll plan on implementing features once the main engine is complete. Lots of things to code and test (and test, and test, and test) before then.
i know it's a bit of a late reply, but this got me really pumped up. i hope it'll be at least as in depth as UrW

Neonivek

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Re: Cult - Updated First Post (02/05/11)
« Reply #556 on: September 27, 2011, 10:21:13 am »

it doesn't really. that's just the map, the game will be in ascii, how else could you depict the randomly generated creatures?

It IS possible if you use layers.

It would just take a rather talented person to make it flourish.

Though I still hope there will be tile support.
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Askot Bokbondeler

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Re: Cult - Updated First Post (02/05/11)
« Reply #557 on: September 27, 2011, 10:35:28 am »

i did suggest this afterwards
hm, maybe not for early releases, but you could work something out to generate simple images for portraits of the creatures for an in-game (pokedex-like) encyclopedia

Antsan

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Re: Cult - Updated First Post (02/05/11)
« Reply #558 on: September 27, 2011, 11:14:59 am »

Yep - no true graphics. Though there will be imaginative use of subcell resolution and libTCOD's awesome ASCII capabilities to make a much more 'graphical' text game than ASCII roguelikes typically employ.

Subcell resolution also allows me to play around with fun stuff like this, of course:
Spoiler (click to show/hide)
Whoa! That's awesome! Reminds me of the old DSA Trilogy (Wikipedia says internationally it was called "Realms of Arkania").
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #559 on: September 28, 2011, 07:55:28 am »

Quite happy with how nation-relationships maps are coming out with the subcell rendering, now, as well:

Spoiler (click to show/hide)

Looks worlds better than the old version:

Spoiler (click to show/hide)
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NRDL

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Re: Cult - Updated First Post (02/05/11)
« Reply #560 on: September 28, 2011, 08:51:21 am »

So...that's the relations between the various civs?  Most of them seemed pretty amiable. 
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #561 on: September 28, 2011, 09:05:20 am »

So...that's the relations between the various civs?  Most of them seemed pretty amiable.

History generation is still pretty rudimentary. Skirmishes, wars, raids, various violations of treaties and trade agreements don't yet take place. Once they do relations will probably tend to be neutral-to-hostile in most parts of the world for all but the most peaceable of nations.
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Svarte Troner

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Re: Cult - Updated First Post (02/05/11)
« Reply #562 on: September 28, 2011, 04:03:01 pm »

I'm actually pretty excited about this, there's something about religious warfare that tickles my fancy. Fascinating stuff.
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Minstrel

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Re: Cult - Updated First Post (02/05/11)
« Reply #563 on: October 02, 2011, 04:17:10 am »

Wow, this is a really interesing project. Can't wait for the playable alpha. I will make sure some of my gold finds a way into your pocket come my next paycheck.

Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #564 on: October 02, 2011, 09:23:08 am »

Thanks for the encouraging words, everyone. :) I plan on doing some pretty extensive work on creature code today, schedule allowing. I'm also extremely excited because it looks like Cult may have its own custom-made soundtrack in the near future.
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mr. macduggan

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Re: Cult - Updated First Post (02/05/11)
« Reply #565 on: October 02, 2011, 09:29:17 am »

Yeah, that guy making the music is really good. I'm excited to see what he comes up with.
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Pillow_Killer

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Re: Cult - Updated First Post (02/05/11)
« Reply #566 on: October 02, 2011, 09:55:51 am »

Is there any chance of a new worldgen demo anytime soon?
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #567 on: October 02, 2011, 12:00:52 pm »

Yep. I am actually working on throwing together another tech demo as we speak write. I just want to toss together a few cosmetic fixes for appearance's sake.
« Last Edit: October 02, 2011, 12:02:30 pm by Lord Dullard »
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Lord Dullard

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Re: Cult - Updated First Post (02/05/11)
« Reply #568 on: October 02, 2011, 01:15:18 pm »

Welp, unfortunately I'm having immense difficulty compiling the project into an .exe. Py2exe just doesn't seem to be up to the task.
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freeformschooler

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Re: Cult - Updated First Post (02/05/11)
« Reply #569 on: October 02, 2011, 01:19:43 pm »

Well, you can just, you know, leave it as Python and tell people to get Python. I certainly don't mind.
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