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Author Topic: Gardens of Gensokyo V0.11a  (Read 15826 times)

Patchouli

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Gardens of Gensokyo V0.11a
« on: August 13, 2010, 01:32:20 am »

Removed DL link for now.

I'm locking this for now, it's a bit unholy how unorganized all of this is, and the updated version has changed directions enough to possibly warrant a new topic when it's all polished.
« Last Edit: May 09, 2011, 05:10:46 am by Patchouli »
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Patchouli

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Re: Gensokyo's Garden (W.I.P)
« Reply #1 on: August 13, 2010, 01:33:16 am »

I'll reserve this just in case it turns out bigger than I thought. There's a character limit, yeah?
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Medicine Man

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Re: Gensokyo's Garden (W.I.P)
« Reply #2 on: August 13, 2010, 01:43:55 am »

You can do it Patchy!
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Deon

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Re: Gensokyo's Garden (W.I.P)
« Reply #3 on: August 13, 2010, 02:36:50 am »

One suggestion: make the tileset the last thing you develop.
This way you can finish it :).

I've got a few projects where I started to work on graphics before making all major concepts, and they died mid-way.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Patchouli

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Re: Gensokyo's Garden (W.I.P)
« Reply #4 on: August 13, 2010, 02:45:06 am »

One suggestion: make the tileset the last thing you develop.
This way you can finish it :).

I've got a few projects where I started to work on graphics before making all major concepts, and they died mid-way.
Thanks much for the tips. I've got a little done of both, but I've mostly been switching off between the two, because I can only copy and paste for so long, and I can only look at a bunch of tokens for so long. I'll try to finish the raws first then.
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Deon

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Re: Gensokyo's Garden (W.I.P)
« Reply #5 on: August 13, 2010, 02:53:11 am »

If you get some problems, dare to ask!
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Patchouli

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Re: Gensokyo's Garden (W.I.P)
« Reply #6 on: August 13, 2010, 03:03:51 am »

Uh, actually, I have one already, ha.

If a weapon isn't defined in the entity file for a creature, via [WEAPON:ITEM_WEAPON_SPEAR], etc., does that only prevent them from being able to make that weapon with weaponsmithing, or does it also prevent them from wielding the weapon?
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Deon

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Re: Gensokyo's Garden (W.I.P)
« Reply #7 on: August 13, 2010, 03:10:45 am »

It only prevents them from naturally having the weapons (generated on soldiers/siegers/guards or in adventure mode) and they cannot make the said weapons, but otherwise they can use them.
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Ze Spy

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Re: Gardens of Gensokyo (W.I.P)
« Reply #8 on: August 13, 2010, 08:50:58 am »

Another TH mod? , i have already Seen enough of them!(Touhou Fanatic here , But i Raged at the amount of Game modifications that use TH references)
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Patchy

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Re: Gardens of Gensokyo (W.I.P)
« Reply #9 on: August 13, 2010, 01:39:59 pm »

Hehe, guess I got another thread to follow now. Anyways can't wait to see it and good luck.
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Re: Gensokyo's Garden (W.I.P)
« Reply #10 on: August 13, 2010, 03:51:00 pm »

It only prevents them from naturally having the weapons (generated on soldiers/siegers/guards or in adventure mode) and they cannot make the said weapons, but otherwise they can use them.

In addition, the weapon will still be eligible for creation as an artifact, even if it isn't in any entity entry/otherwise doesn't exist (...which mod was it that made big use of this? Legendary Lands?).
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Deon

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Re: Gardens of Gensokyo (W.I.P)
« Reply #11 on: August 13, 2010, 04:28:52 pm »

MartialArts mod definitely had this feature, and I use it in Genesis too.
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Patchouli

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Re: Gardens of Gensokyo (W.I.P)
« Reply #12 on: August 13, 2010, 05:30:52 pm »

This is what's done so far:

-Fairies, Tengu, Kappa, and Oni added as friendly civs, not too sure what to do about the bad guys. Fairies are the playable civ. They're hilariously small and weak at the moment. Fairies should eventually have a variety of castes like the Genesis mod. Tengu should have a variety of castes as well.

-Paper industry using an above-growing mulberry tree. It's not very balanced, and seems to involve a lot more micromanagement than I'd like. I'll just see what happens.

-Paper can be used to make ofuda, spellcards, or skill books. Skills covered include: all health-related skills, mechanics, architecture, siege engineering, gem cutting/encrusting, herbalism, alchemy.

-A new internal body part called a soul.

-Above-ground bamboo tree gives two logs when processed.

-Additionally, plants have been added that can stain bamboo to give it a different color. I'm not sure if I should make it bamboo-specific or not, but I've made it so for the moment, to add another incentive towards growing bamboo, as opposed to mulberry, tea, or coffee, which will also yield a log (just a single log though) when processed.

-New sedimentary layer called raw clay. A single "boulder" of raw clay can be molded into three separate bricks, then fired. It's a boost for people that have been growing a large amount of trees for fuel and settled in a raw clay area.

-Gutted a lot of the creatures. They should eventually be replaced with youkai equivalents.

-Added in a fist weapon that uses dodging as its skill. Striking's a skill option too, but when people replaced KNIFE_USER to use the dodging skill when dwarves picking up knives caused a crash, I thought it was an interesting alternative.

MartialArts mod definitely had this feature, and I use it in Genesis too.
It only prevents them from naturally having the weapons (generated on soldiers/siegers/guards or in adventure mode) and they cannot make the said weapons, but otherwise they can use them.

In addition, the weapon will still be eligible for creation as an artifact, even if it isn't in any entity entry/otherwise doesn't exist (...which mod was it that made big use of this? Legendary Lands?).
Seems neat, I'd probably want to add something similar at some point.

Another TH mod? , i have already Seen enough of them!(Touhou Fanatic here , But i Raged at the amount of Game modifications that use TH references)
Sorry.
« Last Edit: August 13, 2010, 05:34:24 pm by Patchouli »
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Patchouli

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Re: Gardens of Gensokyo (W.I.P)
« Reply #13 on: August 16, 2010, 03:38:33 am »

A view of the new plants, with the combined Mayday/Ironhand/WormSlayer tileset.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

There's still a good deal of tweaking to be done with the creatures, especially with entities before the first version is released. Reactions will probably need a quick run too, to see if they even work properly. Weapons need to be worked with as well. I still need to try out things, like having multiple ammo types for a single weapon.

Also, Fairy Wars is incredible.
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Patchouli

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Re: Gardens of Gensokyo (W.I.P)
« Reply #14 on: August 20, 2010, 04:53:27 am »

At the moment, I'm still defining symbols for the civilizations, so you don't end up with weird things, like fairies being named Cudgel or Continent. Hopefully should begin working on the graphics for the other civs. I'm probably going to go for the Cave Story look, it looks pretty nice for the limited space that you get, and it should hopefully make the fairies stand out a bit more from the backgrounds. Things are still sort of whack in terms of balance, there's awful lot of fine tweaking involved in getting the guys to survive worldgen. It would be neat to get a Japanese language base, but that's a lot of words. I might use DFLang, or I just might leave it in English. Not fairies, of course, they seem to have Western names, although they're a bit strange (Sunny Milk seems like an odd name to me). Certain civs should also try to bring something unique. I might try using Psieye's Evanescent Plant idea, I'm really digging how the plants just vaporize if you try to plant them.

On another note, the enemy is just the goblin civ renamed as "youkai" for the moment. I thought about making humans as the enemy civ, but I don't really imagine humans being on an active crusade against fairies. They should be provoked first. If anything, fairies should be the one to engage humans to fight. Beat up their liasons if you want.

In regards to other stuff, the plan is to eventually move toward a Demon's Souls sort of weapon progression, with some Monster Hunter thrown in.

Say megabeast Marisa comes and attacks. You send your fairies to fight them, and you beat her. You get "Soul of Marisa" or something from beating her - don't worry, she's not dead, she just ran out of continues and is trying again from Stage 1. You should be able to utilize the soul to either make a powerful melee weapon tied to Marisa, or you can utilize the soul to make something, like a grimoire or something, that you use as a reagent to make one of her spellcards.  Alternatively, you should be able to deconstruct it to get a ton of "regular" souls, which would be used to make basic ammo. Whichever one you pick though - weapon, spellcard, or deconstruction - you could only use the soul for one of them. You should only be able to access both the weapon and the spellcard if you defeat Marisa twice.

However, to prevent a stagnant moment where all you have access to is spellcards from megabeasts you defeated, there should be an alternative way to make weapons and spellcard from other characters. There should be just standard monsters that are stronger than normal. Defeating something like a kitsune should give you access to some of Ran's spellcards. The main problem comes with the fact that there's only so much syndromes and combination of syndromes I can work with; the likely result is that these animals might be specific to a biome and such, but they'll have a "clone" in a different biome. As such, settling in a tundra, you might never see Mokou's spellcards, but you might have a monster that can be made into a spellcard with an equivalent effect as one of Mokou's cards.

It's actually hard to say how this system will work, it might be a gigantic bloody mess with too many steps, too many haulers, and other stuff. We'll just see, I guess.

In regards to armor, i'm not too sure what's going to happen with that yet. I think it would be neat to tie farming into it somehow. Civilization Forge has great ideas for alchemy and such, I was thinking about adopting something similar. Making metals that can only be used for armor, metals that can only be used for weapons, metals with different temperatures, and perhaps other things. It's really cool how Civ Forge put it in, but I need to be able to adopt it for above-ground purposes. I might add a gem representing each element that you can dig for, or you can grow a plant, and attempt to make the gem from it with a low success rate. Doing this, though, I might have to gut all the rest of the gems too.

That's about it for the moment.

Here's another picture. It's a fairy profile.

Spoiler (click to show/hide)

I'm not sure if fairies should be reliant on booze or not. It obviously makes sense that they shouldn't be, but it seems a bit easy mode otherwise.
« Last Edit: August 20, 2010, 05:06:14 am by Patchouli »
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