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Mikekan13

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  1. NECROPOWERS ACTIVATE! I doubt anyone from 8 years is still even on here. I have fond memories of this community! I was quite surprised this site still exists. If for whatever reason anyone sees this: Obviously Favor the Gods didn't happen. Not yet anyway! I moved on to unity and spent the last 5 years or so just making little throwaway projects. If you are interested I just recently started an indie studio with a few people and we are making a go at turning a hobby into a career. Our first game is called [The Wretched](https://www.thewretchedVR.com); it is a VR horror game set in space with a western vibe. [(Facebook Link)](https://www.facebook.com/TheWretchedVR/) We have been working on it for about a year now and will have some playable stuff near the end of the year. So what about FtG? It never died in my head. I have a game design doc that I work on every now and then. Once my studio is more established with a couple titles under our belt we will tackle FtG again but on a much grander scale. Probably 4-5 years from now. For now, if you want to give The Wretched a follow on facebook you would be helping the tiny ember of FtG to slowly rekindle. See ya'll around!
  2. RESURRECTION!!! In case anyone cares I was gone because I enlisted in the Air Force and had to go through basic and technical training. Worry not! FtG is not dead! I will probably close this thread in a month or so once I have established a website and an indiedb page. Stay tuned for changes.
  3. > Anyhow it seems like a pretty simple thing to learn. I'd be happy to help with this game when I'm done studying the code inside and out. Or codes in this case perhaps. Send me some info about yourself and I will get back to you.
  4. @Jungle: > It's called creating your own code. Not everyone copies and pastes code and other people's systems. Of course you wouldn't know that because Eclipse's source section includes everything… but still. oookay then… It isn't a tactics game and you really should learn to code yourself. Code splicing won't get you very far.
  5. Vb6 as sad as that is. The plan was to release a single player game with the key features of the online present and then move to a better language. Been thinking about unity but not sure if it is really suited for an mmo. I was waiting for Stephan to release his C libraries but I don't think that is happening anytime soon. I will probably end up with C# but it is still in the air.
  6. Sorry for the delayed absence. Been busy with life. Trying to get back into the swing of things. Been looking a lot at unity lately. Really just trying to get a perspective on things. > Can anyone else help to contribute to the game? I am always open to the idea. It would have to be the right person with the kind of skills needed.
  7. Building a new PC. Only need my ram and it should be here tomorrow. I will finally be able to take some video of the game in action. Been working on finalizing ramps and half blocks. Almost done with those. After that I am going to make a quick item editor for Eli and he is going to start pumping out some content. Hopefully we will have some sprites to show off soon. I want to get you guys playing this as soon as possible. I will estimate another month and we will have a pre-alpha to play.
  8. Just so you know! Making a 2d game in a 3d environment is a bitch. Finally tackling the combat and when you have to be able to attack in all directions it makes the controls a bit complex. Here are the controls as they exist. Give me some feed back. Movement: WASD Jump: space Run:shift or toggle with CapsLock Tab: toggle throw mode on and off R: aim up F: aim down left click: attack/throw/block left hand item right click: attack/throw/block right hand item Currently any direction you are facing is the direction the attack will go in. (probably will add swinging to attacks or may incorporate mouse movement while registering an attack) If you click and hold a mouse button down then that corresponding hand will guard until mouse is released. If you release a guard right when an attack is coming at you then it will perform a parry. guard radius is determined by the item equipped in the hand. Throw is obvious. while holding r or f you will attack the block above or below you. Oh and also while guarding it activates a sort of strafing mode so that the player will face the same direction until the block is let go.
  9. @Jungle: > I hate to nag, but do you mind changing the sprite? I'm not sure if it's a placeholder or not, but the shading on it seems off and slightly annoying. hahah. Yes it is a placeholder. Although I have stared at that little guy for so long that I will find some way to put him in the game as an easter egg. Remember though the residents are only sort of human.
  10. Layers sure are fun in a 2d game ;) I agree that isometric is better for this kind of thing. I originally started with top down with my game and it didn't look as good and was confusing at times. Anyways, good luck with your project!
  11. ![](http://img.photobucket.com/albums/v697/Mikekan13/Buildit.png) UPDATE Been steadily working on the single player FTG. Name still undecided. More in depth look at the crafting/building: Everything in the game is made of basic elements–just like the real world. Each element reacts with each other to form different materials and complex compounds. The player will mine and refine elements into specific shapes. Cubes, balls, poles, plates are a few of these shapes the player can define the materials with. Using blueprints found within the world, the player will take these materials and craft the items and buildings they need. For example: You may have a blueprint for a sword. The blueprint tells you the handle will require a pole the size of 10 units and the blade a pole the size of 50 units. These poles could be made of anything from wood, steel, gold, glass, or hell even paper if you be so bold. That is a very simple example and doesn't even include something called item mods. It is a very complex and deep system. A single Element has over 20 variables that define it. a material is composed of multiple elements. Then an item could be composed of multiple materials in addition to more than 10 different variables that define the specific item. Add in unique and rare item mods and you will realize just how crafty the crafting will be!
  12. I have decided to have both half blocks and full blocks. Also I don't know if anyone remembers me mentioning a single player adventurer but that is a definitive go now. It will be a prequel to FtG and use the Vb6 engine and the current graphics I am using now. Eli is joining in to help with content, narrative and world design for the single player game. More details will be available soon and you can also expect FavorTheGods.com to come back online soon.
  13. @College: > Why are you so conservative on the resources this game uses up? I'm sure doubling the texture-count won't kill off the LCD you're trying to reach. There are a lot of variables for each block because of the nature of the game. I am not just remembering what type of block it is but a plethora of other things like minerals contained within, health, water level, temperature, ect. its not like another game where I can just say block number xyz is type 4\. Everything is persistent and unique. So doubling the amount of blocks it takes to create a world is more than just doubling the texture count. Anyways I put a poll up on the Facebook page regarding the block size. Let your voice be heard–or some cliche shit. http://www.facebook.com/pages/Favor-The-Gods/143308545712373 If for some reason you don't use facebook then put a post here and I will consider the vote. >! ![](http://img.photobucket.com/albums/v697/Mikekan13/whatif.png)
  14. I'm not entirely sold on it, but I am willing to modify some of the blocks to see how it would look. If all else I could just cut each block I have in half, modify them a bit, add a top and have double my tiles. I also have to think about how it changes some of the mechanics. Now players are the height of two blocks. I would have to consider crouching and shooting over one high tiles.
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