Murdoc
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Posts posted by Murdoc
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"Meridian 59" is the closest thing I can think of:
![](http://www.meridian59.com/sshot/larged.png)
A few dozen people still play, though it's pretty ancient.
[http://www.meridian59.com/](http://www.meridian59.com/) -
I'm rather amused by how the term innovation is being brought up as though a game can't be successful OR fun without it. I'd say put it out there guys and see where it goes. The same people who whine about a game not being original, are often the same people who play WoW (a clone of Everquest, Dark Age of Camelot) and think it's something unique and special.
Since when did game development become "if it's not entirely original it sucks"? I could list about a thousand games right now that borrowed ideas from other games. Like ANY media industry (movie, music, games, books etc) the concept of borrowing ideas from past successes is not only common, but nearly pivotal.
Great idea! -
Hi Blure. I'd like to request a logo for ["Gates of Endar"](http://www.eclipseorigins.com/community/index.php?/topic/129252-gates-of-endar-alpha/) .. Preferably something in yellow and aqua to match the current GUI, and reminiscent of the 8-bit era.
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[Gates of Endar](http://www.eclipseorigins.com/community/index.php?/topic/129252-gates-of-endar-alpha/) will be a good eclipse game once it's finished. Two years ago (when it was called Escalon) we had a great turn out for players after we went live, and the feedback was positive. Since then the game has evolved both visually and mechanics wise. To date we've created close to 100 maps with a decent amount of content, and will soon complete the first of many provinces. Beta phase will begin on or about April 1st. Til then, you'll just have to wait for this awesome game. :P
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Vast improvement in the colors. It would be nice to see some trees that are as least as tall as the house though, and with more volume of foliage.
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These are the actual graphics that are used for the models/structures in Minecraft, not just a "version" of them. Having said that, there's a couple reasons why they don't look right. One, they're meant to be used as textures for 3d obviously. The second, much like the first, is that since they were made to be used in a 3d environment a top-down perspective is non-existent (ie. there are no borders to indicate depth, and tops of objects look awkward when placed on the vertical axis).
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The trees are a bit flat. They could use the more of the darker shade underneath the tree branches to round them out. Personally, I like the darker replica for a background. But the overall palette could use an increase in brightness, possibly contrast. Other than that nice work!
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The word depressed makes me depressed
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Awesome painting Kusy! I finally get to see some of your work..
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Update: New GUI.
I attempted to make it fit the 8-bit style of graphics, hence the 2pixel borders and such:
![](http://eclipseorigins.com/community/filehost/58cb635fef784ec3a511ca3a80a39a2f.png) -
This looks amazing! Who did the models for it?
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Looking more tasty all the time. Your art has a warm feel to it and the animations are smooth. Keep up the good work!
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> Your palm trees turn upwards too? Because the tip of his palm tree leaves look like they turn up a bit.
lmao -
> Major Bump , any criticism will be gladly accepted!
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> ![](http://i.imgur.com/ZUTjpSc.png)
Looks great Major! I tried to find something to critique, but I can't. :) -
Why is this game pinned exactly? I mean, it looks good and all.. But pinned?
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> I'd say neither, unless you credit the authors who painted the background scenes.
Let's face it, neither the backgrounds or the images used in the logos are his own work. But, I agree credit should be given to all the artists. -
If you fixed the text in the first I'd say go with that one. The "V" in the second is too obscure.
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I like that it's browser based. Looks good so far. Best of luck!
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> Its been a long time since I crushed the spirit of fellow eclipsians….
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> Restart!
*sighs* ….... 1 -
> Don´t forget Dofus :D It is a very nice tactical game, but it is to one of the unbalanced game ever. (I prefer V1.29 since 2.0 kinda sucks.)
I agree. I've played Dofus and a few others mentioned here. The ones I listed in the o.p are just examples. -
A demo would boost the appeal. But, I think you also need to run an advertising campaign. Promote your game on as many sites as possible.
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> It's true they might try it, that's logical to say. But if he's building this game I assume he wants a fan base that will stick, the question is what will he do with the concept to make it juicy and ensure that those players who try it want to come back for more?
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> You're right, he's showing off his programming, but what really is there to show besides main mechanics of movement, a chat box, and the algorithm which isn't complete? My point there was he can't blame anyone for saying it's boring if they do, because he decided to show something he himself knows isn't much to show off. If he wanted to show off programming he should have waited until he had some editors, more content UI wise and so on.
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> In relevance to my patience comment that was also pertaining to him posting what he had so early on which in all truthfulness isn't much. Don't get me wrong, I said it was good thus far because as ANOTHER PROGRAMMER what caught my attention right away was the algorithm, but not everyone who looks at this will be a programmer like the few of us on the topic who said they liked the progress mostly because they're speaking from a programmer's perspective.
If this "work in progress" was simply to show off John's programming skills, then yes it would make sense to show more aspects of programming. But, the point of this thread is to show the progress of the game itself. It is a prototype, nothing more nothing less. We understand why some don't like it, and others do as far as mechanics and visual appeal (This will all change in time). Now as far as patience is concerned, I don't think we're being impatient by showing a game prototype in it's very early stages. And, isn't it fair to say that if we really were impatient we would've skipped the prototype phase, rushed programming and development and released a buggy game? Needless to say, we have no intention of developing this way. I hope that clears things up as far as "Why game no look like game yet?" Keyword: Prototype. ;) -
We're still working on the algorithm, to make maps more appealing. Currently, some areas are actually quite interesting as far as layout. We would go with the room algorithm except were aiming more at "this dungeon is very old and worn" with missing walls and such. And, a cavernous approach feels too perfect for the vision we have. Here is an example of a less boring dungeon layout. Keep in mind this does not show any mobs, lighting (which is in the works), or decorations like torch-stands:
![](http://gyazo.com/4589e13454e96da1b8e395ba6c5b8bfc.png) -
Grade A herb goes in that.. take your pick. Molasses flavored tobacco ftw.
Marigate Online
in Talent Center
Posted
That being said, why not try and learn some of these skills yourself? It will only help you in the future. For example, writing isn't really that hard as long as you know proper grammar and have an imagination. Same with pixel art. There's no reason why you can't at least attempt doing your own art, even if it turns out bad at first. Read some tutorials and take notes.
As far as the concept itself. I think it has potential. But there really isn't much character at this point due to lack of a good story or features that might stand out from any of the other games.