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Favor The Gods


Mikekan13
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Since I am not one to just pass up logical opinions here is a preview of blocks at half height. I obviously didn't change the graphics and only modified the code but it gives you an idea of what it would look like. I'm not totally against it as it gives a slightly higher degree of height variation my concerns are with the fact that decreasing the size would mean it would take double the resources to have the same level of verticality(is that a word) to my worlds. If enough people think this looks better then I would consider it. It may mean a smaller world in terms of actual pixel space though. It would also mean more objects to render for the user.

>! ![](http://img.photobucket.com/albums/v697/Mikekan13/50height.png)
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Looks much nicer imo. A lot more friendly. To counteract the user having to use more resources, you could just give him two blocks for the price of one.

@Mikekan13:

> Although I think I might have the sharpness and brightness level a bit high I don't think there is too much going on. Honestly the final product will have much more going on when the grass is different heights and objects and items are added in. I don't see how visual variety will confuse the user. I am playing with the outlines and highlights to eliminate height confusion if that is what you mean.

I think if you made them a bit more dull and have slight transitions between the tiles it'll end up alright.
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@Eckhart:

> Looks much nicer imo. A lot more friendly. To counteract the user having to use more resources, you could just give him two blocks for the price of one.
>
> I think if you made them a bit more dull and have slight transitions between the tiles it'll end up alright.

I don't mean the in game resources. I'm talking about pc resources. To get the same sense of height you have to essentially make double the draw calls as opposed to the taller blocks.
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@Mikekan13:

> Yea I already have alpha changing when you go behind them. I actually prefer the blocks to just disappear but that will be an option you can toggle.

That sounds like something from the original SIMS games (don't know if the modern ones do that). The wood panels straight-up vanish if you put your cursor over them.

Since you have the most familiar experience with both systems, I'm sure your choice of the disappearing blocks over the translucent ones is probably holds a lot of truth.
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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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@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)
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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.
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  • 4 weeks later...
![](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!
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@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.
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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.
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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.
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