demagogue on 18/2/2020 at 16:32
The concept I had for this was kind of splitting the middle between a consistent world and rogue like, the way Caves of Qud works (which I also recommend). It's a defined world with major factions, NPCs, and I think story and plot events, but the layout of everything changes with every game and seed, from the whole world, to the biomes, to the lower cities and villages, like the way a Civilization map is randomized with the same nations and leaders.
Renzatic on 25/2/2020 at 18:55
Richard Gere Crusades Adventures?
demagogue on 26/2/2020 at 13:36
I think what happened is the material for the hair and eyes borked somewhere in the pipeline and they just rendered white, but then it looked kind of cool, or anyway magician like, so I ran with it.
Renzatic on 27/2/2020 at 02:03
It doesn't look bad at all, just Richard Gere like.
What kind of game are you making anyway? From the looks of what you've shown, it seems like you're making a DOS style top-down RPG.
As for what I've been up to, I've had a ridiculous amount of fun making these cans.
Inline Image:
https://i.imgur.com/VaCAqCX.jpg
demagogue on 27/2/2020 at 14:37
Interestingly until just a few minutes ago I didn't think another game had really approached my concept, but then I just saw an article on Master of Magic from the '90s that's actually not too far off (although it's still quite different). It starts off like a roguelike Ultima and then develops into 4X.
It has mechanics or ideas, going from local to high level, from Diablo 2/Noita, Caves of Qud/Ultima 7, Trine/Mages of Mystralia/Screeps, and Master of Magic/Crusader Kings 2/Victoria 2. And the world has aspects of Ursula Le Guin's Earthsea series and Game of Thrones.
One of the mechanics is that I want an in-game console for Python scripts you can save, with the idea being that Python code is literally the magic language of this world and the code is spells. Like everything in the world has a seed-based secret name; and if you figure it out, then it's the variable name that allows your Python code to act on it, so you can "cast spells" on it. There are still limits to what you can change; defined just by how the world works. Like algorithm cycles and certain transformations still cost mana, or something like that. I was always interested in a game where modding the game in-game is actually part of the game. But there are certain things you can't change, in particular you can't just code the will of other people, i.e., the population of a region to follow you; you have to do diplomacy, or make them fear or love you, but you can use magic to help those things along.
My working title is The Wizard Emperor of Qirras. In it, you learn magic and start off as something like the wizard protector of a village (or other profession), then work your way up to the town-level, city, region, and finally nation where it becomes more like a 4X game from that point as you vie to become Wizard Emperor of the world. It's also in the same kind of concept as the French Revolution sim I also posted in this thread, where you're vying to be the Emperor of France. And I have one more concept of the same style in a '90s cyberpunk world. That would make it a triple set in this genre. But I thought this one was good to start with.
Starker on 27/2/2020 at 16:11
Quote Posted by demagogue
I was always interested in a game where modding the game in-game is actually part of the game.
Have you played The Magic Circle or Hack 'n' Slash or, more recently, Baba Is You? Might want to take a look.
Renzatic on 27/2/2020 at 18:19
For anyone interested, (
https://quixel.com/mixer) Quixel Mixer 2020 is out!
Beta though it may be, it's still very comparable to Substance Painter. The biggest downside I've seen so far is that you can't bake your texture sets from within it yet, and the masking options don't look quite as powerful. It's still pretty damn good though. I like the UI better already, and hey, it's free!
[video=youtube;kRtXIj6ENT4]https://www.youtube.com/watch?time_continue=18&v=kRtXIj6ENT4&feature=emb_logo[/video]
Personally, I'm primarily interested in its expanded procedural capabilities, since I already have Painter. Let's see how it does.
Renzatic on 27/2/2020 at 20:00
Quote Posted by demagogue
One of the mechanics is that I want an in-game console for Python scripts you can save, with the idea being that Python code is literally the magic language of this world and the code is spells. Like everything in the world has a seed-based secret name; and if you figure it out, then it's the variable name that allows your Python code to act on it, so you can "cast spells" on it. There are still limits to what you can change; defined just by how the world works. Like algorithm cycles and certain transformations still cost mana, or something like that. I was always interested in a game where modding the game in-game is actually part of the game. But there are certain things you can't change, in particular you can't just code the will of other people, i.e., the population of a region to follow you; you have to do diplomacy, or make them fear or love you, but you can use magic to help those things along.
Honestly, that sounds kind of brilliant.
Owl2 on 28/2/2020 at 18:59
I continue my holy work!
Today i bring you Spoopy AI!
Watch in HD tho i messed up the recording.
[video=youtube;Sy1TodQ6-1k]https://www.youtube.com/watch?v=Sy1TodQ6-1k&feature=youtu.be[/video]