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Slime Knight
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Syzygy 
 PostFri Jun 25, 2010 1:23 am
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I am assuming the threads about the games people are making are what everyone is calling "game journals," so here is mine.

Below is a new tileset I'm constructing.


If you downloaded the demo I released for Syzygy on CP, I'm sorry. That demo was more of an attempt to motivate myself to keep working than it was a serious demo. At the time I was under a lot of stress, but I was determined not to let this game die like other OHR games that I've started and never finished.

I should explain that last comment. I've actually been using the OHR at least since the Paternoster version (maybe even earlier) but my fascination with game making has always been off-and-on at best. I was not even aware of the community around the OHR until a couple of years ago, and at that time my interest in game design was overshadowed by various other passions. Not any more Smile

OK, with that out of the way I want to tell a little bit about the setting of Syzygy. Since I've spent a good six months developing the story now and it has become quite large, I think it is best to release small parts of the setting at a time. So here goes:

First, a definition. A syzygy, in its broadest sense, is any coming together or alignment of two or more things. It is commonly used to describe the alignment of planets or other celestial bodies, but this definition has nothing to do with Syzygy's storyline. But rather than narrow down how the term syzygy relates to the game, I think I'll just leave it broad for now.

Originally, Syzygy was supposed to be set in your typical swords-and-horses fantasy world, which is reflected in the graphical theme of my CP demo, but I decided to spice things up a bit as you can tell by the screenshot above. Now Syzygy is set in a technologically advanced world that has developed without gunpowder or fossil fuels. Instead, nearly all of the tech in this world is based off aether manipulation. If you are not familiar with what aether is, this and this might help.

In the fictional world, the aether is essentially a particle that exists in unimaginably large quantities per square inch everywhere, but it is so small that it is invisible to the naked eye (I think there is a theoretical particle already like this, but I can't remember what its name is). It has its own energy 'signal' that it responds to that the human brain does not naturally produce, but the recent invention of the Aether Manipulation Device (AMD), which converts brain waves into signals readable by the aether, has given people the ability to manipulate it at will. Aether also acts as a philosopher's stone in that in can become any other form of matter/energy/heat/etc. as long as the right information is programmed into it. Essentially, this gives a physical explanation for the metaphysical phenomenon of magic. However, what limits people from doing anything they want is that they must not only have sufficient energy to create aetheric signals, but they also must have the knowledge as to how/where/when/what to tell those signals to do in order to reach their desired manipulative effect.

- catches breath -

Before anyone begins saying "they've already done that in ________!" believe me, I do not care. I've spent a lot of time researching the material I've written and I have tried as hard as I can to not replicate too closely anything anyone else has done of which I am aware. However, that is very hard to do, so I'm OK with it being similar or exactly the same as something I have not heard of.

At any rate, I believe I've written enough for one post, so I will reveal more later.
Email contributions to the OHR Collab project to:

ohrcollab@gmail.com

All contributions will be recorded in the credits.
Slime Knight
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 PostFri Jun 25, 2010 1:30 am
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The flooring looks kinda like huge bubble-wrap. But bubble-wrap's cool, so It's all good.

I love how you have a scientific reason behind everything that's possible. that's always good, and leaves a ton of room for interesting backstory, which is even better.
Liquid Metal Slime
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VOCABULARY 
 PostFri Jun 25, 2010 2:38 am
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G-Wreck wrote:
A syzygy, in its broadest sense, is any coming together or alignment of two or more things.

Slime Knight
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 PostFri Jun 25, 2010 4:04 am
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Sh4d0ws wrote:
The flooring looks kinda like huge bubble-wrap. But bubble-wrap's cool, so It's all good.


Yeah, my pixel art still needs A LOT of work. It's actually supposed to be a glass floor covering the clouds below, but I drew them in like two minutes. They animate while you play, which helps, but I definitely need to work on them.

You're the first to say bubble wrap, though. Most of my friends think it's water.

@Baconlabs - Ha ha ha!!! Corney, I know, but I've had so many people ask me what a syzygy is that I thought it wouldn't hurt to throw it out there.
Email contributions to the OHR Collab project to:

ohrcollab@gmail.com

All contributions will be recorded in the credits.
Liquid Metal Slime
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 PostFri Jun 25, 2010 4:15 am
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Looks really promising. Great potential, and it wouldn't take a lot to polish them and make them even better. Keep it up.
Slime Knight
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 PostFri Jun 25, 2010 5:21 pm
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Thanks, story and gameplay are my chief concern, but I'll keep trying with graphics.

Here is sort of a comparison of my work from a month ago and what it is now (not much better, but I'm trying Grin ):





Lately scripting has been my main focus more than anything, though. I decided it was time to get over my fear of programming and learn how to use Hamster Speak.

If I could figure out how to use arguments I think it would help tremendously with a custom level-up function I'm working on, but I don't believe I've found any tutorials that are quite specific enough for this project, yet.
Email contributions to the OHR Collab project to:

ohrcollab@gmail.com

All contributions will be recorded in the credits.
Super Slime
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 PostFri Jun 25, 2010 6:09 pm
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On the contrary, I think that's a big improvement.
Mega Tact v1.1
Super Penguin Chef
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Liquid Metal Slime
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 PostSat Jun 26, 2010 12:01 am
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G-Wreck wrote:
Here is sort of a comparison of my work from a month ago and what it is now

Huh. The first one actually looks more SD style, even though the second one has a bigger head. Must be the eyes.
I like the second one better. Seems more refined; the color choice is a lot better too. Brighter colors really do make a difference, but as society moves towards the darker and edgier areas, I see too many games that are just a bland mish-mash of brown, gray, and blood-red.

(EDIT: I am in no way insulting Bloodlust; its redundant colors serve a purpose and are meant to make it hard to see and avoid enemies.)
Slime Knight
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 PostSat Jun 26, 2010 12:45 am
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The first one is better, IMO. I love the cape sway.
Slime Knight
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 PostSun Jun 27, 2010 2:54 pm
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@ Mogri - Glad you think so, thanks.

@ Baconlabs - SD style? Not sure I know what you mean.

@ Sh4d0ws -



Custom Level-Up System

Here's the idea as of now. After leveling-up, only the player's HP increases. In order to increase other stats, the player must train them individually. For example, to increase their strength, they lift weights, and to increase their stamina and speed, they run laps or obstacle courses. I plan on making a separate mini-game for each training technique instead of just showing the player pumping iron or something.

In addition to the default stats, I've developed an idea for a custom level-up screen the player can select from the main menu. The screen is actually a new map that shows all of their available skills to learn. By moving their hero over a tile that represents a skill, a text slice is shown at the bottom of the screen that tells them what the new skill upgrade will do, and if the press enter they can choose to purchase it or not.

There are a lot of ideas for different skills in the works, but here are a few that I know I'm going to keep:

Code:
Melee Weapons - Each new level purchased will allow the player to equip better melee weapons and do more damage with the ones they can equip now.

Light Armor - Each new level allows the player to equip better types of light armor, and increases their mobility while wearing light armor.

Engineer - This skill allows a character to repair and use complex mechanical equipment.  It will also unlock new types of items that can be created at workbenchs (another feature I'll explain).


That's all for now, let me know what you think.
Email contributions to the OHR Collab project to:

ohrcollab@gmail.com

All contributions will be recorded in the credits.
Liquid Metal Slime
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 PostSun Jun 27, 2010 6:26 pm
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G-Wreck wrote:
@ Baconlabs - SD style? Not sure I know what you mean.

SD = Super-Deformed, which is prettymuch what every JRPG does, especially the early Final Fantasy titles.
Quote:
Custom Level-Up System

That sounds interesting, but I'm imaging that minigames will be very difficult to make, and even more difficult to make interesting. New gameplay elements are meaningless if they don't make a game more fun, so be as creative as possible with this.

Quote:
Engineer

Slime Knight
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 PostSun Jun 27, 2010 9:28 pm
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I'm kinda skeptical about your custom level-up system.

Unless you can really make them interesting, I think the minigames could actually be worse than grinding. I just can't imagine myself tapping spacebar to the rhythm of obstacles over and over and over and over. At least not with a grin on my face.
Slime Knight
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 PostMon Jun 28, 2010 3:22 pm
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Sh4d0ws wrote:
Unless you can really make them interesting, I think the minigames could actually be worse than grinding.


Hmm, I guess I hadn't really considered that, even though that should have been the first thing I thought of. Thanks for talking some sense into me.

Baconlabs wrote:
SD = Super-Deformed, which is prettymuch what every JRPG does, especially the early Final Fantasy titles.


Gotcha ;)

Back to the drawing board.
Email contributions to the OHR Collab project to:

ohrcollab@gmail.com

All contributions will be recorded in the credits.
Slime Knight
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 PostFri Jul 02, 2010 4:53 pm
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Airships


They're in Syzygy.
Email contributions to the OHR Collab project to:

ohrcollab@gmail.com

All contributions will be recorded in the credits.
Liquid Metal Slime
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 PostSat Jul 03, 2010 1:33 am
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I want to fly on that space whale!
Where does it go? Who pilots it? Will it abide by the Laws of Travel? (#65-73)
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