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Messages - Glocke

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16
SFML projects / Re: Racod's lair - a coop dungeon crawler
« on: July 26, 2016, 01:57:38 pm »
Meanwhile, I decided not to implemented the tutorial at the current stage of development. Implementing a good tutorial would crash my schedule :(

And this schedule says: I'm going to release the demo either this or next week - hopefully, if no major problems occure.

17
SFML projects / Re: Racod's lair - a coop dungeon crawler
« on: July 21, 2016, 11:29:55 am »
What kind of tutorial are you thinking about?

Basically to explain how the controls work. But also referring basic gameplay (how to cast a spell etc.).

18
SFML projects / Re: Racod's lair - a coop dungeon crawler
« on: July 20, 2016, 03:30:40 pm »
I'm currently thinking about adding a tutorial to the alpha demo or not. The later game will feature a tutorial, but I'm not sure whether this is a good idea at the current stage.

There's a poll on twitter: https://twitter.com/racodslair/status/755755210509869056
Feel free to participate :)

19
SFML projects / Re: Racod's lair - a coop dungeon crawler
« on: July 16, 2016, 01:03:12 pm »
After migrating my lua integration from outdated LuaBridge to the awesome sol2, I finished the alpha demo's ai. Now the enemies can change their weapons on demand (e.g. between sword and bow referring to the distance between the bot and its target).


20
SFML projects / Re: Racod's lair - a coop dungeon crawler
« on: July 12, 2016, 10:49:00 pm »
Quote
Current project: Rage - Rogue-inspired Coop Action RPG
You might want to update your signature ;)
thx ^^

21
SFML projects / Re: Racod's lair - a coop dungeon crawler
« on: July 12, 2016, 03:25:02 pm »
I'm currently working on proper balancing, ai and some new enemies. A playable state is coming closer each day 8)


22
SFML projects / Re: Rage - a coop dungeon crawler
« on: July 07, 2016, 02:46:17 pm »
Don't tell people what it means (oops, maybe too late? ;D )

Nobody will remember :D

23
SFML projects / Re: Rage - a coop dungeon crawler
« on: July 07, 2016, 09:24:06 am »
Because "Rage" is already the titel of a (large) existing game and I don't want to cause confusions/problems, I decided to rename the project. Actually, the project has only a working titel ("rage"), yet. So the real project title is upcomming!

Dungeons of Racod
Racod is an abreviation for Rogue-like Action Coop Dungeoncrawler und reflects 100% of the game's intension.
Furthermore: I think of adding "Racod" as final boss, so the players get an objective: explore die levels of Racod's dungeon to finally find and defeat Racod himself.

Feedback requested ^^

24
SFML projects / Re: Rage - a coop dungeon crawler
« on: July 06, 2016, 11:59:07 am »
Maybe the actor object should follow the crate ^^
Maybe, but it would depend on if your character had some psychokinetic power!

I like that idea :D Unfortunately it doesn't match the scenario :D

25
SFML projects / Re: Rage - a coop dungeon crawler
« on: July 05, 2016, 05:38:51 pm »
If you have a appropriate lore background name it after your main hero (in case there is one) or the world the game is settled in. If you want to title it according to the style of gameplay, just find a synonym for rage. :D
But in general, I think I like story-based names more.

Unfortunately I don't have a lore background... also the game's world has no name :D
I'm currently brainstorming for giving the game some basic story later on ;)

Now a bit progress:
While working towards the playable demo, I added the last piece of player animation that was yet missing: an animation for moving crates and other obstacles.
Maybe the actor object should follow the crate ^^

26
Hi, everyone, I'm back!
I recently finished my bachelor's degree and now I'm free for some time so I'll work on the game as hard as I can!

Gratz! And nice to have you back :-)

I've published new dev log about what I did in the recent months. There's some new stuff that I didn't write before (especially Action Lists) so be sure to check it out.

Nice :) Keep on coding and posting :-)

27
SFML projects / Re: Rage - a coop dungeon crawler
« on: July 02, 2016, 09:47:06 am »
You can't expect anything good from me; I know nothing of the story :P
Me neither - there is no story :D

No, no! You know your game best. You put countless hours in its development. The name must be something that comes from yourself. Something that important cant grow on the responsibility of someone else.
That's right I guess ^^

Well... the name "rage" was basically the best matching word do describe the desired gameplay: fast, frenzied and raging ^^ So I'd really want to keep this in the name, because it's that what Ungod described. I was thinking of "Dungeons of Rage" or "Rage of the Rogues" - both transport the message (dungeoncrawling, rogue-similar) to the name. But I'm not a 100% convinced yet :D

28
SFML projects / Re: Rage - a coop dungeon crawler
« on: July 01, 2016, 04:14:02 pm »
Love it! Audio and the new ambience tiles truly add a lot to the game. I'm really looking forward to trying it out :)

I'm happy reading this :D

But before I gonna release a demo, I'd need to change the project name to avoid confusions with Rage by id software. Suggestions requested! :)

29
SFML projects / Re: Rage - a coop dungeon crawler
« on: July 01, 2016, 01:07:19 pm »
After tons of additional changes (mostly referring audio implementation), I'm proud to preset an alpha gameplay demo video:


Stay tuned for the playable demo! :)

30
General discussions / Re: Module membership for sf::Packet
« on: June 27, 2016, 04:37:09 pm »
It depends on system networking libs, so yes, it must be in the network module.
You mean those byteorder-version functions? Good point!! :)

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