Tuesday, March 27, 2012

Double Lie :P


Well I went ahead and double lied with the last post :P. I said I would have something by today, and then I said that I didn't have anything that I wanted to share. I decided since I said that I would, I should come up with something that I am comfortable sharing, so I took about an hour and did this concept art from scratch. It's a new enemy that I am calling "Shameful One." If you're curious as to what I have finished that I am not comfortable sharing...it's part of the story! : D Hope you enjoy!

Sunday, March 25, 2012

Quck Update Again

Just letting anyone reading this know that I haven't stopped working on this. I have just been a little busy with classwork. I plan on having some stuff finished tomorrow that I can share on here. Sorry, but will have to postpone, as the work that I have done for the day is not something I would like to share yet.

Wednesday, March 21, 2012

Quick Update

Hey folks, Cryptex here,

Just wanted to say that I will be remaking all of my art assets, so that they are created with free license software. (Blender, etc.) Then I won't have to worry about Autodesk or anyone tracking me down and stifling my creativity.  Will still have to check on royalties/etc, but I'm 99% that this route will save me headaches down the road.

Also, I figured with that, I'd spill a tidbit of information about the game. Not a whole lot, as it is not copyright registered  yet or anything, but something is better than nothing hmm?

With that here is what I feel like sharing at the moment!

As of now, there are six classes to choose from, and four "factions" that have their own storyline. As stated before, combat will be hack and slash, though there have been thoughts of switching to turn based for boss battles. (Still not 100% on that, but it's been a thought growing in the back of my head.) A plot spill: The world is based off of our own, but has its own history regarding mythology/etc. Without spoiling too much, and risking the idea getting stolen, there are events happening on the world, that have arisen suddenly. There have been myths and legends of these events happening, but nobody believes them to only be that..legends. How could something so ridiculous actually happen? Those are just myths, not real life. In this world however, they are true, and everyone denies the truth, and believes the lies they are fed by those that rule them. I will most definitely disclose more information further along, but that is all I feel safe sharing plot-wise for now. I will say, expect twists, and the unexpected. (Also, I realize that it sounds very cliche so far, but it is not the same story everyone else has told where the world is ending. :P ) It will be a deep, and scarily realistic storyline. (Society-wise)

As of now, there are twenty different enemies in development, with plans on there being many more.

I really want dialogue to play a large role in this game. I'm thinking something along the lines of Fallout 1 and 2, where it's optional, but the depth is there for those that want it. Player choices (along with their Charisma) will change the possible dialogue choices, and outcomes of those choices. Role-players will be happy.

Something that I have been debating with myself over for the past two weeks or so has been whether or not I want individual armor pieces to appear on your character. To clarify, instead of having a bracer change the appearance of the bracer you are wearing, maybe only have your visual armor change when you have a serious upgrade to an important piece of armor. (Such as chest or legs. (Again, think the old Fallout games, or Diablo 1.) The key factor in deciding which, will be whether or not I want to spend the time on content or visuals...which...at least for me, will always end in favor of content. Too many games nowadays focus on visuals, leaving the player feeling empty at the end of the game.

Project Long Hike will be a very dark game, emotionally and visually. Expect grittiness, gut-wrenching depressions, and decisions that will change your outlook on your character. If things work out the way I want, I will have short cut-scenes for some areas of the game to enhance this feeling. No overdoing it though, I promise. :)

Hope you enjoyed the update! Feel free to ask questions and comment :).

Random Screeny

Here's just a random screenshot of the test dialogue screen, with some quick dialogue. The Tavern model is also "first draft." In front of it is the first NPC, who at the moment is not rigged, but does interact with the character. The character, as of now, is just a mesh capsule that moves around. Obviously, everything here WILL change, but it's just a quick way to test how things feel.

Tuesday, March 20, 2012

Old Posts From Facebook

 These are all of the posts from my Facebook page about Project Long Hike that I could find, in chronological order. The exact date of the game's birth is unknown but is definitely early February. Hope you enjoy!


February 11th, 2012 : Any of my friends highly efficient at Javascript or C#?

February 18th, 2012: For anyone that knew and may be wanting an update. I have been cranking out ideas/mechanics for the game I am developing. I now have : world map, task panel, inventory, health/resource bars, ability keys, a few "baddies," one starter area, and a couple character concepts finished visually. I also have some major starting plot points, some possible stats, some character classes, and a sense of time. I have also come to a decision about combat. I originally wanted it to be turn-based, but with the type of baddies and story this is going to have, I have decided to change it to a ability based hack-and-slash. This will enhance the story and game-play in this case. (Though I REALLY wanted turn based, I believe this is the right choice.)

 February 23rd, 2012:
To show that I'm doing some stuff for my as of now unnamed game, here's a piece of concept art. Let me know what you think!

 
 February 24th, 2012: Wrote out 6 abilities/spells for a certain class. (Some which may be familiar, some that I have never seen before in a game) :)
 
Just a little announcement for my game, and I know this will bother many people, but here it is...There will be no minimap, or any kind of task tracking of any kind. There will be a world map to show where you are in general, but there will be no way of finding where you need to go to do something. (Other than listening to NPCs and finding landmarks/clues.) I feel that the sense of accomplishment one gets when the finish something in a game (partly) comes from the exploration and effort on the player's part to do it. Hope you like the news.
 
February 25th, 2012: As of now, I need around 27 major scripts. (Major as in the ones that will encompass numerous other parts.) I have a list, and a basic rundown on how they interact with each other.
 
A quick render of the skull I modeled tonight.

 
 
 
 
 March 2, 2012: Great thing about isometric game modelling, I only have to model the front and a side of an object, not back or other side :).
 
March 3, 2012: 
 
 
 
 March 6th, 2012: Regardless of how much work this is, I am so pumped for my game :).
 
March 7th, 2012: Workin on GUI, dododododododododo
 
March 8th, 2012: Oh Bob Marley, you keep my extremely frustrated mind from going berserk while working on this game. :)
 
March 11th, 2012: Ugh, this GUI crap is really gettin to me, could use some encouragement. I think I've finally figured it out, after about 2 1/2 days of 0 progress. Ofc it was the simplest little thing that was staring me right in the face the whole time.
 
Creating the first test task for the game :), fixed the problem with at least 1 of the GUI assets, and figured out dialogue. Next thing on my list is to get the rest of the animations for the test character in there.
 
March 12th, 2012: Sadly, I had to start all over engine-wise. There was some error, and I couldn't alter anything. The good news is, the work that took me about a week only took me 2 hours this time. :)
 
March 13th, 2012: YES, I got the first test task completed with minimal headaches. Nothing special, just a case of "I left this there because I'm an idiot, go get it for me." Still, glad I was able to do it myself :P. Now on to better things!
 
March 14th, 2012: Changed the first test task to where you have to fight a creature to get the item needed to finish the task. Kinda crummy and basic, but it works! (In doing so, implemented test attacks, roaming ai, etc.) :)
 
March 15th, 2012:
Concept of enemy named "Fallen." Which version do you prefer?

 
 
 

Wrapped One Concept
 

 
 
 
 March 17th, 2012: FINALLY GOT THE PLAYER ATTACK WORKING PROPERLY!
 
March 19th, 2012: Got the first NPC modeled, textured, etc! :D Just need to animate em.
 Made the player attacks less wonky :).
 
 
 
 
 
 
 

Project Long Hike Blog Started!

Hello anyone who may read this blog!

This blog will be a type of progress-based journal on how I am coming along with the development of my ARPG, which for now is known as Project Long Hike. Over the next few posts, I will give more information about the game in general, along with posting older Facebook posts that have been keeping up with the progress that I have made so far. Enjoy!