Saturday, June 12, 2010

some News

Seems the inventory sheet has become a popular timekiller in /k/. People have been asking for a simpler way to make them so a java version will be made soon. This gives a good chance for me to see all the things I've overlooked when designing the thing. Might take some time if there's too many problems but we'll see how it goes with Tactikool.


Other great news is that a generous offer was made which I couldn't refuse: innawoods.com is now dedicated to this project and a proper website will be designed in the near future, thanks to Serv.

Actual game development is still standing still and propably won't start until August. I've been in contact with a group from Gotland University and at the moment they seem to be the best chance for Inna Woods to reach the prototype stage.

We'll see how things go.

9 comments:

  1. Why not run the Inna Woods concept on the Fallout Tactics engine?

    While the game itself suffered from a sub-par storyline and poor characters, it featured a robust upgrade to the Fallout 1 + 2 system, working on an entirely new engine. It comes with an editor, which allows for the import of sprite files. You could just literally make a tile in the style we’ve all come to love, import it into the game, and it is there. Bit by bit you could replace the visuals, including character sprites (which I’m assuming take a bit more work), with your own.

    The Fallout Tactics engine already has weapons of every size, grenades, A.I. behavior, dogs, lighting, radiation, vehicles, and armor, to mention a few. And the SPECIAL system and perks. And a world map with random encounters. Repaint it, do some heavy modification to the UI with that team from Gotland, and you’ve have most of the game done.

    And did I mention that it already has a multiplayer system in it? Featuring what I would consider one of the most fun systems I’ve ever played, it works on the system of points. Every level of character and equipment they have have a point cost. The host sets a game for… 2000 points, 3 man squads; meaning that each character is allocated 2000 points, and there will be three of them. Or you could make 10000 points game where you have everyone in high levels with cutting edge weapons and armor. And the possibilities what to make with those points are near-infinite.

    There are of course some downsides. The inventory system only has two weapon slots and an armor slot, with a weight-based scrolling inventory. There is no system for modifying weapons. There is no system in place to allow multiple choice answers (simply a “talk to me again when you’re ready/if you want to do this).

    And for making a full-fledged commercial game you’ll have to buy the rights to the engine. However with the developer, Interplay, dead in the water, you should be able to buy whoever has them now for a song, if anyone even has them.

    Earlier on someone said you should stop drawing and get to work learning code, because graphics were 5% of the game. This changes things. With this you have the need for only a couple dozen challenges for heavy coding, and a lot of graphics that need designing. This game with a robust engine is built almost perfectly for your needs.

    Just a thought.

    ReplyDelete
  2. As a bonus the engine supports individual turn-based, squad turn-based, and the real-time continuous turn-based. Obvious you could lock it into STB, but giving the user these other options might quell some peoples desire for real-time gaming, without taking anything away from the game.

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  3. IIRC innawoods.com belonged to serv, not meatchunk.

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  4. that's one long thought.
    As for now the idea is to make an entirely own engine. Using another engine created for other intentions would create unnecessary restrictions to at elast some aspects of Inna Woods.
    But the game is still under development so we'll see what happens.

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  5. Fair enough.

    I would suggest playing the game, as in your previous blogs you've stated your gaming experience to include Fallout 1 and 2. While Fallout Tactics is a poor contender for storyline, its gameplay was excellent.

    At the very least it might give you ideas how to pursue multi-player and providing a choice for those who wish to play in real time.

    And yes, sorry for my verbosity.

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  6. Where can I find pictures of all the weapons? I saw them in a thread but didnt save them. Care to share? :)

    Oh, and I love your style. And the whole project.

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  7. Serv is meatchunk

    Also, good luck on the project, i've been dying for a good turn-based grid strategy/rpg.

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  8. After seeing everything that has been put up so far, All I can say is...Wow. I sincerely hope this game comes out. Keep up the great work.

    ReplyDelete
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