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Author Topic: Gateway to Legend  (Read 772 times)

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Offline 123outerme

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Gateway to Legend
« on: October 15, 2017, 08:11:30 pm »
Gateway to Legend is a conceptual open-source Puzzle-RPG. The main focus of the game will obviously be solving puzzles to get experience, as any Puzzle-RPG would have it, but the mechanics that make this game unique is that most puzzle mechanics will be based off doors or gates! Switches and door pairs allow you to gain access to rooms, teleporters provide gates between two places on the map, and more! It also supports the development and easy integration of user-generated content, as well; you can make puzzle map-packs for this project! I've done quite a bit of work on this engine so far, and I'd like to show it off. Here's what I have so far:



In this video, I show off the concept of scripts; here, I'm using a "use portal" script to demonstrate the concept. Scripts define the functionality of a given map, so for example, I can use this "use portal" script to tell the game to warp me to a certain map, placing me at certain coordinates. There are also scripts for many different game functions, like dialogue (meaning a text box), gaining exp, etc.
I also show off the addition of HP, damage, and damage knockback to the game. Right now, spikes induce this damage, but in the future, enemies and bosses will use this functionality.

There's also a map creator and a map-pack wizard that helps user-generated content, as far as the programs go. I haven't implemented any of the gameplay yet, unfortunately. I have ideas and graphics all drawn up, tools for integrating the puzzles, and the basics in puzzle design and game design.

I need some help drumming up some ideas for many different sections of the game, so I have my Github repository over here, and I would very much appreciate any help from the community, from suggestions, to offering to help with code. This project will be pretty big and pretty complex, so I'm expecting it to take more time than my port of Sorcery of Uvutu. I intend to follow up as much as I can on all my promises, making it as good as I have been designing it to be.
« Last Edit: December 03, 2017, 08:25:52 pm by 123outerme »


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Offline gameblabla

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Re: Gateway to Legend
« Reply #1 on: October 15, 2017, 08:59:09 pm »
I see that you are reusing a lot of your previous code from Sorcery PC.
In fact, it looks like you are instead attempting to revamp your old code rather than start from scratch.

Btw, you forgot to put the fonts from previous game in Gateway.

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Offline 123outerme

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Re: Gateway to Legend
« Reply #2 on: October 15, 2017, 10:19:21 pm »
I see that you are reusing a lot of your previous code from Sorcery PC.
In fact, it looks like you are instead attempting to revamp your old code rather than start from scratch.

Btw, you forgot to put the fonts from previous game in Gateway.
Yeah I'm trying to reuse what worked and rework what didn't. No need to reinvent the square wheel on this one. I did forget to include the font in here, let me change that now.
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Offline 123outerme

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Re: Gateway to Legend
« Reply #3 on: October 19, 2017, 01:25:43 am »


Here's my new progress! You can see that all the "event" tiles, or puzzle mechanics, are displayed onscreen. I also implemented button and door behaviors, with framework to do the same thing for each tile. I also did a lot of work on the map toolchain, making it so that each program can be compiled with the same header file(s), meaning no extra bloat in the build directory, among other changes like always displaying event tiles there too.
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Offline xlibman

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Re: Gateway to Legend
« Reply #4 on: October 20, 2017, 04:26:22 am »
I like the idea so far and I definitively notice the inspiration from SoU. The graphics look cool together by the way.
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Offline 123outerme

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Re: Gateway to Legend
« Reply #5 on: October 20, 2017, 08:52:13 pm »
I like the idea so far and I definitively notice the inspiration from SoU. The graphics look cool together by the way.
Thanks! I actually took my tiles from quite a few cancelled projects including 2Arms, my failed RTS/Turn-based Strategy and a cancelled platformer called Fisiks, both being started before SoU. The player sprite is the only one I may not keep for my main map pack. I think he'll fit in with the story just fine, but I'm not quite sure.
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Offline 123outerme

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Re: Gateway to Legend
« Reply #6 on: October 21, 2017, 10:57:38 pm »


I have some new progress to display! This screenshot, I made some decently big progress on the engine! I added the ability to write scripts for your maps. Scripts are versatile lines of data that define behavior of a certain map. In this case, I showed a script that warps the player to any other map, in any other coordinates. This is a "use portal" script, which, when stepping on a warp gate tile with defined behavior, shows a fading animation like I displayed, then puts the player in a new map. The warp gate script will be used to very good effect in the main map-pack, and map-makers will obviously be allowed to use this script to its fullest as well! You may ask how the warp gate is a mechanic worth showing, and I concede, it's not exactly a mechanic. However, the freedom that the warp gate script, and scripts in general, provide is enough to get me excited. When I start developing the main map-pack for real, you will be convinced on how to effectively use such a device.

Other script behavior has already been defined, such as a dialogue script, which displays the specified line of text upon triggering the event. I haven't written it yet, but there will be some sort of script editor. Whether that's included in the map editor, its own seperate tool, or whatever, it will exist.
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Offline xlibman

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Re: Gateway to Legend
« Reply #7 on: October 23, 2017, 01:12:09 am »
I like so far. My suggestion would be to add a character animation when he walks around ^^
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Offline 123outerme

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Re: Gateway to Legend
« Reply #8 on: October 23, 2017, 08:52:39 pm »
I like so far. My suggestion would be to add a character animation when he walks around ^^
That's a good suggestion! My only concern with that is that map-makers will have to define at least one more sprite in their map-pack file (which is an automated process, thanks to the map-pack wizard, but still, not optimal). If I did that, I'd probably have only two or three frames of animation total, just to keep things simple.
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Offline 123outerme

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Re: Gateway to Legend
« Reply #9 on: December 01, 2017, 10:40:18 pm »


Here's a look at a little bit of work I did on this today! I added an HP display, removed FPS counter (you can bring it back by pressing a certain key, although I haven't decided which key yet), and added the functionality to spikes! Spikes reduce 1/4 of a heart in damage per contact, and you are also thrown back in the direction you moved. This is done by increasing your velocity so that you are automatically moved. This velocity system I put in place will also be used for enemies and maybe some more puzzle mechanics.
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Offline xlibman

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Re: Gateway to Legend
« Reply #10 on: December 02, 2017, 07:16:24 am »
This looks cool. I lol'ed at the Stop Dying text tho XD

I'm glad this is still being worked on
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Offline 123outerme

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Re: Gateway to Legend
« Reply #11 on: December 02, 2017, 06:15:36 pm »
This looks cool. I lol'ed at the Stop Dying text tho XD

I'm glad this is still being worked on
Thanks! I'm glad I'm still making progress too, however slow. I made that map pack entry when testing my map-pack header wizard, and I liked the name, so I think that's one I'm going to make. I have at least one more idea that I'm keeping secret for now, but I think both will turn out great. Of course, I need to make the main campaign first.
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