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About This Project

Discord server: https://discord.gg/Tggtnsm Read the getting started post: https://www.leadwerks.com/community/topic/17638-getting-started/

  1. What's new in this project
  2. Slastraf

    Turbo Mode

    Update : Player does not have turbo mode, but can charge electricity spheres by holding a button, and realeasing it sooner will do less damage. For anyone not using discord, prototype already implemented.
  3. aiaf

    Turbo Mode

    Sounds nice We should also use those falling bricks you put in your level, are quite cool.
  4. Slastraf

    Turbo Mode

    For a sake of a better name The player pushes his implant into his hand, and everything around him slows down. Now he is able to send spheres of electricity trough the space that move rather slow but have an ability to decrease health of enemies close by over time. Explodes if collides with enemy with alot of damage.
  5. Thirsty Panther

    Development kickstart

    Been having problems with my Laptop ( intermitent crashing) but I'm keen to get back into it. Will have a look at the new level over the weekend.
  6. aiaf

    Screens

    Screen from latest version now with models:
  7. aiaf

    Development kickstart

    Was very busy with work last month. But now is more okay i can give some time to this. First level of dream world is mostly done.But i show this to some of my friends and they didnt figure out the mechanic. Maybe is too unusual, and need more description in game ... Guys please play the first level and tell me what do you think ? can you figure this out with the current in game message. Aside from this we should focus on the cryo room level. Add some gameplay, and use the awesome level by mdgunn.
  8. Hey everyone, Lets start development again! Latest design document is here: https://www.leadwerks.com/community/applications/core/interface/file/attachment.php?id=12969 Go and pick something you would like to do. We should focus on the cryo room. Post here if you have the time to help, need to know who we can count in this period. Cheers
  9. Thirsty Panther

    Script Error

    All fixed. Deleted - reload - all working.
  10. Thirsty Panther

    Script Error

    Not on Beta. Must be my build. I'm up to date on the build but still get the error. Might delete my build and re download.
  11. mdgunn

    Script Error

    Are you on the beta branch? I had an error just now when I was on the Beta branch but complaining of an error in Button.lua. I'm back on the non-beta and my build starting without error.
  12. Thirsty Panther

    Script Error

    Thanks md. Sorry to hear you've been unwell.
  13. mdgunn

    Script Error

    Been away for most of xmas so far. Hope to get back into things in the next day or so (been rather ill yesterday). Will check this out.
  14. Thirsty Panther

    Script Error

    Anyone else getting a Script Error in the Main.lua "attempting to index local sfp a nil value" in line 137?
  15. aiaf

    Dream world

    Sounds good to me. In few days ill have more free time to focus on this.
  16. mdgunn

    Dream world

    OK. Not meaning to disrespect your idea. They are not bad ideas and as you say may have been relatively easy to do. It's not that I want to ditch the story but I think it may be best if some of it is backstory we know about but we try to mostly let things unfold through action. The story is still a good way for us to have a common idea about what is going (the back story) even if we leave it a little less clear to the user where it may be enough that it is clear they need to do a thing because they need to not die, rather than because its exact position in a larger picture. Maybe. I'm no narrative expert. Currently I guess in my mind I am trying to also see a way to get to a 'milestone' point as I think you are. A position where we have a demo of sorts. I think I don't know for sure if this will work out but I think I would do would be like this:- - Refine your dream section a bit. Maybe re-using some ship models for wall, floor etc. - I finish cryo room modelling. Add in some simple interactions like your dream room, such as a) turn of alarm, reset systems, get info on initial task (stop incoming drones waking rest of ship). - Secondary ('solider' cryo room ) - can re-use bits of first. Small enemy skirmish, disable wake-up machinery, gain hand-weapon. - Simple key quest to open outer door. Move through a few simple rooms and corridors. Enemies can pop in with simple spawn mechanics. Hand-weapon thaw-freeze might be used to activate or freeze mechanics or hazards. - Exit ship to island and navigate island natural environment and deal with incoming enemy threats around a few key locations (e.g. exit, village etc.). - Get to some key ship location at other end of island (e.g. escape fighter bay). - There can then be a reversal of sorts of entering ship navigating corridors and then entering key room (control room/fighter bay - maybe we go to both). - I think at this point we then end after a last fight enemy fight in fighter bay or in escape fighter protecting our bigger ship or something). I am not cross-referencing doc when putting this together so it might not quite fit what I said there but in general I think maybe the outline above could work. This is still quite a lot of work. If you have any interesting mechanics then they could be brought into one of the items above or replace it. Not trying to dictate the exact path here so if you have suggestions please let me know. If you want you could propose an alternate way of getting to a natural end point and we can merge things together.
  17. aiaf

    Dream world

    Well i recognize could be confusing for player, but I was not switching characters, you are not the monolith you helped it navigate, not by choice.And remember this as a dream. Anyway this does not matter i was just trying to come up with short mini gameplay that is easy to do and backstory. This doesn't help me on the quest to advance this project.At the moment don't know what to do. The way we are going now and design document, the story is important you cannot avoid it. But that can change, we could ditch dream world idea to simplify things. And have just combat mechanic and simple puzzles no stories. Let's clarify this, so we all go in same direction.
  18. mdgunn

    Dream world

    Interesting ideas for sure. Not sure our player would understand what they are doing. Currently I am imagining the things are coming from space are not the monolith but these smaller these numerous activating spheres. These are like little simple drones sent in large quantities. They are like little seeds. They are getting scattered across the planet. If they land near a ship/island they can burn/bury down in the ground down to the ship and enter the ship. These might be about 50-75 cm across and I had imagined inside there might be a sort of power core sphere and that the freeze/thaw weapon is taken or merges with our character near the start when she stops her own ship waking up, by blocking/destroying the incoming spheres in a second room (or room near the start). At the minute I had imagined that this process had happened already (a sphere had entered) and this was maybe what had woken up our character as she had set this as an alert event before she went to sleep. Could be that the island starts submerged and no sphere yet and we start a bit further back but although showing all these earlier things might be cool it's probably a lot of work and best at this point to work forwards with some easier game mechanics until we have a few things tied together. If need be there could be static images and text that tell this earlier story. We have to watch how big this thing gets. Could STILL be that the monolith also came from space, perhaps it is like an AI/computer inside also sent in response to the awakening spheres and that this has been sent to trigger the characters awakening. I think narratively it might be confusing that in the early stage you seem to actually BE this monolith - the player will automatically associate controlling a thing with being the thing I believe. And then you're not the thing and you're this other person. I think it might be best to avoid a lot of the story telling, but avoid things that might be confusing (e.g. switching characters). I'm not saying ditch all the story so far. It's still important for us to discuss these things as backstory. I think it's useful, but I think we should be careful about actual show and telling to the player.
  19. mdgunn

    Fire and Ice Mechanics

    Yeah I'd destructible objects was something I'd considered. I've had the mechanics for this working before (an object which can take a certain amount of damage before getting destroyed). The bit I didn't do was the actual visual destruction (falling apart) with physics looking right for the destroyed bits. Should be possible but can't say I've done that.
  20. aiaf

    Fire and Ice Mechanics

    We could add default attacks to the player (fireball and ice attack). And this to be the magic part of the game. Maybe player need to learn to use his magical powers.Some destructible objects in environment could be cool.
  21. aiaf

    Dream world

    Heres an idea. Lets say the monolith flies through space like a comet , nice graphics etc Then an asteroid field show up and gameplay is to dodge asteroids for a small time. Dream ends then comes the cryo room.Some things happen there and on way to surface we can have small dream world levels as you say with simple puzles. We could have another level even when monolith is close to the islands gameplay to dodge several islands and player choose the island to crash on. This is nice since your choice will affect the game, you will find a crash site on selected island. Once monolith is crashed we can use "The Trials" dream level is already done.
  22. Way back I think there has been mention of possible fire and ice spell/effect/weapon. I've been thinking about this a bit. I'm a bit wary about combat with AI being a possible area of long term interest for the character, and problems in implementation (e.g. AI getting stuck on walls etc.). I was thinking that maybe this freeze burn mechanic might be useful as a puzzle element (and also in combat). In theory it seems that it would be fairly simplistic to use this freeze burn(thaw) mechanic to start stop physics based elements (e.g. using a motor), or perhaps to just use programmed step motion (meaning not physics based). WARNING: I could be very wrong and it there MIGHT be a lot of hassle in trying to pause and resume physics based processes. God of War had some good use of ice and fire in both puzzles and combat. Could be an area for future thoughts if anyone has any. As far as combat usage I did do a bit of testing with item effects (e.g. poison, burning, ice/slowdown) some time ago. Don't think I got it finished but I think it looked like it was going to work out OK. I think I basically passed an effect along to the usual Take Damage function and then use it to apply a setting on the object and start a timer if it was going to be a timed effect (e.g. poison). Anyway, something to think about.
  23. mdgunn

    Dream world

    I'd been thinking the same that the minimalistic style as the first level might be jarring if it is lengthy and different to rest of game. However, I also thought it was quite a neat idea of having some pre-wake up sequence where something is happening to trigger the character out of deep sleep. I believe there's something similar in Prometheus? So, at the minute I would not totally rule out a short dream/wake-up sequence but I think it would have to be quite interesting in it's environment visually but also short. Could then be introduced in a more significant way later on as you say. I like you're thinking here. Maybe there is scope for some simple puzzles and info gathering within rooms and corridors on way to surface?
  24. aiaf

    Dream world

    I was thinking the level "The Trials" is too minimalistic in style and unusual in gameplay to be the first level We should use cryo room as first level.The game should start with some really good graphics and not scare people too much. So i propose beside the islands to have a dream world (story wise) where you enter from time to time.Lets say you communicate with the monolith etc. First level to be "The Trials", then we can do more levels there.
  25. mdgunn

    Added Models

    Did a quick test with the lights tutorial level. Seemed OK even on high though I'm on Vega56 now. When I originally played with it way back (generally actually avoid it because of past experience) It seemed to have increasingly negative impact beyond the first several clicks up from zero (before half way I seem to recall). Perhaps it is not the volumetric light itself but it's effect on other things such as certain shadow settings. Could be I was on a limited laptop GPU in some of these experiments so maybe this was also a factor. Maybe it operates differently these days. Anyway I'm really pretty sure I wasn't imagining things. It did seem something was occurring. Very possibly side effects of bad setup, but then how would a new user know this if it can be this?
  26. Josh

    Added Models

    If the volumetric light setting is more than zero then the rendering cost is the same regardless of how high it is.
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