E: Accidental double post, You can ignore this.
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Unless the natives are totally secluded from the rest of the industrial world it's pretty safe to assume Moolah would have some value to them. If there are rudimentary trade systems in place then it would make sense for them to convert to Moolah once that became more prominent around them.
If you do something like that you could do cool things with having villages farther out in the sticks that only trade items for other items. |
The original Fallout had a system like that. There was a kind of currency, the bottle caps, but for the most part you traded items for items. As far as what to call the currency, I'd go for either Spooce or Moolah. As Phylum said, the natives are not totally removed from the industrial scene.
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Alright so i've got all the shop emchanics down. The only thing that might change involving this is the placement of some of the things in the menu along with some balancing of item values, however now every item in the game has a value and can be sold in store.
Before Selling http://i1270.photobucket.com/albums/...ps0d719777.png After Selling http://i1270.photobucket.com/albums/...psd7ac1907.png http://i1270.photobucket.com/albums/...ps56e5080c.png |
I don't get the two prices. "I'll buy this for...50 Moolah 10 Moolah" is it 50 or 10?
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I think the idea is that you'll effectively haggle for the price, or buy it for more than it's worth to curry favor with those selling it.
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The amount of Moolah on the far right is your total Moolah, with the "I'll buy this for.." being the amount it will be sold for. Your total Moolah is now displayed above the chat box during transactions, and alongside the HUD whenever you enter an area where a transaction could take place or when you pick up some Moolah. Though that Haggling idea.. That could be used I'm thinking something along the lines of :
Chance to buy = 100 / Difference from item value * Merchant likeabilty |
So i've been messing around with stuff again and after testing I decided it would be a good idea to add some kind of melee weapon, so that even in areas where spooce may be scarce you could still do something.
So the question is.. what weapon would it be? A sword? A club? A spear? Any input would be helpful c: |
You could go with the old traditional Mudokon fighting style. The one that every young Mudokon seems to know at birth. The ancient art of slapping. Though if slapping isn't manly enough for you, I think some Mudokon tribes used spears. That's just me speculating from seeing the spear impaled Mudokons from Abe's Oddysee.
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Of course you also have the Mudokon's in Much's Oddysee who do use clubs. Spears, I'm pretty sure there's been concept art somewhere for that kind of thing. Swords, I don't think anyone's seen anything of.
Personally, I'm torn between slapping, because not only is it sort of amusing, it's also sort of in line with the whole idea of Mudokons not naturally being warrior types, and some kind of spear or knife, because that'd feel a little less useless than slapping things into submission. |
I dunno man, those slaps can be deadly! Have you not ever lined a bunch of Muds up for a slap fest? Many casualties occur.
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Thinking about it i've decided to have multiple different melee weapons, so far I've made a Mudohawker's club and a spear, I'm sure I'll think of more soon. Or maybe there could be upgrades for each kind, since the club if swung and the spear is thrusted.
Lovely GIFs for your viewing pleasure. http://i1270.photobucket.com/albums/...ps97a69725.gifhttp://i1270.photobucket.com/albums/...ps32acd43d.gif |
From what I've see. This looks like it could be really fun, now for combat will you be able to posses enemies to use against other enemies? Or is it strictly beat someone with a stick style? Or a mixture of both?
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The animations remind me of the fighting in Terraria/StarBound. Not that that's bad.
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I only just realised that it looks like that!
Anyways, I currently don't have internet and am relying on my phone so I won't be updating for a while. (Or atleast not with pictures.) I have been working on this though, if anything more so due to the lack of distractions. And I'm finally getting around to starting the story. So hopefully I'll be able to release a Demo once sufficient progress has been made. |
This looks great, I especially like the art style and animation style!
My personal opinion regarding the melee attack is that having the ability to slap is a must for any Mudokon. :) Keep up the good work! |
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Speaking of which... In less than half a day's worth of solid work, I've managed to do more on this than all of the last week combined. I've finally gotten around to starting Act One of the story and it's turned out so much better than I'd had originally planned. All the cutscenes look nice and smooth (They're done within the game using the game's engine, as New N' Tasty's will be, though to a much a greater extent.) So from the way it's looking thus far given the seemingly exponential progress I've made I'm hoping to release a demo by the time I get my internet back (Whenever that may be.) You'll be playing through Act One - Part One which features Kip as a child (He's actually a child through all of Act One) so you won't be experiencing everything that you could do with Kip when he's older, but it's basically the same. Oh and did I mention that you play as Kip as a child? I should emphasise this cause he looks adorable. :I |
I know that Gamemaker animations area huge pain in the ass, but you could probably do better with the weapons. They need a bit more energy, a bit more life. There are 3 things that would make them better.
The weapons themselves look really good though. |
Other than N'n'T, I think this is my most looked forward game (demo I guess).
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I've also been making the animations looks nicer, even adding some kind of motion blur like you'd mentioned. The club now has a slight delay between attacks if it hits the ground, stunning the player for a second or so to make it feel like what you're swinging round is a big heavy ball attatched to a big heavy bone. As for the spear, Kip now holds it behind himself for a short while before thrusting it forwards, emulating an actual spear rather than being able to just push it in front of himself easily. This body sprite used for this isn't yet finished so again, the standing placeholder was used. Unrelated to animation I've now completed the quest that allows you to obtain the spear. Aswell as this, I'm currently coding it so that the weapons have a different attack depending on if they're used in the air or not. For the club I'm thinking something similar to spinning in the air before dropping to the ground to release a shockwave that will damage and push back enemies. I'm also messing around with "Spooce-charged attacks" whereby you perform a more powerful attack (Yes Phylum, with prettier animations : p) at the cost of your spooce. :
Thanks for the great, and helpful feedback! |
Good to hear :p
As long as that stuff was WIP the main point to take away was about splitting the image though. I can't say enough how much I hate the way GM handles images. There are so many cases when an "object" could need to be represented by multiple images, yet at least in older versions it was very awkward to run several animations at once. |
The name of the first shopkeeper you meet, the one in your home village, is called Gil.
Hue hue hue hue.. |
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Lots and lots and lots and lots of progress. Including optimisation of stuff. I've finally gotten around to fixing pretty much all of my measier code and other errors from early on in production, I'm not sure why I thought it necessary to have two variables just to decide which direction the player's facing.
I'm probably around 80% of the way towards having a demo ready for you guys to playthrough. |
I have great admiration for you in tidying up code, because once I've written a code, I typically never change it unless it actually doesn't work. That said, I've only once had a point where my coding has been so convoluted that it has actually significantly slowed down the game (outside of stupid and silly tests).
I certainly hope that progress continues to be this promising. |
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Holy shit, this looks fantastic. I can't even properly articulate how much I love this, being probably the most promising fan game in OWF history.
I can see that for most it would be an overly ambitious task, but you seem to have a huge amount of motivation behind you and I respect that man. You really know what you're doing. |
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One of the main problems I'm having at the moment is sound. I had someone who was meant to be doing some music for this but never delievered. I feel I'd be ripping you guys off giving you a soundless demo, but also ripping you off just the same giving you some stock sounds. And I really don't want to commision someone again. It's a pickle. :I |
I music, and I have exactly one month until Uni starts. I also have no experience making anything digitally, but I'm sure it can't be too hard...
Shoot me a PM or something. |
I've only done electronica music, sounds fine and all, but I don't think it'd fit in Oddworld well. Do you have sound effects though? I know a thing or two about making sound effects.
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http://s3.postimg.org/6e3qu5tsj/Meet_The_Muds.png
Should have just called this, "Meet Some Muds" but it's atleast something till I can update properly. Have fun. |
Woah! Those Mudokons are awesome! I am so looking forward to this!
The only thing that bothers me is that the Mudombie's colors look a bit "washed out", it might be because the clothes have "degraded" the same amount as the Mudokon itself in the sprite. In my opinion it looks better without the "washed" out clothes, I attached an image to show you. Remember, this is only my opinion, I think it all looks awesome and that this is turning out great! ;) |
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On a design related note, remember how Lorne wanted it so that Abe's ponytail would grow the more spirtually attuned (or something) he was? Well Kip has that, depending on your maximum Spooce count, and current Spooce ability your ponytail can be small or large. Wonderful, yes? C: E: Oh, and your tattoos will do this aswell. |
I am jealous of your ability to do creatures. I've only been able to do machines when it came to spriting.
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Anywho, I'd love to be able to give you guys more substantial updates than this, but unfortunately I stil don't have internet at home, so I'm fairly limited with what I'm able to show off. Sorry I'm poor! So here are some ways that your ponytail and tattoos will grow as your Maximum Spooce Count, and your Spooce level increases. These are just rough ideas that I drew up last night, whilst making more "casting" animations, so that using your powers wouldn't look so dull.(Phylum) Anyway, have fun! http://s11.postimg.org/zcv5ilaoj/Kip_Levelsa.png |
I have to say, I love the extremely long pony tail, and I also like the idea that tattoos actually occur naturally on Kip with enough Spooce.
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Anyway, I don't have a picture for this right now, but when pausing now opens a screen which shows your inventory; misc items, weapons, quest items; aswell as your character's status; HP: Spooce: Spooce Level, and your character's current Mission and Subquest. From here you can also use items, so that's new. Hooray for 2-dimensional Arrays! E: Oh and in my cleaning up of code, I managed to fix some n00b-esque coding I had done much earlier, thus reducing resources for Kip by half. Woop. |
So here are some pictures of those updates I've been talking about.
http://s30.postimg.org/sw4t5lin5/screenshot124.png Pause screen, including status, missions, and inventory. http://s30.postimg.org/57pbabm3l/screenshot131.png Meech Meech Meech Meech. http://s30.postimg.org/gy38rpew1/screenshot140.pnghttp://s30.postimg.org/8h3qgsa75/screenshot142.pnghttp://s30.postimg.org/mwh21xxup/screenshot149.pnghttp://s30.postimg.org/4ywby4yox/screenshot155.png And a few screenshots from the area where the first boss is located. You have to fight a released Kinto Slave, it's attacks vary from slamming down into the ground, throwing rocks at you, or charge into the walls causing boulders and debris to fall from the ceiling. Oh and I kept losing so Kip died. :I And here's an image of my new favourite area in my game. The Great Mudoko Tower, click for full image. http://s30.postimg.org/px2hw7yjh/Mudoko_West.jpg |
Oh, this is really making me look forward to seeing this released.
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