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Chosker

Member Since 23 Aug 2001
Offline Last Active Yesterday, 05:11 PM

Topics I've Started

Elium Prison Escape - combat preview video

29 April 2014 - 07:16 AM

Hello there,

 

Here's a preview of the current status of the combat system in my hobby game, Elium Prison Escape

 

I've managed to implement and get working together most of what I want for combat (attacks, counterattacks, followup attacks, parrying, offhand attacks, kicking, dodging, pushing, stunning) and a decent AI.

 

in this video I only play in a test level. I'm yet to focus on creating proper level assets and layouts after the combat is more polished, once I can be sure it's going to work nicely and actually be fun (since it's the main pillar of the game)

 

(make sure to watch in HD)

 

in this video dismemberment and dodging are actually not shown. I forgot to use dodging (and the AI cannot use it yet), and both kills weren't with very lethal blows so dismemberment wasn't shown smile.png

 

 

The next in the development will still be the combat. making the combat more intense (more back and forth attacks/parries), making the auxiliary moves more useful (kicks, offhand attacks, dodges), making the AI less jerky (especially its movement), and tweaking the gameplay based on the feedback that I've gotten from my testers

 

 

I know just one video doesn't give too much room for feedback but pretty much everything I can gather regarding anything from it (looks, atmosphere, gameplay flow, etc) can be useful, so let me know what you think :)


rant/idea: alternative MORPG server model

02 August 2013 - 01:36 PM

hey there,

 

I'm a hobbyist developer (and soon to be pro employed as well, yay!) and some part of my head every now and then looks for ways to reduce the need indies might have of renting servers to host multiplayer games.

now this is something I'm most likely not going to implement (or maybe I might), but still I'd be looking to give it a better shape.

this is meant for persistent multiplayer online games (think an MMO, but without the Massive, hence why I wrote only MO - ideally for games from 2 to 64 players), with an engine where the classic server-client multiplayer model is used (my engine of choice is UE3).

 

so the idea is to persistently save all of the players' characters in a webserver database, and then allow players to host their own games with automatic announcement into a server list. before the game starts the players select their saved persistent character and play a game on their own realm. since any created match would be broadcasted into the server list, players would be able to join existing matches and in theory (if there's always a good amount of servers in the server list) the whole thing could be rid of privately hosted game servers rented by the developer.

no low-ping servers? just start your own listen server (and tell your friends, or wait for other players to join). lan play? of course!

 

the whole idea isn't new really. it's similar to what Blizzard did with Diablo1. except in Diablo1 the saved character was stored in the player's PC. Diablo3 does a similar thing, except AFAIK matches aren't hosted by the players (or are they?)

 

so what advantages does it bring?

well for one perhaps it might reduce some load from the game server. if character stats are stored in the database and the players' client can communicate with it, the host server/player might not even need to know anything about the characters' stats or their items' stats. therefore the server would focus on the core gameplay and some load would taken off it.

 

now it does bring one problem: world persistence.

while characters are kept persistent, the world isn't. the effect would be just as in Diablo2 or Diablo3: you start a new match with your saved character but the world has been reset entirely to its initial state. all trace left from your previous game sessions (besides your stats and items) are the 'completed quests' in your log.

and now I must say I'm not a fan of static game worlds. nor a fan of MMO game worlds where you complete a quest and the world remains unchanged (you even still see a new horde of orcs coming to attack the town you just saved from... a horde the orcs, for which you got thanked and let go leaving everyone happy and in peace)

but saving the whole state of the world in an online database for every player sounds overkill (as opposed to saving a few hundred characters)

so this is where the idea needs more room for improvement. how to give the impression of a non-static world that doesn't reset every time you play, when there's potential room for thousands of game realms (as opposed to online-only, persistent, always on, pre-defined realms like any MMO)

 

of course then comes the problem of security of the webserver, but that's beyond the scope of this rant/post :)

 

 

also just to make it clear, I'm not only looking for ways to improve this idea in particular. I'm also looking for different opinions and alternatives as to how to potentially be able to create persistent online games without spending all the budget in complex MMO network code and renting of game servers

I just think there must be some way to make the multiplayer model evolve from the AAA-only, money-demanding scheme into a more indie-friendly system that takes advantage of existing resources (mainly, the resources a client player can provide)

 

any thoughts?


Simple ball game (need ideas)

16 May 2013 - 04:44 PM

hey guys,

I've been tinkering the idea of creating a simple game for iOS. Unlike my usual game Project, this one is not driven by passion and conviction, but more as an exercise and to get things going: have a finished product as a portfolio piece and maybe earn a couple of bucks while I'm at it, as well as clearing out my friends and families' suggestions of how "I should do an iOS game"

I'd be using UDK and the idea is to make a simple game, something doable in the span of weeks to a 2-3 months tops.

 

so far in my mind I have a remake of the classical metal ball in a maze game: a concept with a simple enough implementation (no need for AI, very little art, etc),and to add some flair it'd be controlled like a board, tilting the phone to make the ball roll

however not being an iPhone owner I can't tell if there's 20 versions of such a game already. and since it's not even a powerful game premise, if it'd be appealing at all..

therefore I'm here to hear out any ideas you might have on the matter. it might be related to the ball-maze game concept, or an entirely different game concept as long as it's a simple one. the internet might seem like a good place to go search for ideas, but everything I've found is either too complex, too weird or too personal. I've searched wide and read my share, even tried a couple of 'game idea generators'. and now I'm here smile.png

 

as a side note, I have a random dungeon generator coded for my own game in the UDK, so a game that relies on random dungeons/mazes could be a very feasable one. be it the ball maze game, or something else.


Elium - Prison Escape - Intro

05 May 2013 - 03:10 AM

Hey guys,

 

[yes this is a repost. I accidentally posted this on the Game Design subforum more than a week ago, and no mod has seen my plea for it to be moved here]


it's been 2.5+ years since I started using UDK, learning it, prototyping, producing, going big and back to small again. It's been all my work in my spare time, including programming, 3d modelling, texturing, animation, level creation, UI and menu work, sound recording and editing, music creation, maintaining my blog, etc.
Finally I've finished the intro for my game, Elium - Prison Escape.

This video has been captured from an in-game level, because this is also the same cutscene that will be in the game when it starts.
Of course all this time hasn't been spent only in this intro, but also in the game itself, which is in beta stage.

Anyway, without further mumbling here it is:

 

so what's next? well I need to work on some armor for the guards and make some level props to work on more rooms of the prison, and with that I'll take some screenshots and I'll try to get it up on Steam Greenlight. after that, time and the response it gets will determine how much this might become an opportunity to go for full-blown development or if I keep at it as a hobby, but I'm focused to finish it either way.

I hope you like it smile.png

 

also I'd love to post this on the IOTD but anywhere I look it says I don't have permission. is anything wrong with the IOTD system?


Elium - Prison Escape - Intro

28 April 2013 - 02:45 PM

Hey guys,
it's been 2.5+ years since I started using UDK, learning it, prototyping, producing, going big and back to small again. It's been all my work in my spare time, including programming, 3d modelling, texturing, animation, level creation, UI and menu work, sound recording and editing, music creation, maintaining my blog, etc.
Finally I've finished the intro for my game, Elium - Prison Escape.

This video has been captured from an in-game level, because this is also the same cutscene that will be in the game when it starts.
Of course all this time hasn't been spent only in this intro, but also in the game itself, which is in beta stage.

Anyway, without further mumbling here it is:

 

so what's next? well I need to work on some armor for the guards and make some level props to work on more rooms of the prison, and with that I'll take some screenshots and I'll try to get it up on Steam Greenlight. after that, time and the response it gets will determine how much this might become an opportunity to go for full-blown development or if I keep at it as a hobby, but I'm focused to finish it either way.
 

I hope you like it smile.png

 

[oops! sorry I posted this in the wrong section (this is where I usually lurk). should've been in the Lounge. I can't delete and re-post, so can an admin please move it?]

[also I'd love to post this on the IOTD but anywhere I look it says I don't have permission]


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