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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Isle of the Damned!
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syn9ne
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PostPosted: Fri Jul 01, 2016 3:46 pm    Post subject: Development Log - Isle of the Damned! Reply with quote

So... I've been MIA since Assembly last year, but I've been busy with a new Rijn the Specpyre game. It'll be in beta soon if anyone is interested in testing :D


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Edited by syn9ne on Tue Dec 20, 2016 9:36 am; edited 2 times
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Sirocco
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PostPosted: Fri Jul 01, 2016 4:11 pm    Post subject: Reply with quote

Oh, sweet! I was looking through my pics last night and was thinking of dropping into IRC to see where you and deleter were at on this project. And behold, a few hours later I have an update :D

I'm going to be missing Assembly this year :/
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syn9ne
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PostPosted: Sat Jul 02, 2016 7:39 am    Post subject: Reply with quote

Hah, so that's who whispered in my ear to post an update :D

Yea, I get all nostalgic when I get the Assembly emails. Just consider this an off year, hehe.
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BadMrBox
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PostPosted: Sun Jul 03, 2016 7:27 pm    Post subject: Reply with quote

Heh, my buddy's gf asked if you guys where coming this year because she wants an excuse to go to Finland haha.
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Sirocco
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PostPosted: Mon Jul 04, 2016 9:15 am    Post subject: Reply with quote

BadMrBox wrote:
Heh, my buddy's gf asked if you guys where coming this year because she wants an excuse to go to Finland haha.


I was very tempted to pick up a plane ticket and hotel and just chill for a few days, but I'd rather not go without something to show.

Next year is a go, though -- depending on 0xDB and Bentacle. I think I can sucker them into doing something again ;)
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syn9ne
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PostPosted: Mon Jul 04, 2016 5:31 pm    Post subject: Reply with quote

hell yea, i'll totally have to leverage the Isle of the Damned engine to make a short film or something XD
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syn9ne
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PostPosted: Sun Dec 11, 2016 7:36 pm    Post subject: Reply with quote

Hey all, here's a little peak at the town on the island.

https://youtu.be/MKwutDM-1Lw
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Ren
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PostPosted: Mon Dec 12, 2016 2:31 am    Post subject: Reply with quote

Loving the tree and snow effects here. Will this be an action game, like the last Specpyre?
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Sirocco
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PostPosted: Mon Dec 12, 2016 9:22 am    Post subject: Reply with quote

Now that's certainly a different look from the chibi-style characters of the last game. Looks like a good direction to go in.

Man, has it really been so long since Stockholm? Jeez :)
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syn9ne
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PostPosted: Mon Dec 12, 2016 4:01 pm    Post subject: Reply with quote

Thanks. yea, this is an action rpg that plays very much like the last game.

yea Sirocco, i still get all the assembly emails. it makes me really consider going back.
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syn9ne
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PostPosted: Tue Dec 20, 2016 9:32 am    Post subject: Reply with quote

Working on the dialog system today.


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sonrisu
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PostPosted: Tue Dec 20, 2016 3:32 pm    Post subject: Reply with quote

Looks cool. Speaker image cut off before bottom of screen weirds me out though. :]
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syn9ne
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PostPosted: Tue Dec 20, 2016 6:36 pm    Post subject: Reply with quote

Good point. I had always thought of the player sticking out of the parchment, not being completely in front of it. I think you're right.

Here's with the speakers all the way to the edge. I do like it better this way. Thoughts?




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Sirocco
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PostPosted: Wed Dec 21, 2016 5:56 am    Post subject: Reply with quote

Definite improvement :)
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sonrisu
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PostPosted: Thu Dec 22, 2016 2:58 pm    Post subject: Reply with quote

Yeah, I think it looks much better this way.

I think text going over the portrait is difficult to read though. :]
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syn9ne
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PostPosted: Thu Dec 29, 2016 12:35 pm    Post subject: Reply with quote

Carried over from another thread:

I've been using Story by Robert McKee for crafting the story for Isle of the Damned. It has helped me learn how to get an audience to care about the characters via meaningful value changes.

The IOTD story is broken up into 3 main acts, each act is broken up into a series of sequences, each sequence broken up into scenes, and each scene broken up into shots (maps). Each character in the game has a primary and secondary value that are in conflict. Then, each shot/scene/sequence/act has a job of turning these values via some conflict (story, action, event etc) in some meaningful way.

Each map in the game has its own mini story with a value that gets turned.

I think it was Story that says: A shot (map) without a story makes a bad shot, a bad shot makes a bad scene, a bad scene makes a bad sequence, a bad sequence makes a bad film (game). Parenthesis added for my own interpretation.

For each map, I try to answer: how does it satisfy ďfreedom of choiceĒ and "sense of dangerĒ? Most maps have the story of "raising the stakes" to make character or story value changes more powerful.

For each story sequence, I try to answer: How does it touch on universal human emotions? How does it touch on the universal search for meaning?

Here is a list of mini story ideas I put together:

Add fuel to the fire
Against the clock
Slap on the wrist
Introducing the hero
Taste of your own medicine
Not so fast
All bark and no bite
All in the same boat
An axe to grind
Back to square one
Between a rock and a hard place
Bite off more than you can chew
Bite your tongue
Lost in the abyss
Chip on their shoulder
Close but no cigar
Donít count your chickens before they hatch
Donít put all your eggs in one basket
Moment to relax
No time to relax
Donít look a gift horse in the mouth
Donít judge a book by its cover
Caught in the spiderís web
Canít Breathe
looks are deceiving
Down to the wire
Drastic times call for drastic measures
Feeding Frenzy
Fixed in your ways
Downward spiral
The blunder
The ordeal
Mysterious object
To give the slip
Go for broke
Out on a limb
Calm before the storm
Conquer or die
Born again
Watch where you step
Not over yet
No turning back
Nowhere to run
He lost his head angry
If itís not one thing, itís another
Mums the word
Stay out of my way
Must keep marching
Out of the blue
Raising the stakes
Fear of the unknown
Eye of the storm
Pinned down
Unleash the beast
Smell a rat
Seizing the sword
Mission accomplished
Vanquishing the demon/dragon
All roads must come to an end
Return with the elixir
Smell something fishy
Turn a blind eye
remedy that is worse than the disease
mind your own business
warning by the misfortune of others
taking advantage of a friend in distress
pride goes before destruction
deeds show bravery
look before you leap
an act of kindness is a good investment
beware the counsel of the unfortunate
A house divided cannot stand
Un winnable race
Can't hide from death
Tragic hero
Into the belly of the beast
Threading the needle
Sea is a cruel mistress
Canít escape your past
Canít escape your future
Leap of faith
What comes around, goes around
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syn9ne
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PostPosted: Sat Jan 28, 2017 8:32 am    Post subject: Reply with quote

Screenshot Saturday: work in progress shot of a snakes-and-ladders inspired mountain pass puzzle.


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syn9ne
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PostPosted: Sun Feb 12, 2017 7:03 pm    Post subject: Reply with quote

Screenshot Sunday: work in progress shot of the "sky bridge" scene.


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syn9ne
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PostPosted: Sat Feb 25, 2017 9:54 pm    Post subject: Reply with quote

Screenshot Sunday: sky bridge scene rendered in game with parallax scrolling clouds.


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syn9ne
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PostPosted: Sat Mar 11, 2017 3:40 pm    Post subject: Reply with quote

I put together an AI testbed today for prototyping combat.



So far I have seek, flee, align, and random wander. These can be compounded as well. In the picture two "wolves" are stalking the player while also avoiding each other. All are affected by the zone clipping.

It uses a fixed physics tick at 200hz.
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