GDR Forum Index
Podcast Podcast
Dev Dev Logs
Search Search
RSS RSS
Register Register
Log in Log in
Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Fantasy Tales Page 1, 2  Next
View previous topic :: View next topic  
Author Message
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Fri May 30, 2008 7:50 am    Post subject: Development Log - Fantasy Tales Reply with quote

For a couple of years, some friends of mine and I are working on an online RPG. It has seen tons of incarnations over the years, but we keep getting back to it, because of the sheer fun of working on it. It used to be called Fantasy Tales Online (FTO), but recently, we've decided that we'll call the site FTO, while the games we produce will be Fantasy Tales: subtitle. We haven't decided yet on the name of the first content pack we'll release, but it'll be something about tribes probably, since the game features a large number of tribes.

The current incarnation of the game is made in Java, on top of a modified Slick engine if I'm not mistaken. The game works largely, all it needs is content and the appropriate programming for that content. Here's an image of one of our stress tests, that doesn't actually say anything, since we ran the server and 50 clients on the same machine. It's a good indicator to where we're heading in terms of optimization though. This doesn't mean the programming is near done, the largest part is still ahead of us there too.



Now, on this project, I'm the artist (actually, art director, since we work with a lot of outside artists too). The current incarnation features mainly art from me though. First, an old tileset that I had almost no participation in. Some of the elements are by me though, and I remastered it to have the quality consistent. I'm currently working on shop interiors and bedrooms for this set. The new version of this features complex shaded floors, like you see in Chrono Trigger.



The first city we plan on creating is the water tribe. Above indoor set is for this city. The style of this tribe is water themed, so we're talking a city in the swamps with a harbor in medieval european style. The city is sort of a fusion between Venice and Carcassonne, with the canals and the big fortifications. On top is a citadel, based on the Papal Palace in Avignon. I can't show all this as it's in very early stages, but I CAN show the dungeon of the citadel, which is partly done.



Next we have the characters. I already showed some here. First off a comparison of the second incarnation of the character set versus the last. This is 5 years of progress. We decided on smaller, less cartoony sprites, to fit the tile sets better. These are all sized at 2x zoom for viewing pleasure.



Next I'll show some sample designs of stuff we're doing with these characters. We haven't decided on the number of layers one character can have, so not all these combinations might be possible. Some of these are already outdated.



What's the coolest thing about creating an online game? Having cool unique GM characters of course. Well, I made the preliminary designs yesterday. First one is me, second one is our techical director, who is a proud geek (the guy programmed the first online incarnation of the game completely in UDP sockets when he was 14) and the third one is our content director, mainly in charge of level designs (his alter ego is Panda). The panda is a good example of what some of the NPC beast races might look like, though this one is more humanoid than they will be.



And finally, a little sneak preview at the next piece that will be released to public, titled: "A million faces"



I'll try to follow this thread up with the showcases as we release them. More info can be found here: http://fto.game-designer.org/forums/

Any questions?
View user's profile Send private message Visit poster's website
Sirocco
Moderator

Joined: 19 Aug 2005
Posts: 9363
Location: Not Finland
PostPosted: Fri May 30, 2008 11:01 am    Post subject: Reply with quote

Looks like a good start. Have you tried any remote connections yet?
_________________
NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)
View user's profile Send private message Visit poster's website
BadMrBox
Developer

Joined: 12 Jun 2006
Posts: 1190
Location: Beyond return
PostPosted: Fri May 30, 2008 5:05 pm    Post subject: Reply with quote

Hey Gil. Have you any animated sprites you could show for the characters? Some walk animation and/or fight animations?
_________________
My Blog | I take steroids for my bad knee. Now I can kick a smart car across the Walmart parking lot![/size]
View user's profile Send private message Visit poster's website MSN Messenger
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Sat May 31, 2008 5:18 am    Post subject: Reply with quote

Sirocco wrote:
Looks like a good start. Have you tried any remote connections yet?


Yeah, of course, we do regular alpha tests. Online has been working since the start.

Quote:
Hey Gil. Have you any animated sprites you could show for the characters? Some walk animation and/or fight animations?


We haven't released those yet, but yeah, I have some animations done, others not. I can't show them yet I'm afraid.
View user's profile Send private message Visit poster's website
n29
Developer

Joined: 13 Sep 2005
Posts: 879

PostPosted: Sat May 31, 2008 6:29 am    Post subject: Reply with quote

Really, really nice! Great work, I envy your artistic ability.

One of my pet ideas for a mmo is a 2d style game your doing, but the gameplay is simply a Wizardy 1, 2, 3, or Bards Tale dungeon crawl. A 50 level randomly generated dungeon with a town at the surface.

And NO automapping :D.
View user's profile Send private message
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4965
Location: Silicon Valley!
PostPosted: Sat May 31, 2008 9:25 am    Post subject: Reply with quote

Looks nice. Tell us about the gameplay. From what I remember there's a job system, right? Give us info!
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Sun Jun 01, 2008 8:34 am    Post subject: Reply with quote

We're still working on a lot of stuff. I can tell that there is going to be jobs/guilds etc. Guilds will be able to take on big quests, and split them into several different small quests, giving those to members of the guild. This way, different guilds can race to do the same quest first and ruin it for the other guild.

Job system is probably going to be something that gives you a steady income, but you have to do each quest given to you within a time period or you get fired. You can only have one job, and some come with clothing limitations (uniforms), others come with requirements (smart people only ;)
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Tue Jun 03, 2008 6:07 am    Post subject: Reply with quote

I remember this.. you guys had a compettiion once to design an enemy/boss creature i think. I remember submitting something for that. its good to see you guy's persistence in the project.
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Tue Jun 03, 2008 6:55 am    Post subject: Reply with quote

I think PaoloVictor won that contest with this sprite:



Though I always liked Pep's designs better. I think I'll revamp one of Pep's monsters to be in the game, as a token of gratitude. He's always been a big supporter of me taking over the art for FTO.

Miascugh did most of the art for that first tileset btw, groovy!
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Sun Jun 15, 2008 5:00 am    Post subject: Reply with quote



Next update is some sort of preview of what a shop might look like.
View user's profile Send private message Visit poster's website
BadMrBox
Developer

Joined: 12 Jun 2006
Posts: 1190
Location: Beyond return
PostPosted: Sun Jun 15, 2008 2:07 pm    Post subject: Reply with quote

Nice :P
_________________
My Blog | I take steroids for my bad knee. Now I can kick a smart car across the Walmart parking lot![/size]
View user's profile Send private message Visit poster's website MSN Messenger
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4965
Location: Silicon Valley!
PostPosted: Sun Jun 15, 2008 3:12 pm    Post subject: Reply with quote

All of these images have varying sizes. What is going to be the native size of the viewport for the game?
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Sun Jun 15, 2008 3:14 pm    Post subject: Reply with quote

Well, platform is PC/Java, so it depends on if we'll scale the graphics to 2x or not.

I'd say 800X600 averaged? Pretty big compared to these shots...
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4965
Location: Silicon Valley!
PostPosted: Sun Jun 15, 2008 7:19 pm    Post subject: Reply with quote

Oh, that's not bad at all. For some reason I was expecting it to be a lot smaller/less or something. Probably 640x480 or lower. I can't really say why. Maybe it's because the style makes me think of FF3(US) and SoM so much and those resolutions were obviously for generic televisions.

I really hope character customization is robust enough that you can have a relatively unique character if you try hard enough. That's one thing I always hated about MMO's: the inability to look truly unique. That said, I hate character creation interfaces that make it difficult to do anything. There's a fine line between letting me choose my character's nose size, and letting me choose the color of my hair, etc.

While the game was terrible, City of Heroes' character creation was really, really nice.
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Mon Jun 16, 2008 5:05 am    Post subject: Reply with quote

Well, we have some trouble right now deciding on customizationoptions and such. Basically, the more custom stuff, the harder it becomes to animate and the more boring certain items need to look.

This is not 3D, so if I design, for example, high boots, none of the pants can have stuff sticking out on the lower side, because of the pants bleeding through the boots. I have my ways to fix this issue, because I clip invisible regions, together with stuff that could then bleed, but this doesn't always work. You don't want the user to get a message "pants not compatible with boots".

It all depends on how good the programmer turns out to be. I haven't actually seen much code he writes, because I trust him blindly. Lately though, I've been raising some brows when he tells me stuff is not possible. We ARE working on getting the user as much to customize as possible. I want to offer a lot of face customization for example, and we're always playing around with recolors and palette shifts to get customization.


As for the screen size issue: We're going to make it so the player is well framed. Like in a movie you want the actor to be noticable. You don't want to see him as spec in the ocean, and you don't want to constrict view either. Right now I'm leaning towards 2x sizing the thing, which would mean that 1280x960 people get the 640x480 treatment. We'll see...
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Mon Jul 14, 2008 6:21 pm    Post subject: Reply with quote

I just made some nice skill trees (or finally finalized some stuff). We basically have a cool system of experience that makes sure you can learn similar stuff fast.

Basically, we have weapon families, like Short Blades. Leveling up specific short blade skills (like daggers and fencing blades) goes faster with a higher general short blade skill. Each time a specific skill goes up, so does the general family skill.

This means that when you level up your dagger skill high, it goes twice as fast to then level up fencing blades compared to axes, because an axe is not a short blade. Also, because the general family skill goes up, a dagger fighter will always do some damage with any short blade because of the family skill.

Crafting is very straightforward skillwise. We have three-step trees of skills, with one extra that can be unlocked (how is still a secret). The extra is usually really useful and important. One example is the chemistry skilltree, which has Distilling as fourth skill. This allows you to take existing potions and get ingredients out of them.

Our entire economy hinges on tailoring's extra skill. Basically, tailors can use it to fit armor to a person. This means the armor is more effective because it fits like a glove, but it also means that the armor is now bound to that character. Power players need this buff, but it also makes sure that the economy isn't full of second hand uber weapons that power players sell. It's kinda like binding in WoW, but not as restrictive. Also, instead of restricting the player, we can present it as a benefit.


On top of all this stuff there's a system of special techniques. You can only have a few, and they totally flavor your character. Basically, these provide cool mechanics that allow builds of quirky characters. There will be a lone monastery somewhere where a kung fu master teaches you special techniques that augment your martial arts character for example. There are crafting techniques too, that allow the crafting specialist to still do some damage in battle and the extra fourth skill in the crafting trees ties into this too.
View user's profile Send private message Visit poster's website
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Thu Jul 17, 2008 12:33 pm    Post subject: Reply with quote

sounds like a good design for such things, i especially like the skill use of one thing helping raise other things as well, that makes a lot of sense.
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Thu Aug 21, 2008 11:22 pm    Post subject: Reply with quote



Art is coming along. Old art on top. Level editor is nearly finished too.
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4965
Location: Silicon Valley!
PostPosted: Fri Aug 22, 2008 3:35 am    Post subject: Reply with quote

Love the wolf mask. I'm surprised shrunk down to such a size it still looks like one.
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Sat Aug 23, 2008 4:19 am    Post subject: Reply with quote

Yeah, we have to drop a bit of definition, but it works. The old sprites were just too bulky. We kinda dropped part of the cartoony look too. It's time to grow up I guess :)
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Sun Aug 24, 2008 6:23 pm    Post subject: Reply with quote

As of this week, our project contains over 25,000 lines of code!
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
PoV
Moderator

Joined: 21 Aug 2005
Posts: 10659
Location: Canadia
PostPosted: Sun Aug 24, 2008 6:33 pm    Post subject: Reply with quote

Time to refactor. ;)
_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
View user's profile Send private message
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Sun Aug 24, 2008 8:54 pm    Post subject: Reply with quote

Some more stats:

Total lines: 100,000
In use: 25,000
Builds: 4000+
Online tests: 50
Time spent in years: 5+
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
Gil
Developer

Joined: 14 Nov 2005
Posts: 2341
Location: Belgium
PostPosted: Fri Aug 29, 2008 4:02 am    Post subject: Reply with quote

Yesterday, our programmer implemented the game into the google maps API. Right now you can zoom in and out and scroll around our world through a google maps plugin.

The plugin also updates player positions live, so we can look down at the world and see people move like God, it's awesome.

Beta starts soon btw, looking good :)
_________________
PoV: I had to wear pants today. Fo shame!
View user's profile Send private message Visit poster's website
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4965
Location: Silicon Valley!
PostPosted: Fri Aug 29, 2008 4:08 am    Post subject: Reply with quote

That actually sounds really cool. Got any imagery of what zooming out on the entire world looks like? At first read I was confused by what you were describing.

Is beta going to be open to anyone?
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Fantasy Tales Page 1, 2  Next

Use this link to get a Sign-On Bonus when you get started!

All trademarks and copyrights on this page are owned by their respective owners. All comments owned by their respective posters.
phpBB code © 2001, 2005 phpBB Group. Other message board code © Kevin Reems.