Questica -- Another Gosh Darn Pixel Game

What I did is store up the snapshots in an array so there should always be two snapshots there to interpolate between, you just have to figure out how much of a delay to give the interpolation to all but guarantee that there will be two snapshots there to interpolate between. Right now I’m using TCP (I know, gross) ::slight_smile: to send the snapshots but I’m eventually going to add a UDP layer to the network to send over the movement snapshots, and after that I should be able to decrease the latency quite a bit.

So right now there’s no extrapolation, but I’m going to implement it in certain situations like in getting hit so the client-side can guess where entities are going to be for important things like that. Right now the latency is a little bit too much for hit reactions

http://zippy.gfycat.com/TatteredSneakyCardinal.gif

That looks amazing, really. It’s…beautiful, I can’t find another word for it :smiley: I’m telling you, it’ll be a success. The quality of a game doesn’t depend solely on the gameplay, it mostly depends on the graphics, because that’s the thing that draws in players and entices them. If the gameplay and logic is the head of an octopus, the graphics would be the octopus’ tentacles XD

this is so amazing! wow!

Like your work so far! Especially the grass effect :slight_smile:

Wow this is something else! Really loving the water reflection!

Thanks so much everybody ;D It’s great to see people like it so much!

I’ve been working on how the world generates lately so I’ll try and make a new update soon about the whole process for you all :slight_smile:

A procedurally generated RPG sounds interesting. Would be interested to see whether if the towns, quests, items and maybe abilities are procedurally generated too…

[quote=“Nibby”]A procedurally generated RPG sounds interesting. Would be interested to see whether if the towns, quests, items and maybe abilities are procedurally generated too…
[/quote]
Towns and Quests will all be procedurally generated :slight_smile: we’re not planning on having items themselves be randomly generated at the moment, but it’s something to consider for some of them!

Finally, this has been on my to-do list since around 3,000 BC, I’ve rewritten town generation! Before, there were blandly laid out towns with little variation or excitement to be found inside. This would work for a simulation of modern American suburbia but alas I’ve spent far too much time there.

I implemented an algorithm for towns where it randomly places houses on the grid along a somewhat normal curve, causing more houses to be clustered in the center with a few on the outskirts. A wandering path is then generated between the houses with paths to each house being generated aftwards. Here’s a few gifs of the process!

http://www.questica.net/Images/DevLogs/towngen.gif

http://www.questica.net/Images/DevLogs/towngen2.gif

Now I just have to generate random people for each house with random jobs and personalities. Hopefully we can get all those different stats to shine through in how they talk and act as well :slight_smile:

Here’s a little image of what they look like with all the houses actually placed!

http://www.questica.net/Images/DevLogs/townscreen.png

whistles cool, @purenickery, very cool…

And here I was, thinking that my game was cool :wink:

Your game is super cool! Especially considering your age ;D (I’ve been meaning to go through and comment on the other posts here, but I’ve been ridiculously busy with school/work/programming this)

Ah, well, thanks I guess. I’m lucky that I’m in a sort of IT club put together by a couple of my seniors from school, so I get to program during school hours too. I’ve always loved algorithms, especially coming up with my own, which is possibly the reason for which I simply love your game. I once made a little chatbot without following any sort of tutorial, but the chatbot just wasn’t sentient enough, so I ditched the project :stuck_out_tongue:

So, I’ve got a question about the game. Maybe you’ve mentioned it before, but will there be a lore or a story of any sort, other than the story you create as you play through the procedurally-generated map?

Indeed there is, and I’m pretty sure that’s all I’m allowed to say about it :wink: It’s not a very direct and involved story in itself, that will mostly be generated in the game. But there will be a cool backstory and stuff to do that you can discover hidden in the books in the libraries you can find in the game!

How is the project going? I’d love to see more.

My laptop’s motherboard exploded last week and it took forever to get a replacement so I’ve just recently gotten back on track. It’s been going really well ever since I’ve been back on the horse though! Here’s a few little teaser images to let you all know how it’s going ;D

Work on a new menu for the game since I didn’t like the old one.

http://www.questica.net/Images/DevLogs/new_menu.png

Here’s a ton of helmet designs

http://www.questica.net/Images/DevLogs/helmets.jpg

and a few monsters designs, they’re turning out much more disgusting than I was expecting!

http://www.questica.net/Images/DevLogs/monsters.jpg

Rest in pieces, purenickery’s laptop’s motherboard. You shall never be forgotten.

The designs look amazing, though. Especially the new menu :smiley:

The designs were so awesome that the laptop simply couldn’t stand it 8)

Haha! ;D I really hope not! I definitely plan on having way more super cool designs and my poor college budget can’t handle replacing it every day :o

I thought I would give a quick update on how things have been going lately. Mostly there have been quite a few little changes but nothing major really to share. We’ve found a great musician to add to the team, so finally the game will have a soundscape to go along with it. If you want a preview of what the game is going to end up sounding like here’s a small preview of music for the main menu:

https://dl.dropboxusercontent.com/u/55403585/Main%20Menu%20A%201.2%20256kbps.mp3

I’ve also been editing the world generator further to allow farms to generate in the little towns. Later they’ll be generating random little vegetables for you to either grow or steal from people (might make them a bit angry though).

Sounds really calm and nice! I like it very much. Keep it up guys!

Is it just me, or is the lighting a little dull?