The JGO Bar!!: SixtyGig - Open World Retro RPG.

http://sixtygig.com/junk/dev3-2-14-5.png

http://sixtygig.com/junk/dev3-2-14-3.png

CLICK HERE TO PLAY WITH THE BLOOD PARTICLE TECH DEMO!
(Download, unRAR and run BloodTechDemo.jar)

Hello everyone! I am working on my first serious java game project, it is intended to be an Open-World RPG, based about 140 years in the future. Currently, I don’t want to release too much information about the mechanics yet. A lot of the development plans are still rough drafts, but I would like to showoff some of the visuals.

Overview of current planned features:

  • Huge map in the future, hopefully roughly the same as a decently sized MMO. 100% Open world.
  • I do plan to sell this game someday, but I also plan on giving out whole bunches of copies and there will be absolutely no DRM (Aside from Steam’s DRM if that daydream ever came true). The price range is TBD, but it will be typical “indie budget” less-than-a-menu-price-pizza prices.
  • “Modernized” Retro Graphics. Meaning I am keeping the Retro “look”, but I want to add some modernized features, in a retro way.
  • Very Western-RPG style with tons and tons of dialog, think “Baldur’s Gate” when it comes to inventory management, stores, etc.
  • Everything you do influences how everyone else in the world will react to you. For example, if your reputation with group A increases, it might decrease with B. So you have to decide who you want to interact with and how you want to play in the game.
  • Fully customizable characters. Every bit of gear you put on is viewable on your character.
  • Much more, but thats hush hush for now until I have more solid information.
  • …and because I’m crazy, I’m using Slick2D. Yes, I know it’s dated, but it does what I need for this project. :slight_smile:

If you’d like a link to the latest build, send me a PM. Currently I’m more or less working on the engine itself, the gameplay is basically non-existent. But if you want to fiddle around with what I have so far, I will happily provide a copy.

Finally: I am live streaming almost every moment of the development process, so if you’re interested in watching just click here. I love to chat with people while I work, gives me motivation! :wink:

…and, here’s a bunch of devshots! Some are within Tiled, some are in-game.

Latest Video:

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Old video from March:

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http://sixtygig.com/junk/mainMenuGif3.gif

http://sixtygig.com/junk/InDev-2014-04-25-1.png

http://sixtygig.com/junk/InDev-2014-04-25-2.png

http://sixtygig.com/junk/InDev-2014-04-18-1.png

Experimenting with screenshake!

http://sixtygig.com/junk/screenshake1.gif

http://sixtygig.com/junk/InDev-2014-04-06-5.png

http://sixtygig.com/junk/InDev-2014-04-06-6.png

Old Images:

http://sixtygig.com/junk/dev3-29-14-1.png

http://sixtygig.com/junk/dev2-27-14-2.png

http://sixtygig.com/junk/dev2-21-14-5.png

http://sixtygig.com/junk/dev2-21-14-1.png

http://sixtygig.com/junk/dev2-26-14-5.png

http://sixtygig.com/junk/dev2-21-14-3.png

http://sixtygig.com/junk/dev2-21-14-4.png

http://sixtygig.com/junk/dev2-15-14-3.png

http://sixtygig.com/junk/dev2-14-14-4.png

http://sixtygig.com/junk/dev2-11-14-5.png

http://sixtygig.com/junk/dev2-11-14-4.png

http://sixtygig.com/junk/dev2-8-14-3.png

http://sixtygig.com/junk/dev2-8-14-2.png

http://sixtygig.com/junk/dev2-6-14-2.png

http://sixtygig.com/junk/dev1-28-14-1.png

http://sixtygig.com/junk/dev1-24-14-2.png

http://sixtygig.com/junk/dev1-23-14-3.png

Looks nice. One things you need to be careful of is that you keep the perspective consistent. Some things look like they’re on 45 degrees, while others look like they’re perpendicular to the camera.

Yeah, I was thinking the same thing, consistent art style is really important. Also, if you’re making a futuristic rpg, don’t be afraid to make the art very different from a standard rpg. Stone paths and grass are pretty much what we see in every medieval rpg, so I think you should emphasize the futuristic sense in your art.

The perspectives look a bit better in game. (Well, I think so anyway! :slight_smile: ) What parts specifically are you looking at? I have plans to correct some of the terrains, for example the stone tiles (common in most the shots right now) needs redone. It’s completely top-down where as almost everything else is set in at an angle. Could that be whats throwing your eyes off?

I also completely agree on the futuristic look, really right now I’m just getting some basic meat and bones in place. I have plans that involve some sci-fi looking technology in the building designs (both in and out) and other various areas. The final-product I hope to have a slightly over the top look. The closest example theme I can think of would be something like the movie like Fifth Element.

Well, for example, on the 5th image, the circles on the ground should be more like ellipses, because you’re viewing it from a 45° angle back. Besides that the art looks pretty solid though.

ah, you’re absolutely right. I’ll put them on my list to correct. :wink:

Added some actual in-game shots!

Outside, naked in the daylight.

http://sixtygig.com/junk/dev2-21-14-1.png

Test dialog menu, mostly untextured. Just working on the coding aspects.

http://sixtygig.com/junk/dev2-21-14-2.png

Naked in the moonlight!

http://sixtygig.com/junk/dev2-21-14-3.png

Naked in debug mode.

http://sixtygig.com/junk/dev2-21-14-4.png

Why I am naked: I have done all the coding required to “wear clothes”, but I have not drawn any yet. I have only animated the main character himself. :slight_smile:

I don’t know if you did it because you wanted to but it is Freud not Frued.

Interesting theme. I love the graphics by the way, good job. :slight_smile:

It was mainly for fun. I just tossed together some content without any real regards to spelling/logic. I just needed an XML file to work with to build the dialog. :slight_smile:

Thank you! I’m hoping to make a very well polished game, I am spending an extraordinary amount of time on the finer details, one of them being the pixel art. :slight_smile:

Great job so far!

Cas :slight_smile:

Really nice job on the art, it’s very nice looking!
If you want to add some extra pizzaz to your game, look into normal maps, I think there’s a tutorial for 2D ones on the forum somewhere.

I had an idea to add some basic bump mapping, I wasn’t sure if it was worth the resources since I want to make sure the game can run at a full 60FPS on most machines. :wink:

I might look into it later down the road though, I am curious what my game’s graphics would look like with proper bump mapping. But I have to be careful, too many “special effects” and the game starts to look tacky. :smiley:

Looks like a solid game so far!

What kind of mechanics will there be, since its in the future?
[sup][sup][sup]no [sup]more [sup]mechsuits [sup]please[/sup][/sup][/sup][/sup][/sup][/sup]

haha, there won’t be any mech suits. There will be cybernetic implants though, but those are nothing like the cliche over the top cyber-suit stuff. The cybernetic upgrades will be extremely expensive and permanent changes to your internal body, but you’ll mostly remain human. One of the more cliche examples would be a “Acuity implant” that enhances hand-eye coordination by replacing one or both of your eyes with cybernetics.

When those cybernetics are changed, it effects your stats in a similar way that “magic items” would in a classic RPG like Diablo. The Cybernetic eye for example would give your character a permanent +3 to accuracy, and possibly night vision.

Other cybernetic concepts on the drawing board:
Sub-dermal Plating (Body armor installed under the skin)
Neural Data Storage (Can’t explain this one yet, it’s part of a feature I’m not ready to announce until I hammer out the details)
Muscle Replacements (For each Limb, replaces your normal muscles and bones enhanced machines)
Cyber heart (Not sure how this will effect you in-game yet)
Neural Inhibitor (Helps you control your fight or flight reflexes, assists in keeping your character from “panicking” in battle)
Wired Reflexes (Like the cyber eye, but mainly just for reflex. No enhancements to your accuracy, just speed/reaction time.)

Those are all hugely subject to change, they’re just rough ideas I have sitting in a dev outline document. They are also very high-end “elective surgeries”. Normally a player wouldn’t be about to afford them for a very long time, and most players will probably never own all of them.

I also plan to have some negative side effects to having too many implants, for example some people may react to your differently, or it may effect your “humanity” in some way or another. One idea I am working with is that these cybernetic implants are viewed like we used to view Tattoos in the US about 60-70 years ago. “Something only gangsters and criminals do”. So sometimes some of the people you bump into may treat you a little bit differently when they see your more obvious implants, like the eyes or the sub-dermal plating.

Seems great, cant wait till its out :).
How far are you on fighting yet? This kinda makes or breaks the game i think.

Sorta-funky looking powerlines. :smiley:

http://sixtygig.com/junk/dev2-21-14-5.png

I have not started in on combat yet. It’s probably one of the last “core” functions that will be completed, since it needs to tie in with all the other parts of the game to be functional. :wink:

I’ll be unbelievably excited once it is completed though, because it will probably be the landmark moment I can start working on actual game content, and not engine functionality.

Holy crap! Is that dynamic lighting?!

hah, no. It’s just very carefully drawn pixel art with an alpha map on top. :wink: