Krabbit System Wars Alpha

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rogerborg
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Post by rogerborg »

Heh, good one. How are you going to get a Linux user to pay for anything?
Please upload candidate patches to the tracker.
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Dorth
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Post by Dorth »

For a game in which they can kick windows/mac users butts? A LOT!

Anyhow, this seems incredibly interesting. Fudge, had I even 5 minutes of freetime, I'd give it away however I could freely for this project ^^ Might do so later on.

Good job guys, this might be a big title in the making, you,ve got the ingredients at least :)
varmint
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Post by varmint »

Get'n close to release. Just working on the final touches and tutorial. Here is a link to the latest game play video. :D

http://www.gamespot.com/users/lordvarmi ... Co5bwFsjXa
rogerborg
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Post by rogerborg »

Super. I take it that this alpha will be a demo of the basic mechanics? At the moment, there doesn't seem to be any point to moving around the environment, other than that it's very purty. ;)
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BlindSide
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Post by BlindSide »

Its very purty indeed. Did I mention that it sort of looks like WoW? Thats a complement. Also in this new video I can see that the fighting animations are very well done. You guys certainly make a great team. :D
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Dorth
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Post by Dorth »

Nice, nice ^^
You are aware that if you want this to be commercial level, it will take a lot of testing and balancing, though, right? Unless you just make all attack the same under the veil, all blocks the same, etc. But then, what's the point ^^
vermeer
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Post by vermeer »

nice.

A bit of sliding on floor while running, or may have been that I did look at it in a dark crappy monitor, and very fast, +video compression. (didnt put maximized)
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krabbo
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Post by krabbo »

Image
A little screenie of how the initial page looks, atm. :)
rogerborg wrote:Super. I take it that this alpha will be a demo of the basic mechanics? At the moment, there doesn't seem to be any point to moving around the environment, other than that it's very purty. ;)
I love this question. 1) because it's 'purty', thanky very much. ;) and 2) because, as it happens, yesterday we decided on at least 3 more features to implement before release for testing.

And the lucky features are:
Reward system! Scoring points for damage and publishing to a ladder.
First RPG element! Leveling and building character, earning XP, getting stuff,picking up drops. (ear cuffs and bracers)
System icons above player's head! Auto detection of player's system. Mean's you know who's butt you're kicking, system wise. :D
BlindSide wrote:Its very purty indeed. Did I mention that it sort of looks like WoW? Thats a complement. Also in this new video I can see that the fighting animations are very well done. You guys certainly make a great team. :D
W00t! TY! :D ... We've been told we're kinda American Magee's Alice meets WoW.
Dorth wrote:Nice, nice ^^
You are aware that if you want this to be commercial level, it will take a lot of testing and balancing, though, right? Unless you just make all attack the same under the veil, all blocks the same, etc. But then, what's the point ^^
Heheh.. with our 20 hour work days and all your help, we'll get there. ;) Btw, these are just the first katas. Many more to come.. Just gotta grow Varmint some more arms and keyboards. :D Also, the blocks, dodges, hits etc., are skill based and random. It's not as repetitive as it might seem.
vermeer wrote:nice.

A bit of sliding on floor while running, or may have been that I did look at it in a dark crappy monitor, and very fast, +video compression. (didnt put maximized)
Thanks!

But, nope, no sliding on floor. There is knockbacks though. Might be something else you are seeing other than sliding...
vermeer
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Post by vermeer »

most probably, as I saw the video in the worst conditions, my machine's fault...

However, I worked in a game of fighting like this , long ago... the artwork is usually quite a pain in the... to make, mostly the anims ;)
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vermeer
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Post by vermeer »

ui design matters, am a designer thes days, but whatever I say is not necesarily valid, is just my view...May you wish to make the screen a bit less crowded/more organized. Play, Quit , another font, better than a Times variant. In dafont.com there are many scu fi fonts available free. Problem is rarely the user would have that one, in that case, if actually really need ttf fonts and not passed as the usual bitmap, I'd recommend at least Arial. I think is the one Ut2004 uses. Arial or Arial Black, probably. is practically in all machines (not in Linuxes, but i can tell u which are the similar in usual linuxes, if you need it) Imo, specially for main menu stuff, a graphic based stuff is wayu more that desirable, to not loose inmersion and ambience.

The logos, I'd put smaller, regular sizes, probably ordered in a small box at right or left bottom corner. Or even just a credits option screen....and put em there, if licenses allows so. i dont wanna say more as seems am always finding stuff to improve, and that must sound dense. I only say as read somewhere is comercial aim, and having worked in both games and design, I know how picky can many ppl be....
Finally making games again!
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vermeer
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Post by vermeer »

lol!

increased my tft brightness again...is not so messy...a bit, still. Would help to focus on real interesting points etc. Also see now those play and quit arent ttf distributed as is, surely, but bitmap based ones.,..man, then , no excuse...you need scifi or oriental fonts, not so much system-antique like, as those are....at least, imo....

yeh, I'm called "pain in the arse guy" when polishing viusals of a project...
big sorry.... :)
Finally making games again!
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krabbo
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Post by krabbo »

No worries, vermeer, every single time someone has posted feedback we have benefited and made improvements. But do keep in mind, this is alpha and we are improving and adding as time permits, always working with the lowest hanging fruit and often sacrificing due to time and resource limitations. This does not mean the final product will suffer. ;)
Dorth
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Post by Dorth »

Good points my coloc (coder, competing video game fighter) brought:

-RPG elements should have an option to be turned off, or maxed, for all in fight so that those not enjoying the rpg grind can still play and enjoy the game. (that, or make the rpg element affect more the look than the gameplay)

-In every fighting game ever, people always find one or two characters that are better, as seen in tournament. This isn't much of a problem in a tournament since the same chars are available to all. Dunno if you plan to make your fighters platform dependent though.
I suggest you
-Have the same on all platform
-Have the same on all platform but under various veils
-Have the same on all platform but maybe unlockable and thus some can start with different ones than others.

-Ah, and, this game looks gorgeous, I am already in a hurry to play it :P
rogerborg
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Post by rogerborg »

Hah! I predict that the very first post to this game's forums once it goes retail will be:

ZOMG UCAN SPAM A UNBLOKUBLE CHEEESE COMBO ON [WINDO$E|LUNIX|WHACKO$] ONLY U SUCK U LAMARZZ GTFO!!!!!!!!!!!!!!
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varmint
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Post by varmint »

Dorth wrote:Good points my coloc (coder, competing video game fighter) brought:

-RPG elements should have an option to be turned off, or maxed, for all in fight so that those not enjoying the rpg grind can still play and enjoy the game. (that, or make the rpg element affect more the look than the gameplay)
Level'n is a side effect of our games not the main focus, never has never will :D This "grind" started back in 1994 for technical reasons as we were all on dial up modems at the time. The game industry seems to think this is a standard and has dug in hard on this.. For what reason? I don't know.

The RPG element is more for people who don't have a good twitch factor. Most FPS's and fighting games are geared towards people who have good twitch reflexes, and anyone else can't play. This is to open up this type of gaming by helping those who don't have a high twitch reflex to play and have fun. :D
Dorth wrote: -In every fighting game ever, people always find one or two characters that are better, as seen in tournament. This isn't much of a problem in a tournament since the same chars are available to all. Dunno if you plan to make your fighters platform dependent though.
I suggest you
-Have the same on all platform
-Have the same on all platform but under various veils
-Have the same on all platform but maybe unlockable and thus some can start with different ones than others.
There are 15 characters in total. But we're only using the first two for the alpha demo. Each character will be available on every platform, we have no intentions of doing any platform specific characters at this time :)
Dorth wrote: -Ah, and, this game looks gorgeous, I am already in a hurry to play it :P
thx ! :D
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