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Post by yariplus on Jul 21, 2014 19:31:57 GMT -5
This is a project I'm currently working on with some irl friends. It's currently in the planning stages. The project and concept is primarily my own. The game is in the genre of "A Link to the Past" with heavy procedural elements common with rogue-likes. A game close to our current concept is "The Binding of Issac", but while the procedural elements in that game are almost completely random, in Anomusia the player is given choices that influence how the procedural areas of the world evolve. Like the games above, Anomusia will have light RPG elements, but the action is primarily hack-and-slash. Unlike the games above, Anomusia will have engrossing story elements, rather than a story for story's sake. FYI The name Anomusia is not the title of the game but a codename. It's a word I made up that means "Place without music" or something, the meaning doesn't have anything to do with the current project but an earlier project I'm no longer working on. I am working on a website, but there isn't enough content yet. I'll be posting updates on this forum and linking them from my twitter and other socmed. The project is open source, although I currently only have a skeleton on github. github.com/yariplus/anomusia/tree/developmentHaxeFlixel is a port of the Flixel framework to OpenFL with bindings to Haxe. Haxe is a multiplatform language that doesn't really fit in the other categories. HaxeFlixel is closest to Flash, as it is almost 100% compatible with AS3.
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Project: Anomusia
Jul 21, 2014 19:31:57 GMT -5
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Post by yariplus on Jul 22, 2014 1:02:10 GMT -5
I pushed an update to GitHub with some of my maze generation experiments. The maze generation is a crucial part of the gameplay. The game needs to generate and evolve the play area based on the players choices. The play area is comprised of three elements: landmarks, paths, and maze. Landmarks are pregenerated areas where story-related elements such as NPCs and bosses will usually reside. Paths are pregenerated areas that are mostly straight and serve as a suggested "path" between landmarks. Maze elements comprise the rest of the play area and contain many enemies to serve as an obstacle between landmarks. Although these elements are randomly rearranged each game "day", the players choices influence what specific landmarks are added and which algorithms are used for maze generation. This demo shows landmarks as red squares while the white areas are maze (Prim's Algorithm using wall selection with random weights).
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Project: Anomusia
Jul 22, 2014 1:02:10 GMT -5
SarahChev likes this
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Post by yariplus on Jun 1, 2015 2:40:53 GMT -5
I'm going to start working on my game again soon. (2-3 weeks after I'm finished with a current project) I'm going to change languages because there just aren't enough libraries for haxe that I like (They're all flash-based).
I'm changing to c++ with sdl and some helper libraries. C++ was the first language I ever learned and I miss it a lot. Going to be a huge change from all the scripting languages I've been using lately.
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Project: Anomusia
Jun 1, 2015 2:40:53 GMT -5
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Post by yariplus on Feb 3, 2016 1:20:16 GMT -5
Update.
Had some brief experiments with C++, but didn't like any of the 2D frameworks and ended up switching to Lua. It's fun to write code in, lots of great 2D libraries, super portable, and compiles directly to native C.
I've taken away most of the procedural elements because I didn't like the randomness of it.
I never posted about the story yet.
Anomusia is set in a fantasy universe I created starting back in my childhood. The primary space-faring race of the universe are the Zulestrians, more commonly known as the Zul, a mostly human-like species but much stronger physically and biologically.
The game occurs on the planet Zica inhabited by the descendants of a group of exiled Zul scientists and previously two alien species that are now extinct, the Zorn and the Valen. Although these scientists are Zul, they were exiled for interbreeding with the native species in a desperate attempt to save them from virus that was quickly killing them off. The virus attacked the psychically gifted Zorn and Valen, but did not affect the Zul, who were immune. The pure native species died off, but the breeding was a success and the descendants are now hybrids of all three species and are now known as the Zica, after the name of the planet. They have limited psychic abilities but are resistant to psychic diseases on the planet.
The story begins when an experiment results in an unknown evil entity being released into the world. A darkness consumes most of the inhabited areas of the planet and disrupts time and space. Many are killed outright, but some live through the initial onslaught and fight to survive against eldritch horrors that emerge from the darkness.
I realize this doesn't tell you anything about the gameplay yet. The dark entities are killing the Zica with psychic attacks. The character has different psychic attacks to use against them depending on their percentage of genes from each of the three species, Zul, Zorn, and Valen. The Zica are scientifically advanced and the player can alter their DNA structure using serums (similar to ADAM and EVE from Bioshock).
The game is based on the player choosing the most advantageous quests and making correct dialog choices to advance the story or their own abilities. The players has a very limited amount of items and does not level up or gain experience. Whenever the player visits an area, on each of their following visits, enemies will get progressively harder, until eventually that path is no longer open to them. The player can use serums to acquire new abilities, but using too much of one type will cause ALL enemies to become resistant to that type of damage.
I'll continue this later...
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Project: Anomusia
Feb 3, 2016 1:20:16 GMT -5
SarahChev likes this
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Post by SarahChev on Feb 9, 2016 22:40:24 GMT -5
This is pretty neat. The link in the first post is not working unfortunately. Keep posting updates, I'd like to see how things are coming along. After reading the most recent post I think this is an original idea and I think it is extremely creative. When you mentioned "A Link to the Past," I pictured a basic gameboy game, then you described the game; it's like goron/zora/deku for example (I was picturing "Majora's Mask.") The singular part is the immunity to certain enemies as you level up with the serums. It's super cool!
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Project: Anomusia
Feb 9, 2016 22:40:24 GMT -5
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Post by yariplus on Feb 9, 2016 23:29:46 GMT -5
Thanks! That link was to my old engine, when I was still using Flash, it was basically just that maze and a few other demos. I'll post a new one when it's presentable.
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Project: Anomusia
Feb 9, 2016 23:29:46 GMT -5
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