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  1. Gibier

    WIP Stick Around

    STICK AROUND Type RPG / Grinding / Permanent choice / Choice Matter/ life simulation / D&D-Like / Dark Humor / Comedy / Immersive / Classless / Self Aware Class Class?? Why would a life simulation game have class? Nah there's no class in Stick Around just choose the color of your stick and the gameplay will affect your character by itself! Character At the beginning of the game the player will have to select his character's color. He will also spawn with few items: ID card, money and a wallet. Then the player will on his own to live his life in the world of Stick Around. Choice Choose between many jobs to get money or sell your organs to get money faster. ''Level up'' your character's RPG stat (IQ, Luck, Stealing, Agility, Pick locking) the way you want or don't Be a friendly stick or an evil one and forge yourself a reputation to get advantage IG (discount, access to locked place). Become a thief, Cook, seller, policeman, lumberjack.... Eat food and drink water else your character will die eventually. You can buy them at the store and you can find some around the city if you have enough chance (table, desk, trash....) NPC Learn to know the NPC around the city, become friend with them to have their phone number to be able to call them. Else you still become enemies. Make them learn the truth about the would is in fact a game and make them go insane. But be warned actions have consequences and you may ended killing NPC permanently. Systems - Casio - - Growing up - - Morality & Reputation - - Food and Water surviving - - Jobs available all around the city - - Smartphone to call, see bank, buy stuff ''online'' - - Radio with 6 radio stations with 5 songs each - - School grade to make your character smarter - - Prison where your character can spend few night - - Luck, IQ, Agility, Pick locking skill level that will be taking effect on the gameplay - Many more Images Note about the game I've been making bad games for more than a decade mostly DBZ game (Let's be honest most of them aren't good). But now seems like I'm presenting you yet another bad game out of boringness. Making game is time consuming and a good way to use your creativity. Let's see where my and the engine's limitations will bring us Currently their is not game but most of the core variable and systems core have been made. I'm waiting to be sure that I'm satisfied with the spriteset before creating paperdoll and NPC. The next Cyberpunk 2077 promising everything but deliver nothing? Planning for the future
  2. Introduction Discover a world full of mysteries and legends in "Rise of the Broken Bridge"! Embark on a vast and wondrous continent where rival factions, the Kingdom of Light and the Dark Empire, have been fighting for control of their territories for centuries. The origin of the broken bridge dates back to ancient times when a catastrophic war divided the two factions. Armies clashed in an epic battle that shook the land and unleashed uncontrollable magical powers. The bridge, which once united the nations and was a symbol of peace, broke in two, separating the kingdoms and leaving a scar on the landscape that still endures. As players explore the continent, they will discover ancient ruins, forgotten temples, and enchanted relics that tell the story of a powerful artifact called "The Gem of Union." According to legends, this gem was created by the gods to maintain peace and harmony in the world. It is rumored that the gem is fragmented into multiple parts, and its reunion could be the key to restoring the bridge and uniting the factions once again. However, danger lurks around every corner. Fierce magical creatures wander the forests, ancient guardians protect ancient secrets, and the seas are infested with fearsome pirates. These pirates, led by a mysterious captain known as "The Shadow of the Abyss," are said to seek power and riches, posing a threat to both the Kingdom of Light and the Dark Empire. In this vibrant world, players will have the opportunity to forge their own destiny. They can choose from a wide variety of races and classes, each with their own abilities and roles on the battlefield. As players progress on their journey, they can unlock new skills, upgrade their equipment, and uncover the hidden secrets behind the conflict and the broken bridge. Furthermore, the game encourages social interaction and cooperation. Players will be able to form guilds and join forces with other adventurers to face greater challenges and conquer strategic territories. Diplomacy and strategy will be key to forging alliances and ensuring success in RvR battles. In "Rise of the Broken Bridge," the choice is yours. Will you rise as a brave hero in the Kingdom of Light, fighting for justice and peace? Or will you join the Dark Empire, ready to conquer and dominate in search of power? The fate of the continent and the broken bridge are in your hands. Dare to immerse yourself in this fascinating world of fantasy and leave your mark on the history of "Rise of the Broken Bridge"! What is Broken Bridge Online? Broken Bridge Online is a fantasy MMORPG set in an era where confusion and filth reign, in a distant continent that was once ruled by the King of Candol, who had dominion over Serolf and Nidraj, kingdoms that later separated to form their own governance and maintained a hostility between them, the Serolf-Nidraj war. Embark on an adventure to fight both on land and in water. Why a 2D project in a world where AAA+ games usually prevail? I have been involved in the world of MMOs for many years, and quite a few in Mobile Games Online, and honestly, few have met the expectations of their communities. My goal is to recreate a game that caters to the needs of ALL users, taking their best suggestions and incorporating them into the game. Some of our objectives are as follows: Absolutely non-pay-to-win game. Potentially active community from both the staff and Discord users. Daily updates. Hardcore gameplay in terms of leveling and equipment instances. No end-game; a new story is released every year to experience. What makes it different from the rest? There are no classes; you will be what you choose to equip on your character. For example, if you equip a staff and a shield, you can be a mage with high resilience, or you could even equip a bow and cast spells. In Broken Bridge, there are no limits to choosing your combat strategy. Different PvP modes: Closed PvP (Ranking or League system where you can climb different tiers, from bronze to master, earning points in 1vs1 battles and Free-for-All). Open PvP (You can fight against others in open-world caves and lawless places. Event PvP (PvP event system like Guild vs Guild, Faction vs Faction war, capture the flag, and many modes revolving around clan wars, bring your army to support each other). User Houses, Cities, and Guild Castles. Even Guild Houses. Equipment and consumable crafting. Professions/Jobs that shape the game's economy: Forget the classic mode of killing monsters to earn money, gather your team and work together to earn money. You can be a Blacksmith and create both coins and equipment, while another player can be a Miner and gather resources for you to mint coins. Someone else can fish and give the fish to your friend, the Cook, to create delicious feasts, while another friend works hard gathering natural resources in the forests and fighting beasts, not forgetting the potions made by your cousin, the Alchemist. The economy is built by the players themselves or a team by minting coins. Unique Enchantment system where cards dropped by monsters provide benefits when embedded in items. Pet system by obtaining eggs that drop from the same monsters you kill. You can raise them and make them your adventure companions. A user book where you can track your progress in terms of professions, the number of monsters you have killed, how many players you have slain, and much more information. Seasons system where you will find new content every year in an endless lore. Each year, you will experience a different story. Unlock maps that will tell you the story of the current Season and its events (Season 1). Help the king with various tasks and explore the vast world of Broken Bridge while doing so. From sailing ships to recovering sacred relics! Sail ships across the world and battle other pirates with your own pirate crew. Pet battles system, gambling games, casinos, bars where you can play the music you want. Character rebirth system starting from level 225. You can be reborn up to 2 times at the moment. Maximum character customization, from eyes to skin tone and hair. Availability on Windows and Android devices. Many more features that you can discover on our social media channels Media (Old Version) Our game was playable on mobile since we ported from Intersect to Unity at the time. Currently it can only be played from PC until porting is done again. Embedded Video Link Media (New Version) Development Team Sudaca (Founder, Compositor, Content Creator ingame) Blestro (Programmer, Pixelartist) Joak1ng (Mapper, Content Creator ingame) Stan (Content Creator) Octaviofg (Content Creator) Daniel (Community Manager) Lafu (Moderator) Social Networks Discord: https://discord.gg/UrjEy8KcDc
  3. Aesthetic

    WIP ManaSoul

    ManaSoul is a magical upcoming Intersect project designed by the team behind Leafling. This project is the culmination of almost a decade of Intersect experience and years of experiencing creating, running, and managing a live game made with the engine. With ManaSoul we hope to offer a unique and fun experience in the beautiful world of Valeyra! CONCEPT In ManaSoul you play the part of a young mage setting forth to start their first day in ManaSoul Academy, a prestigious academy designed to foster the best and the brightest into Mages who can take on the Collosseum. Throughout your gameplay you will learn new magicks, fight powerful bosses, explore the beautiful and vast open-world, and solve puzzles. While we do plan to have an impressive end-game content catalogue, we have decided to take a more old-school approach on levelling by catering the levelling experience to be a longer, but more engaging and fun, experience as opposed to a number generator designed to be rushed through. CLASSES ManaSoul uses Elemental Affinities as opposed to a traditional Class System. At the beginning of the game you may take a Pokemon Mystery Dungeon inspired quiz to select your Element via your personality, or you can choose manually! The Element you choose doesn't guarantee you a certain playstyle, but it does effect the type of spells in each school you can learn. FIRE - Fire Magicks focus on intensity, whether it be in the form of destruction or healing. Many Fire spells have effects that linger on a target, continuing their effect long after the spell has cast. WATER - Water Magicks are calm, serene, and focused on supportive effects. There have been many powerful offensive Water Mages however. Many Water Spells restrict enemy movement. EARTH - Earth Magicks are strong and stable. Typically requiring the longest casting times, Earth Spells pack a punch in any form, though they excel at defensive magicks. WIND - Wind Magicks are flowing and free, boasting the fastest casting times. Wind Mages are jacks of all trades, being able to excel in most Schools of Magick. Sub-Classes There are also a variety of Sub-Classes players can unlock via in-game methods. These Sub-Classes offer 3 unique spells that players can mix and match into their builds. On release we expect to have the following Sub-Classes: *Draconic Magick *Light Magick *Dark Magick *Time Magick *Nature Magick *Magma Magick *Ice Magick *Arcane Magick *Spellblade Magick *Trueshot Magick *Guardian Magick FEATURES We currently no hard-coded custom features as a big goal of this project is to focus strictly on game design and stretch the base features of the engine to their maximum where possible. We do however have a host of custom systems and features created through other means: *Fully Open-World map with plenty of handcrafted content scattered throughout *Gacha System for additional loot with no way to spend real world money on them, enjoy the fun of Gacha without the wallet pain! *Create your own playstyle with our point buy levelling system. Each point can be spent to improve in a different School of Magick *Handcrafted and instanced in-game cutscenes *Fully paperdolled equipment *Custom GFX designed off of the intersect base templates *Unique Soundtrack with over 20 tracks *Telegraphed enemy attacks, dodge! *Ranked and Unranked PvP Arena for 1v1, 2v2, and 3v3 *Guilds with Guild Wars and Guild Housing *Useable World Map item that updates with your location! *Open world exploration rewards you with chests and exp! Level to max just via exploration! *Let the game select your class based on a personality quiz MEDIA ManaSoul Academy Entrance Sapphire Path The Ruby Crag (WIP) More Coming Soon!
  4. Hey everyone, My name is Antoine, I am a dev and I am currently working on my first indie 2D game made with Unity ! Dolus is an introspective journey into the world of grief. You will have to find your way through the five stages of loss in this hand drawn adventure platformer. The main animations of our sad little fellow are almost all done. We used normal maps on our sprites to handle the light. In Dolus you will be able to slide on walls ! How cool is that ? This is what you will see when you will die in game. I have added some particules to the animation, I'll show you the updated version later on Last week we started the animations from the monsters and it's going quite well ! I'll come post as soon as I have some interesting update Follow the game development journey of Dolus ! Insta Twitter Facebook Ratgibnak
  5. Eridonis

    WIP Usatsune

    Eridonis: Hello my name is Eridonis but you can call me Eri, I am here to talk about Usatsune. The Name: Usatsune is a play on words with japanese words: Usagi = Rabbit Kitsune = Fox. Usatsune is a home away from home for lost spirits, some just looking for a peaceful place to thrive or hangout in. If you notice around town the buildings are inaccessible perhaps the village folk are a bit worrisome of these new people appearing but so far I see none of them as a threat. As the days pass and we see that there is no harm coming from the new inhabitants perhaps the village might warm up to them. But for now I will keep a close eye on them. Sumire: Greetings, my wondering soul...... I am Sumire...... In honor of our meeting let me tell you a story prepared just for your arrival....... Ages ago, before our encounter here today, lived a God who created all and was surprised by naught one thing... He held no interest in the livelihoods of those whom he created... With nothing to cherish and no emotional investments, his creations became experiments... He stirred up wars and battles galore for the sake of his amusement... Thus he was sealed away for his callousness.... Within this spiritual land lives the four races divided.... Humia the Human Spirit... Demia the Animal Spirit.... Angelia the Angelic Spirit... and Demonia the Demon Spirit..... They live peacefully, unaware that the great seal guarding them has severely weakened.... A rift has formed separating their reality and that of our own awareness... Unbeknownst as to why, those spirits are emerging into this world... You dear traveler are one of these spirits..... Perhaps a descendant of the Creator.... Perhaps just a wanderer seeking entertainment... Maybe you will tell me your tale when next we meet... For now, I shall return to my place amongst the rift.... You however, will start writing your odyssey... So I bid you farewell dear spirit... Yuuki: Sup. Yuuki here, and are the classes and available abilities for them. Assassin Pursuit - Enemy running away? catch up to him/her with this spell. It increases movement speed temporarily. Shadow Step - Enemy still running away? Dash toward your opponent with this spell or run it's up to you. Vanish - Confuse your Non-NPC opponents with vanish. Houdini the F out of danger. Assassinate - Takes time to cast but very effective on a player who is not paying attention. Warrior Counter - Eat damage and yeet a powerful counter attack back. Endurance - Just pretend your a tank with extra metal plating's for protection. Reduces damages by half. Swap - Remember the last ability? It will be ignored, however you do get a 30% attack boost. Iron Will - Support your friends with defense cause why not. Mage Barrier - Take on any incoming damage with this, you can also support your friends as well. Calamity - Sacrifices 99 HP to deal a wide AoE 100 Damage, if you are a mage with lots of HP. Go HAM. Flame Burst - Watch them burn pretty much, unless you miss somehow. Spirit Transformation - An AoE that turns everyone into spirits temporarily. Reduces movement speed tenfold. Nami: My name is Nami, I am one of the Kitsune Shrine Maidens, I am here to showcase the current events during this year. Recent Event Recordings
  6. Discord: https://discord.gg/qcYTKe4Q THE GAME Game is under development - NorthLands is a turn-based RPG with a focus on PvP where the player can explore different skills, dungeons, classes and participate in different duels where their choice can make them the most powerful. HISTORY MEDIA
  7. [Para ver el hilo en EspaΓ±ol, haz click aquΓ­] [About] [ DevLog & News] https://orbsidia.com/ [FAQ]
  8. Current Staff Engine Overview Features Story Road Map Shapeshifting Crafting Realms Media: Our Youtube chanel : https://www.youtube.com/channel/UCsbBcSAvX1dFG2_95ktM8CA/featured Future Splash Screen (Done by Rem’s) : Some prework drawing : Some Screenshot :
  9. Gibier

    WIP DBZ Renaissance

    (please keep in mind that the game is only in french) thanks to Webfoot Technologies for DragonBall Legacy Of Goku serie jcsnider, Kibbelz and SPQR Panda for intersect EVOLV for the walking squirrel in game RPG Marker for the tileset Story DBZ Renaissance is a dbz fan game. The game will include all the main saga from DragonBall Z. The player will have the possibility to do many thing such as complete side quest, find hidden item in the game's world like the dragon ball, collectable capsules and more. Gameplay After the account creation, the player will spawn in the other world as a soul. The player will have the option to read a little guide to learn few more things on the game. He will need to talk to Enma to select a character. After the character has been select the player will need to talk to Enma one more time. The character will spawn to the KamΓ© Sennin's house. Here the player will have the choice to do the main quests, side quests, find hidden items or only kill npc. Feature system - Flying system to travel on the water - Two equipment slot to equipe capsules - Possibility to craft two same capsules together to increase their power - Find collectable capsules all around the game world - Powerfull housing system - Walking squirrel on the maps - Day and night - Ressources Screenshot/image of the game Person behind the game Creator: Gibier Infographer: Resvid Moderator: Mapper: Spriter: Progression before alpha 2 release 1. Directional arrow for main quests 2. Gather acorn (side quest) 3. Visible dinosaur on map 4. Breakable cliff if level is enough 5. Find dragonball 6. Capital city mapping + tileset 7. Mapping District 8. Reset accounts 9. New fight formula 10. Openable door if level is enough 11. Fix bugs 12. Changing goku's house to dbz log2 Old update progression
  10. ian

    WIP neo town

    What it is ? About the project, the idea of the project has been considered since 2007, all inspiration came from a map classic made on top of the famous warcraft III guild of hyppons. Where can I download it ? The project is not ready yet, when it is finished it will be launched on the main gaming platforms commonly known as steam / gog When will this be released ? I have no release date for its final version. Will I be able to play before the final version ? If you want to support the project, you will receive all updates of the project in its development phase until its final version. What platforms will the project come out on ? At the moment I am only working on versions for windows / linux computer, nothing prevents a cell version from being released when the project is finished. Prologue of the project In the beginning of time, the world lived in absolute peace, guarded by the β€œNeo” energy, while the goddess Garrida controlled and administered the 5 essences of life (water - earth - air - fire - lightning) that represented the perfect and primordial balance ... In the past, Garrida had been plagued by the greed of Bonus, the god who controlled the 6th essence, the void. Bonus was born out of emptiness, the yearning of the bowels of the planet, in order to spread the evil essence to the surface, taking the world for itself. Bonus corrupted the creatures and the environment, brought war, set humans against creatures. Corrupted creatures seized the power of the Capital (NEO TOWN), spreading ungovernment across all neighboring villages, spreading and corrupting, paving the way for the great day in which Bonus will light up from the depths to rule all living and dead creatures triumphantly, slaughtering the humanity. The goddess Garrida fled to Orbe. The last fortress to fall, protected by a dense forest of thorns, the small town burns. The goddess needs to gather forces to fight the Void and end with Bonus, for that she will have to gather remnants of villages and towns decimated by the EMPTY, but it will not be easy. Never is... Tribes / Civilizations; Game engine ? Unity 2019 lts Ummorpg2D Neo Town Orb Kondrasy Tow'zalyn Zorpaq Dev log date 24/02/2021 now we have a system with two languages new character creation now with more details about each hero and in the future with more news I am currently working on database and gameplay liked the project to know a little about its history enter here Web Site link Discord chanel Youtube chanel
  11. Khaikaa

    WIP remaerDay

    Hi everyone! Hope you are doing awesome! The time has come! I'm presenting remaerDay, my current intersect project. remaerDay is my most ambitious project. I, with a 4 members team, am doing my best in order to make the best possible game. 100% of the game content will be custom, including very high quality graphic designs and very high quality soundtrack. But... first of all... what is remaerDay? Let my introduce to you all a presentation video explaining it . Please, have in mind that english is not my main language, so I apologize about any mistake I made there. Also, you can turn on english, spanish and portuguese(thanks to @Weylon Santana) subtitles if needed The background song is one of the actual game original songs! But, just in case you prefer to just read it, I'm also writing some of the project's info inside this spoiler: The team This is the current team(20/3/2021): - Graphic design: @Hatsuya(tilesets), @Daniele Santana(sprites and animations) and @Weylon Santana(gui) - Game development: @Khaikaa(game design, mapping, eventing and software development) and @Weylon Santana(eventing) - Music production: Eduardo Morillo Calle(game's soundtrack and sound effects) Game media Screenshots OST Current development status We are still in a very early stage of development, working on the first game scenarios and features. The provided screenshots doesn't represent the final product, we will improve the quality of all the shared content a lot with time. I plan to open the very first closed alpha server within 6 months from the moment this thread was created. Social Media You can follow us on twitter! https://twitter.com/remaerDayOnline We are currently working on our discord server! Coming soon!! Patronize us! Even when we are working so hard in order to make a professional quality product, it will be awesome to have a bigger team. Sadly, I can't afford that at the moment. That's the reason why I decided to create a patreon page and start the production of remaerDay merch! You can find my patreon page here: https://www.patreon.com/khaikaa This is a game making community, most of you know how hard is making a high quality project. I have a full-time job which lets me pay the bills and pay the awesome work made by the team, but I can't afford going up to the next step. If you like the idea of the project and trust me and my team, please considere helping us a little bit, any help will be well received and rewarded Why should you play? Even when the game may look as a generic pokemonish mmorpg, you will discover that the truth is way different than that. You will discover very deep, adult and emotional stories, full customizable unique playable characters, never seen before game mechanics and high quality game assets, as well as a lot of very awesome secrets I'll be unveiling over time. The game will be totally free and we plan to publish it on Steam when we are sure it's ready. This is it for now I'll keep this thread updated! Stay tuned!
  12. Engine_ Intersect Storyline_ After years of environmental neglection by the mankind, an event called ''Steel Rain'' was the edge between the life we know now and what it would become. Scientists belived that a new virus came into the rain, and almost all life became affected by it, that turned humans and animals into monsters. Earth was ruined, some people had resistance to it, and now they`re rebuilding a new civilization. But, in order to do that, they will have to fight the environmental aberrations. Development_ Im working alone on this project, and I`m starting it this week, so all feedback is welcome. Video_ (Im from Brazil, so it`s portuguese commented - making the game in portuguese first because some of my friends are going to help test it) Screenshots _ 1. Title screen 2. Starting area 3. Some part from Mobrac Town (and the pistol paperdoll) 4. Few itens to craft (Crafting table) 5. First planned dungeon (Waste Sewer Gallerie) Plans_ For now, I want to keep creating maps and items. The game will have 4 classes (Hunter, Paramedic, Engineer and Soldier). It will have many dungeons and areas to explore, making grind less repectitive. Also, game is going to be focused on ''crafting to survive'', so NPCs will sell only basic items. Weapons and armors can be bought for very high prices or crafted. Issues atm_ Have to move forward to get the right direction to shoot | Resolution change the character zoom, making view distance higher.
  13. [Anything written here is subject to change as development chugs along. When we have our systems finalized, you'll be updated about them here at our discretion. More basic information to be updated over the coming month.] Shoppe: A Slice of Life Engine Overview Story Media Youtube Channel for Public Updates
  14. The Pentacore Demo v1 has been released! Download it here: https://mythril-age.itch.io/pentacore-demo-v1 Pentacore is a Metroidvania with a focus on exploration and platforming. The demo includes 3 areas to explore, 5 player upgrades, a nice variety of enemies, and a monstrous boss battle. So for the past few months I have been working on a metroidvania-ish game when I have the free time. I thought it would be fun to share some progress and get some feedback from the AGD community. Everything except sound effects and music has been done by me. Music credit goes to @Eric Matyas and his amazing work. I'll link a couple youtube videos to show how far the project has come since I first started work on it. First video: Latest Video: As always, I'm open to constructive criticism and general feedback! I'll try and keep posting updates on this thread but if you want to make sure to see all updates it wouldn't hurt to subscribe to my youtube channel.
  15. Project Information: This project has had a lot of thought put into the design in it, it's something that blends together a lot of what I study and have been thinking about for a while. I freed up time recently, trying to get a bit of arts and creativity back into me. I just started this project about a week ago, actually putting it into code, so it's still in its very early development stages. Project Name: Odd World Development Tools: Salem2D (My Personal Game Engine) Tiled Map Editor Language of Development: C++17 Languages and Frameworks: Graphics: SFML Networking: Boost::Asio Other: Boost(system & data) Completed Features: Engine Development Maps with collision and attributes (with teleporting and map linking) GameObject and Behavior System Map Loading Sprites and animations Pixel Based Movement Game Development Planned Features Its important to note that with no story or anything, im kinda writing the mechanics as I go, and am going to keep expanding out. Once I'm done with the core features, im going to add some fun things in. Engine Development Game Development Create Basic functioning ai with basic needs. Create Chat System Network Game Allow AIs to Chat, add socializing as a basic need to existing ai Distribute AI calculations over the network Plot: The backstory of Odd World goes like this; One night, a stoned software engineer who has a strong fascination for psychology and machine learning was attempting to formulate an equation for human-like intelligence. He came up with the idea that the functionality of living thing is survival. If you want to create something intelligent, you must reproduce the function of intelligence, such a thing must know how to survive. In order to test his theory, the software engineer knew that to make such an ai would be expensive in computational resources so he would need to simplify the algorithm, he would also need an environment to test his ai in. He came up with the idea of designing a 2D world in which many of these ai's could run this algorithm, learning to interact with each other and their world based of programmed needs. He brushed off his old 2D game development library after 2 long years, and began to get to work. This environment has no story or quests, it's all about creating a space for humans and AIs to interact. The Mechanics: This game circles around Psychology, so a lot of the mechanics are a bit psychological. I'm not gonna give the full model because its a lot to explain but the primary idea behind these AI's tries to replicate human nature in the sense that the opinions humans hold are based on their experiences and what their body felt emotionally and physically at the time of having said experience. The actions humans take are based on what they are currently feeling from their environment and their values which are products of basic needs and opinions. The AI: So the AI mechanics will start pretty basic and expand out as AI requires a lot of tweaking to get desired effects. The goal of the ais, is that they have basic needs like hunger, thirst, the are required to reproduce after a certain age, they will be given the ability to talk and will be required to socialize every so often, entertainment, etc. The AI fulfills these needs by interacting with objects in the world and with other AIs. The AI will idealy have no pre-programmed responses, it will run on a special type of GNN (generative neural network) I designed which will make them very random acting at first, but as they learn what fulfills their needs through the world interactions produced by their random actions, their actions will start to get more defined and they will grow better at staying alive. The AIs eventually will have the ability to build objects and structures. They'll have currency and be able to trade, and so much more. The goal is to give the AIs a fair amount of freedom by making them act purely statistically. I have 2 different types of AIs in this project, The Hive Mind and The Individual, They both survive with the same algorithm stated above the differences are as followed; The Hive Mind AI: The collectivist is an AI that operates on single universe Neural Network shared with every other AI in the same "Hive". Each AI on the Hive is somewhere else in the world experiencing something different. However, because they are all using the same Neural Network to calculate what action should be taken, they all share the same memories and opinions, meaning they will all calculate Action under the same ideals and values. The Hive Mind focuses on the average well-being of the collective, Hive remains alive as long as at least 1 hive child is still alive. The Individual AI: Each Individual has their own Neural Network and their own experiences. They will hold their own opinions, memories, and values of the world and therefor, each individual will formulate action under different premises. When the individual is dead, yes they are very dead. The Player: The way the player will interact with the world is depending on the Game Mode the server is configured for. There are currently 4 Game Modes the AI algorithm remains the same, however the Algorithm will act differently when the rules of the game are different. How it gets what it needs to survive will depend on the environment. For example, if there is limited necessary resources, the AI may go to war with other AI or players for that resource. The 4 planned game modes are as followed: Casual Survival Mode: All things respawn at a cost. Players have same privleges as AI. Players must survive like AI. Survival Mode: AIs die permanently, Players respawn but lost everything. The player loses everything it owns on death (all items, and all houses and assets under their possession). Players have same privleges as AI. Players must survive like AI. Creative Mode: Players are basically like gods to the ai, they can cause natural disasters, take over hives, control ais, destroy property, spawn items and AI. etc. XANA Mode: Totally inspired by the old french anime, Code Lyoko. XANA mode is a player vs Hive Mind objective. The game is split into rounds, players and AI respawn at the start of each round. There is limited resources around the map. The players must kill the 1 single hive mind ai before it kills all the players. The amount of ai's connected to the hive mind depends on the number of players. The Hive mind will keep getting better, because it never resets the values of its neural network after each round. Every AI in the hive will be named "XANA". The Network Distribution: So, in order to give these ai's the ability to recognize objects that they see, I need to be able to render what they see and feed it into a neural network, and that's a very expensive operation. The server alone will host Data for the AI's. The server will also host Hive-Mind Neural Networks. But Rendering and Individualist AI's NN will be passed off to the Player's machine for formulation. Individualist AI's exist on the server, however, when they go to formulate actions, they request 1 random client on the network, to run the calculate for them and send the result back to the server for the action to be taken. Though this is easily hackable, its the only way I can make the kinda game I want. The server itself has to be a multi-agent system. The rendering of these AI's screens will also be passed off to the client. Screenshots: (Not many yet, been working on the physics and map engine mostly, will update as I go on). These graphics were purchased, but ill probably get some graphics custom made as time goes on. About the Engine: Salem2D is a game engine I work on a few years back, it has networking and game objects and what not. It's written in C++ and is making development quick and easy for me. It's open-source but its really not ready for other people, there's a lot of bugs I just fixed this past week, and am trying to make map loading more ambiguous to the game its in. Plans moving forward: So far, I've basically wrapped up the meat of the graphics engine, I got a bit of debugging on some networking features, but other than that, im at a point where I'm actually writing out game mechanics. My first prototype is to get a single AI running on a network who only has 1 basic need and that's to not die of hunger. I will add random fruits around a couple of my maps and watch as it learns to pick them up, even though it wasn't necessarily programmed to directly find food, only keep its hunger sufficed. I will be posting a lot of updates here as time goes on. This is a really cool project to me because it combines Psychology, AI, and Programming, so I'm excited to be working on this. Its fun and funny. Why Keep up? The game's not really far enough along in development that I can post "Why Play", but you should keep up because its cool, the goal is to use this project to help people learn a bit about psychology while having fun gaming. Its a survival game you can build in technically. No story, just hours of educational Interactive endless entertainment with AI. Wanna join the team? If you're interested in the project and want to help with mapping, graphic design, or programming, Add me on my discord: OddlyDoddly#2354 Do note, I will not just accept anyone and everything into this project. I require some example of work for whatever you'd like to join in on. Compensation for helping with the project will include a negotiation up joining. (Think about what you want out of the project before reaching out to me please).
  16. Is it possible to make npc health & names invisible to players? with the setting in mind, of a swarm of npcs which cannot be seen until they enter the light range of each player? In the intersect engine.
  17. Fugaku

    WIP Baurah Online

    Baurah Online "The Beginning of Chaos." Overview Baurah Online is a SandBox MMORPG immersed in a fantasy world ruled by two great factions in dispute over territories, power, resources and global reputation. In Baurah there are different types of Races and Classes that will give you unique gameplay and dynamics, exploring new territories, defeating different monsters and fighting side by side with your friends against your enemies. Baurah is the central continent where conflict arises between two great factions (Gollik and Mezuk) divided on the map by a powerful city known as Throdok. Throdok's kingdom is so powerful that even the two warring factions couldn't even do anything against Throdok. The division of factions began with a dispute over political and religious ideologies. In Throdok many living beings of different races coexist that over time were adapting to the culture of the Humans, they learned to survive them and also to live together, many of these trained together with the other races for a common good. In no reign of Baurah access is prohibited to any of these races, but not all share the same ideologies so it depends a lot on which side you belong to in Baurah. In this way, a player will be able to choose between 4 Races to select (Vermot/Humans, Mantl/Orcs, Lycan/Wolves, Nihles/Elfs) In Baurah you can be a human assassin, orc or any race, there is no difference in this except for the fact of customizing the character that will make it different from the rest since not all are the same. In Baurah you can choose between different skill branches. Taking into account that there are 4 types of classes (Rogue, Warrior, Mage, Priest). You can be a Rogue Assassin, to choose to be a Rogue Archer as well as a Priest Healer or a Priest of Improvements, you can be whatever you choose in your branch of skills, you will arm your character depending on the customization that you make both skills and points of statistics. In Baurah there are conquerable islands, each faction can enter an exhaustive war against their enemies to conquer these islands that will generate resources and benefits for the victorious faction. One of the most important events in Baurah is the well-known Faction War, where every day the warriors will be able to join the war on a continent outside of Baurah, the objective is to defeat the enemy fortress by killing the guards and the head of the strength. The victorious faction will be able to have the privilege of invading the enemy city, killing their allies, their camps, their source of power, their NPCs and thus obtain points redeemable for premium items. Throdok works as mediators between Gollik and Mezuk, therefore, Throdok is a neutral city that is in favor of peace on the continent, this means that Gollik and Mezuk cannot fight wars on the soil of Throdok or in its surroundings. Lore Chapter 1: The creation of the world and the gaps. Chapter 2: War of the Gods Chapter 3: Gollik, Mezuk and their compassion for life. Chapter 4: The prayers and glory of living beings. Factions Faction: Mezuk Mezuk is the representation of pure evil. The Gods of Greed blessed the leaders of Mezuk with an aura of destruction many years ago, and everyone who shared their ideology was destined for this blessing. At first the blessing caused chaos and misfortune in Baurah until the arrival of evil creatures that invaded the different kingdoms, it is rumored that this aura of destruction that surrounded the kingdom of Mezuk was vanished. The moment you crash into the border of Mezuk City, you will find red flags on different watchtowers. Faction: Gollik Unlike Mezuk, Gollik is the representation of goodness, goodwill, and the land of the reborn. The leader of Gollik is said to be a demigod son of a mighty God who demanded peace in the world and, as a consequence of his wishes, fathered his son in search of absolute peace. Rumors claim that he was born a year after the birth of the leader of Mezuk. In the ancient scriptures they claimed that the son of a God would come to the planet and destroy evil, with the devil himself. When you reach the border of Gollik, you will see the heavenly flags fly with great force at the guard posts. Races Race: Vermot Vermot is called the humans in the land of Baurah. These beings stand out for their intelligence and their ability to solve critical situations with powerful ranged abilities that generate a great impact in battles. When using magic, these beings generally stand out with their Magic Power and Intelligence. Race: Mantl Mantl are the well-known Orcs who physically have many similarities to Vermot, however their intelligence is too low, but they have impenetrable defense and strength. Orcs generally tend to excel in those two respects; Strength and Defense. Race: Lycan The Lycan are a race of wolves that resemble a human being, can stand on two legs and have enough intelligence to reason and recognize between their friends and their enemies. Their reaction speed makes them a deadly weapon in wars, their attacks deal gigantic damage in a few seconds, they have the ability to slip out of any situation in seconds. Its particular points are Attack Speed and Vitality. Race: Nihles The Nihles are the well-known Elves that, like the Lycan, have an extraordinary reaction speed, however, their short-distance attack is their weakness, so their attacks are usually at long distances, being more effective than other races. Skill points are focused on Vitality and Attack Speed. Classes Class: Mage (High Magic Damage, Low Defense, Low Speed, Low Vitality) - AOE Damage They are the classic magicians, in this case he uses a staff and spell books. Magicians have three different skill branches; fire, ice and earth, depending on the branch you choose, you can use invocations, powerful skills in area and even transport companions during combat. His recommended breed is the Vermot since in his mastery he unlocks a special ability. His skill branches are: Fire, Ice, Earth, and Mastery. Class: Warrior (High Defense, Medium-High Attack, Low Speed, High Vitality) - Tank They are the warrior colossi that possess different heavy weapons at close range, a lot of defense and a lot of vitality. His damage is normal, he does not stand out unlike others but he is a tank by nature, his points in favor are Vitality, Strength and Defense in the end since his armor saves him the need to increase his defense. His recommended breed is the Mantl, as he unlocks a special ability in his mastery. His skill branches are: Defensive, Attack, Berserker, and Mastery. Class: Rogue (Very Low Defense, High Attack, High Speed, High Vitality) - DPS They are the classic assassins, the warriors in the dark waiting to stalk their victims. Their skills stand out in the use of skills to hide, increase their speed, among other qualities that make them stand out from others. They use daggers or bows and eventually small shields to reward their low level of defense, as assassins wear light armor. Its pros are attack speed and vitality. Their recommended race is the Lycan or Nihles, as they unlock special abilities in their mastery. His skill branches are: Assassin, Archer, Ranger, and Mastery. Class: Priest (Very High Defense, Low Damage, Low Speed, High Vitality) - AOE Heal/Buff/Debuff His attack is low like a conventional Priest, having the option of being a Damage Priest also granting higher damage. As conventional Priest they cannot actually be effective in their damage, however, their importance is vital in a war, since they can grant healing and spells to give more chances of survival to their companions; more life, speed, among other needs that can be important during the battle of factions or against monsters. They use shields and mallets to attack at short distances, with few effective attacks but very high defense. His points are defense and vitality. The recommended breed is Mantl. His skill branches are: Healing, Blessing, and Curse. Additional Systems Achievements Elements and Runes Weapon Skills System 5x Basic Professions (Harvester, Miner, Cooking, Woodcutter, Fisher) Faction Points Dungeons and Bosses Screenshots and Media Screenshots Videos Thank you very much for getting here and reading our game concept. We seek through suggestions and comments to be able to feed on their advice to improve our aesthetics or game idea. Social Networks Facebook: https://www.facebook.com/baurahonline Instagram: https://www.instagram.com/baurahonline Discord: https://discord.gg/vEu5AtGWwy
  18. I would like to register here the most beautiful menu that I have ever made and that I will probably never be able to do again, I even made a personalized cursor, there is still a lot to finish but only this menu has left me with a lot of inspiration and pride <3
  19. The Story: Long ago, when the world was dark and void. A God descended to the planet to create the perfect world. From the mountains to the rivers, this God had placed. From the creatures to the animals, this God had placed. This God created even the light, there is no darkness to be found, except that of His universe. This God created men, and women, but once men and women were created, this God found it hard to control His world. So He created Angels to help with the controlling of this world... Then there was a fight in the universe, for one of the Angels (which it's modern day name is the (Dragon King)) betrayed the God, and created deception which led to destruction in His world. Man went against each other, women went against each other, even the animals went against each other. God then cast the Dragon King away from the world and bound it with 6 Stones and placed each Stone deep inside the world's modern day Caverns and Dungeons; However when some of the other Angels learned that God had cast the Dragon King with 6 Stones, they had also betrayed God and descended to the world to gather the 6 Stones in an attempt to free the Dragon King. God can not allow this to happen because if these Angels get the 6 Stones and release the Dragon King. The planet will be consumed by the waters that he can call upon... So now; God has chosen many men and women, but only needs one man or woman, to get ALL 6 Stones at any cost, even if it means mass bloodshed in the planet. for all 6 Stones need to be given to God to cast another demon away. Will you be the one to get the Sacred Stones??? TD:DR Story God created 6 Stones to bind the Dragon King away from the planet which caused deception and destruction. God placed each Stone inside Caverns and Dungeons and now God needs all 6 Stones back... Will you be the one to get the 6 Sacred Stones??? The Concept: The Stones: Being that there are only 6 Stones in this world. Players will have to engage in PVP to take a Stone they need from another player to achieve getting all 6 Stones. The coding is already in place and it prevents ALL the exploits that I can think of... These Stones are not Items so they can not be bought/sold or traded, they will show inside the main GUI once acquired. Each Stone gives a player a specific power: This is a Spoiler so. The Engine: Highly modified EO 2.0 in VB6. Ambardia's server and client to be exact. The Graphics, Sound, Music: Right now; I am using Ambard's graphics for the most part. I am redesigning the UI because I am using Ambardia Reborn as my base so everything was wiped off the server and I'm slowly replacing what needs placed in the client so a lot of it is ripped and modified by me.. As well as Reiners Tilesets, and some other tileset resources. I have no clue what all is in here, as I've not really looked through it all yet. Sounds and Music, Probably Enterbrain and Blizzard tracks right now, I know I have some custom tracks in there. Anything else, I've no clue where they came from. The Staff: I still credit Ambard @ Ambardia Productions as I am using resources that I did not create, but I am trying to use as much as my own as I can, even though I know I'm not that great in graphical design. But as of right now, I am solo developing this. I might open for a small group of testers at some point (if anyone is interested, PM me.) I will let you know when I can use the testing via PM reply... Screenshots: All I really can show is some of the UI I have edited, as that has been my biggest focus, as well as the coding of the Stones. I have a small sample map that I just created because I got tired of seeing the black screen. The Future: Not even really thinking about it. I am doing this basically because I've been very bored and thought of a concept and went with it. I don't know how far it'll take me but I am accepting feedback and/or suggestions right now about this. I will likely be taking my time with development as I am known to burn out very quickly. I have re-done alot of the UI and the Stone codes within just 2 days. So, in-game content will probably be a slow progress to make sure it's all good and smooth sailing. I am solo testing until I feel confident enough to move this into an alpha stage: But be warned, it'll be quite awhile.... Completion States: Story: 50% Coding: 80% Stones: 100% Mapping: 0% Items: 0% NPCS: 0% Spells/Summons: 0% Animations: 0% Quests: 0% Skills: 0% Playability: 0% Thanks: Anyone who decided to TL;DR but still did. I love you. <3 Development Blog Updates: I won't be bumping this thread with updates so I'll just add any and all updates right here. TODO: ... I don't know when lol. Still need to update UI for Shop/Bank and Trades. I have to clean up the resources in my folders and remove items/spells/animations/sprites/sounds/music I won't be using. I'll have to start with the creation of items, as I have the items and item stats documented. Will have to try creating music and sounds... As I know I will be lacking in those resources the most. August 20th 2019 Updates: Finally fixed EO 2's Hotbar. The blt was fine, the problem was the fancy math in IsHotbarSlot(X,Y). When that just needed a simple Left = (32 * i) Updated UI's for Item/Spell description boxes. Cleaned up how imgbuttons were handled, unnecessary duplicate calls in each Select Case, instead of just calling them all invisible once and then just loading/unloading the picture box of which button was clicked. August 19th 2019 Updates: Got the coding completely done for the Stones: Meaning.... Players who stay logged in for over an hour will reset their inactivity state. Players who are inactive (logged out) for over 24 server hours will lose 1 stone per 24 hours of inactivity. These stones are placed back in the Caverns and Dungeons where they began. The stones are the main mechanic of the game and need to be available for all. Players will lose 1 stone per PVP death, that stone will be given to the PK'er. Players will lose 1 stone if they exit the game during the PVP combat timer. (UI changes which timer is on/off.)... These stones are placed back in the Caverns and Dungeons where they began. Players who have stones are able to be attacked in safe zones, but they can defend themselves once attacked, the pre-emptive strike is there for players that are trying to get the stones, yet there is no pre-emptive strike if the attacker also has a stone. Players get special bonuses for having each stone. The player who get all 6 stones are rewarded greatly by the God's as it is the end game for the conquest of all of the stones. All of the stones are placed back in the Caverns and Dungeons where they began, and this player does not need the stones any longer. I'm calling the Main UI done, I've spent more time than I wanted to on this... I just need to touch up the other GUI's.
  20. Summary Story Features OST Discord Video Dev Logs January 12, 2020 January 26, 2020 February 8, 2020 March 8, 2020 Meet the Team In Closing Thank you so much for reading! Be sure to leave your feedback and critique on this thread and on our Discord Server! We're always looking for ways to improve! Be sure to stay tuned for our Dev Logs, released every Sunday! Dev Logs Dev Log - August 18th, 2019 Dev Log - August 25th, 2019 Dev Log - September 1st, 2019 Dev Log September 8th and 15th, 2019
  21. wishy

    WIP Floor 100

    -under construction-
  22. dxxknight

    WIP Veridian

    About: Veridian is a 2d online role playing game that takes you on an ever expanding adventure in a world known as "Veridian". Created by the 9 old gods who eventually left this universe to create others and left 2 Demi-gods in their wake. Valenessa and Dagan each having their own domain and powers. Valenessa is the goddess of life and all things good. Dagan is the god ofDEATH and all that is evil. Dagan is growing tired of Valenessa's race of humans and began an onslaught to the human world with his own army. Thus your adventure begins! Media: For more information check out and sign up on our website! https://www.veridian2d.com Also checkout our IndieDB & Discord Channel!
  23. Introduction Silvershire is a retro, fantasy-driven, online RPG with the aim to bring back the classic and simplistic RPG style, experience and atmosphere - "A mix between Zelda and Pokemon". Features 20 levels of character development. At the moment the starter zone (1-10) and mechanics are as good as done. (More zones will be added throughout development, we strive for quality over quantity) Custom graphics. The current tileset is a placeholder, the idea is to re-pixel the tileset to a custom, more detailed, style in the near future. 4 standard classes to choose from. Warrior(melee DPS), Knight (tank), Wizard (ranged DPS) and Priest (support) with a variety of 16 different spells in total. Interactive world. The idea is to make every sign, jar, crate etc. interactable, creating small side-stories and a world full of exploration and hidden loot. Extensive profession and crafting system. The game its focus is on putting effort into crafting your own gear and weaponry along the way. Item prefixes and suffixes. All crafted gear will generate its own different prefix and suffix, adding bonus stats and increasing the value. Different instance styles. Dungeon crawls, puzzles, wave-styled dungeons etc. Including the option to scale the dungeon to max. level with fitting rewards. Standard kill, deliver and collect quests spread across the world to help character progression and development. EDIT: Media has been removed due to the disappointed interest of the community. For the once actually interested, I'd like to refer you to our discord, which has an up-to-date #sneak-peeks section. Discord The project has been in development for some time now and I decided to create a Discord server to start building a community and gather people for Alpha testing. Silvershire is currently a one-man show, building upon the latest Intersect engine, and therefore members of AGD are more then welcome for help and support when interested! JOIN OUR DISCORD SERVER NOW! Feel free to join our Discord, reply onto this topic or shoot a PM with feedback, additions, ideas or questions! Hope to see you soon in the #tavern! Cheers, RocknRolla
  24. Hi all-- I am a long time viewer of the forums, but just recently became more invested in development of a personal project. I have supported a number of online rpg projects over the years, and I've learned a lot. This is my first journey down the path of developing my own game and I am in the very infant stages of establishing a look and feel--taking my time. I have always loved the Time Fantasy sprites created by finalbossblues, and I've followed his journey from the start. There are, what seems to be a handful of great games telling stories using those sprites. I like to think of them all as facets of one big story, which is probably the basis of the story I will develop. Classic fantasy story of threads of fate, time, crystals, alternate dimensions and magic--who doesn't love that? At any rate, before I continue to babble--I wanted to share some magic animations I have developed for feedback. I am hoping to stay true to the sprite style and create some animations that feel like they fit in. Specifically looking for feedback on: Pixelation--purposefully designed to be slightly pixelated to fit into the graphic style of time fantasy sprites. Fit to the spell: First is Sancta, a magic protection/damage reduction buff, second is Aegis, a Protect/Physical reduction and armor, and third is a generic heal. Frames/Speed of animation -- is the speed too fast, or does it appear to flow and give enough of an effect quickly for instant casts. (Note, the bubbly green-tinted spell that fires off with each one is a cast animation) Any feedback is appreciated. (I know the video is not the best quality and I cropped out a lot, so as to focus on the spells and not share too much) I want to make sure I am taking critique before I develop the entire spell-line for four classes, and eventually split those four classes into subclasses. I can be a bit of a perfectionist, and my only fear is that I will be too critical and slow my progress. Feedback helps! Thank you! Embedded Video Link https://ascensiongamedev.com/resources/filehost/0541edfebe970fc2be4d14a60c54e34b.mp4
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