Posts Tagged ‘NPC’
alone with myself – scroll + damage + npc
progress update of the alone with myself !!!
add map scrolling, npc, damage, life bar…
next steps for release 1 :
- life boost items
- increase map size
- splash screen
- detect end of the game
- sound track
- sound effects
release 2
- add stories
release 3
- add char and npc animation
MP3′s for RPG dialogue voiceovers
Voicebox is a very simple HTML example for RPG games that require voiceover dialogue. Instead of carefully recording all of your game’s speech, certain characters can be assigned an “alien tongue” that is made up of simple nonsense sounds. Much like in the original KOTOR adventure game by Bioware, important characters can be given proper English voiceovers while secondary characters or those you don’t have time to record dialogue for can simply play random snippets of silly “fake” speech like these. Believe it or not I recorded these myself using a microphone (in between bouts of laughter). Feel free to use these recordings in your game. Enjoy!
http://www.mcfunkypants.com/2011/voicebox-mp3/
June 25 MiniLD Theme = ALL TALK
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MiniLD #27 is officially a go!
The SECRET PHRASE is:
“I think we can work something out…”
All games that include this phrase will be awarded a golden Ludum Dare achievement trophy that will appear on their profile page. Good luck and have fun!
Happy summer vacation, everyone! Are you ready for June’s Ludum Dare miniLD game jam? This month’s mini will be held on the weekend of the 25th. I think you will love the theme. It is sure to get people talking… due to popular request I’m releasing the theme early so people on vacation can dive right in and get started early.
The theme is: ALL TALK - conversation trees and dialogue choices.
On Friday June 24 at 4pm PST (midnight GMT) a secret phrase will be announced. Your entry must contain this phrase in the dialogue!
This month’s MiniLD #27 is designed to be fun, low-stress, and relaxed. Perfect for vacationers. The rules this time are going to be very chill: you can use any game engine you like, premade art, and people are welcome to form teams. Instead of crunch-time cramming, you are allowed to start now and work up to midnight on Sunday June 26th. There will be no disqualifications whatsoever. The only rule is that there are no rules. Take your time – use whatever tools you like – just have fun!
June’s “all talk” theme is perfect for plot-heavy, deep philosophical discussions between the player and a cast of NPCs.
Ideal for z-machine text adventures using Inform7, ultra modern HTML5 literary gaming powered by engines such as Undum or the Choice of Games engine. There’s also RPGmaker and Doglion’s RPG engine.
I recommend the ever fantastic Ren’Py visual novel engine. A complete sample Ren’Py game source code is available here to help you learn.
If you are using Flashpunk, I recommend using Draknek’s upgrade which has an amazing text engine.
Another fantastic engine you might enjoy working with is Jake Elliot’s Visual Novel engine from this game that uses Flixel.
I’ll be creating my own HTML engine for this, using pre-rendered 3d avatars. Since we don’t have to care about tech or rendering performance, HTML5 is the perfect choice since it is great for low-power mobile devices. Heck, you could write your game using youtube, regular html4 or even hypercard.
Think NPCs, CYOA, multiple choice, text, plot, voiceovers, speech synthesis, prose, humour, conflict, debate, love.
Make a murder mystery or a political scandal. A dating simulator or a talk show. A news report or a bedtime story. A love story or a heart-wrenching breakup. Beat poetry or freestyle hip-hop. Whispers or screams. Secret school flirtations or code-words between spies. Hardcore RPG, Ren-py visual novel or pure text IF (interactive fiction), the choice is yours.
No matter what the genre – from AAA rpgs and shooters to puzzle games and everything in between, virtually every videogame ever made uses dialogue to progress the plot. Repetitive battles and grinding are sometimes seen as mere filler between the NPC dialogue and missions. Which is more exciting? Killing your thousandth giant rat or encountering the next major NPC who gives you a quest?
This low-stress, relaxed rules MiniLD is a fun way to get away from worrying about framerate, animation or incredible 3d graphics and instead focus on the plot. The characters. The story. The soul.
Perhaps you will invent an epic storyline and a cast of interesting characters that are so cool they make it into your next action title! For now, just remember: focus on dialogue and characterization. On personal conflict, emotions and tough decisions.
Will this be a fun breather between more intense programming projects? Will your game be easier to program than something more graphics-heavy? Will it be deeper than your last brainless shooter? More artistic? Less work? More original? Discuss.
Read this wonderful article for ideas: [part1] [part2] [part3]
botanic quest – 11 hours to the end

lunch time …

and we got a new player at home !! his name is Neskau
distracting everybody including me LOL.
After some drawing hours got the graphics that I will use

and made lots of improvements to the framework itself, including the colision handling, and finishing the desktop implementation, that probably broke the android one hehehehe, but for now the target is finish the game and post-compo will make sure jaga can have both implementations working.
Sokobomb
Monday, November 26th, 2007 1:23 pmWe cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes
The original entry with random levels are here
The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.
Here are screens from compo entry:
First random generated level. Note to self: improve difficulty.
Dr Zoolak in a mean mood. Random-generated level.
A visit to cubicle hell, random style.
Here comes post compo screens:
Soko showcasing the latest in weapon sprite fashion.
Refraction in action.
Who farted?
Better put your shades on, those are real hardshadows.
No smoke without fire. Creeping features abound!
Pathfinding up and running, so are the conveyor belts.
NPC Quest
LD48 #3 was themed “Preparation – Set it up and let it go”. For this I originally made a game where you were a leprechaun and needed to plant traps to kill people trying to come steal your lucky charms. For some reason, despite how fun that sounds, I couldn’t get anywhere on it and quit halfway through. Then I came back on the second day, reusing some of the code and graphics and created NPC Quest! It’s a game of buying gear for a fantasy hero, and then watching him fight battles without your help. It’s actually more strategic and fun than it sounds.











