Update for you guys · 12:44am
okay, so seeing as you guys have been waiting for a while, here's an update
i do have the next chapters of vampony, ruins, and queen of hope (colab) done, and vampony and ruins have been sent off to doom for editing, i'm just waiting for him to return vampony and queen of hope before i send off ruins. now don't go spamming him with
HURRY UP! because that won't really help.
also, I'm going to be doing a ruins-esque one shot and would like an editor or two, and i'm gonna try to push this through quickly, it's a birthday gift for someone, and I'll hopefully have it uploadable (aka: edited) by the 24th. so any editors who have a bit of time on their hands and are willing to help please drop me a line.
in other news i just acquired a 1966 tieschord c suitcase organ and oh my god does that thing sound good!







>>470179
Semi random comment. Ironically enough, was just pulling up both Vampony and Among The Ruins to reread again, glad to hear that Vampony is in editing. Your writing skills are superb, and your storytelling is pretty damn good as well.
>>468963
vampony is in editing right now and i'm still figuring out the next chapter of ruins
So, when are you going to update either Among the Ruins or Vampony Chronicles?
>>449294
tis fine, not all fps games need to have guns per say, just something to shoot with.
>>448561 Hmmm. Not sure how I will get the sneak ability to work though.
I know how to tell an enemy to attack if the player is close. May need to tinker around with it. But I will cross that bridge when I come to it. As for ammo well I will explain that later. I guess for now the best way to explain that is you have a magic meter for ammo. You are playing as Twilight. Magic Crystals are ammo and food is health. Certain cystals will have different abilities. Like one is powerfull short ranged attacks or another will gives her weak long ranged attacks. Still working on different kinds of ammo. If you are worried about not seeing a gun, you won't have to worry about that. You will see where the spells are coming from. Her horn. I will be sure to show you what I mean when I have something to show. Until then, I am just a guy with a computer, a video game design program and few drawings.
>>448067
well, not nescisarily randomize the exact locations, just when they appear. Something along the lines of (for example) in a 3 story building, let's say a house with 5 rooms per floor (totaling 15 rooms) have one spot per room that the stuff can pop up in and have which spot be random, as well as what pops up (weapon/ammo/health). there could also be a chance at nothing appearing. if there are no enterable buildings, apply this to an area, with a few obvious drops (dead soldier/enemy lying there in a blood spot with gun beside them for example) every now and then.
You mentioned that it's going to be a first person shooter, so i'll just toss this idea out: To make things more challenging perhaps keep the ammo amount low and bring in the decision of whether or not to fight or sneak. I liked this in one game that i can't remember the name of but there wasn't much ammo and you had to decide whether to shoot the enemy or slip past them, and it was a helluva lot of fun.
>>447401 Alright. Hmmm, just need to figure out how to randomize the objects. I want people to be able to play this more than once. Like I said earlier, my programming skills are a bit lacking and I am still taking classes. But I will do my best.
>>447253
not a problem man, the gist of it in left 4 dead is that there is the obvious straight path through the level, but if you're like me and like to explore a bit they can find things that will help them, such as weapons, health, ect. they had it randomized, but it doesn't have to be if it's the 'pre escape' period, since scavenging can be made an important gameplay mechanic without too much effort in this manner.
>>446954 Alright. I need to play left for dead. But his is a huge help. And yeah this is going to be interesting to see how much of your story is done by the time I reach a certain point in design. Thanks for getting back to me by the way.
>>445787
hmm... in the end it would come down to what's more enjoyable now wouldn't it? i'd say closed world in the style of left 4 dead where there are possibility of some exploring for those who like to, with some reward for those who do. as for story, there is plenty of blank time to work with before she leaves the city, and if you felt like making a sequel for the time after i should have a lot of story done by then, i've got some fun stuff planned, then again, depending on how long it takes to get to the point where the actual mechanics are done and the level design and story are being worked on i may have a lot more finished.