Author Topic: LIFE Development Blog  (Read 4451 times)

Jubal

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LIFE Development Blog
« on: October 12, 2015, 05:14:10 PM »
So this is to chat about the development of LIFE, a text-based adventure I'm writing (sort of partly under the auspices of the Cambridge Uni Doctor Who Society).

I've just done a big revamp of it and started making some armadilloty pixelly style graphics, so I'll be able to release a demo version sometime soon I hope :)

The premise of LIFE is set after Capaldi's second full episode, Into The Dalek. The "good Dalek", nicknamed Rusty by the Doctor, is now the figurehead of a growing resistance movement. You have recently arrived on a small resistance base, and have to go exploring and help out around nearby planets to eventually have a chance of counterattacking against the Dalek menace.

More updates to come!
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Jubal

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Re: LIFE Development Blog
« Reply #1 on: October 17, 2015, 12:51:24 PM »
Screenshots!

It's an asteroid space station base thingy:


And the planet Phrynoris minor:


Do they look great? No, they look pretty naff. But oh well, it's better than no images at all.  :P
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comrade_general

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Re: LIFE Development Blog
« Reply #2 on: October 17, 2015, 12:55:10 PM »
Old-school and cool I think. :)
I'd be more apathetic if I weren't so lethargic.

Jubal

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Re: LIFE Development Blog
« Reply #3 on: October 17, 2015, 01:04:38 PM »
Thanks :)

I've been doing them by starting with photographs, montaging them, then crunching the image and indexing to 128 or so colours to give the 1980s feel.  :)
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Jubal

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Re: LIFE Development Blog
« Reply #4 on: November 23, 2015, 02:44:32 PM »
Trying to make a more advanced inventory/item usage system. Failing. :(
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Jubal

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Re: LIFE Development Blog
« Reply #5 on: February 07, 2016, 05:51:31 PM »
Actually got some development done for once :O

Have started work properly on Phrynoris Minor, the Ice world.
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Jubal

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Re: LIFE Development Blog
« Reply #6 on: February 14, 2016, 10:14:45 PM »
Up to date screenshot, here we have a Thauil in its natural habitat:

« Last Edit: February 14, 2016, 10:42:39 PM by Jubal »
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comrade_general

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Re: LIFE Development Blog
« Reply #7 on: February 14, 2016, 11:02:52 PM »
THROW THERMAL POD
I'd be more apathetic if I weren't so lethargic.

Jubal

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Re: LIFE Development Blog
« Reply #8 on: February 14, 2016, 11:34:13 PM »
I'm getting there, give me time :P

Next thing to get implemented is load/savegames, then I can start implementing lots of things that kill the player :)
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Re: LIFE Development Blog
« Reply #9 on: February 15, 2016, 01:34:27 AM »
Don't get me wrong, it's a good work. :)
I'd be more apathetic if I weren't so lethargic.

Jubal

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Re: LIFE Development Blog
« Reply #10 on: February 15, 2016, 11:20:27 PM »
Load/Save is implemented :D
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Re: LIFE Development Blog
« Reply #11 on: February 16, 2016, 01:44:30 AM »
Well done!
I'd be more apathetic if I weren't so lethargic.

Jubal

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Re: LIFE Development Blog
« Reply #12 on: February 17, 2016, 11:24:03 PM »
Today's update:
- 2 new death sequences, one for dying of exposure in the ice fields, the other for breaking thin ice and drowning in an ice lake. Might make a third death there, I'd like to have a monster that eats you but not sure what sort of thing.
- You can now get into the outer hall of the Thauil Ice City
- The output text now goes red during the death sequence
- Text for load game options added to the menus
- Game now prevents you naming your character "BACK" or "SAVES" as either of those would cause problems.
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Jubal

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Re: LIFE Development Blog
« Reply #13 on: April 14, 2016, 06:57:40 PM »
Quick screenshot here from recent work - implemented a little card game called hlastak which the player can gamble on playing to gain money:

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Re: LIFE Development Blog
« Reply #14 on: April 14, 2016, 10:58:57 PM »
- Game now prevents you naming your character "BACK" or "SAVES" as either of those would cause problems.


I am probably late to the party on this one, but if you stored all of your keywords in an array (or whatever the more efficient data storage doodle in Python is) couldn't you just check whatever the player entered against that list? Just seems like it'd save you issues down the line.
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