Re:Here's a mad idea...
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I've just put that same idea on the Video Game thread! I would play if it was a modern flash game. Since my video game plan went downhill a online game is the next best thing!!!! It's got to have good graphics for a online game! I don't like the old-faishioned graphics!! (It is the 21st century!!!)
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Skip, I have another idea
You know Block and Tackle from Series 4 and the Fireball room from Series 8.
Why don't you mix them together so you get the Fireballs raining down and takeout the floor while the side blocks come along and try and whack people to death.
Now that's what I call "LOVELY"
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When you die have 'ooh nasty' on the screen.
Anyway, if you can, make it so that you can have three advisors just to help out. This could be done with them being able to view your character and using a chatroom style board talk to each other and to you. It would make it more authentic.
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Whoa. I'll answer in reverse order:
Fidjit - if by 'internet game' you mean 'can be played between more than one person via modem link-up', then it certainly isn't. If, however, you mean 'can be played in a browser window without having to download it', then as I've said before, it certainly is.
Casper Key - 'Ooh nasty' will almost definitely make an appearance. Your 'advisors' idea, as inventive and cool as it is, will not be included. This is because, as previously mentioned, YOU as the player will be the sole 'advisor' of the on-screen dungeoneer, and as such will have no-one to help YOU help the dungeoneer. There will, however, be the occasional hint or warning from the game (possibly, but NOT definitely, using a Treguard-type figure).
Lord Fear - the Block And Tackle AND the Fireball Room will both appear in the game, and I was indeed entertaining a similar idea of combining certain hazards. The Fireball Room will be changed slightly though, in that the block about to be destroyed will 'heat up' a second or two prior to the fireball being launched, to give the player time to get out of the way (IF they're quick enough). Unlike the TV show, the launching of the fireballs will be completely random, and having a player struck down by a fireball out of the blue is neither fun nor fair.
Tomyboy - if by 'old-fashioned graphics' you mean the kind of graphics used in the Spectrum Activision game we've been playing of late, then do not worry. It would take a considerable amount of skill to get graphics that primitive going in Flash. The graphics will be kinda cartoon-gothic, with moody shadows and lots of colour and animation, but I have to stress that since this is a browser game, graphics have to take second place to bandwith and download times. If you're expecting Thief III or something, I suggest you look elsewhere.
Keke - like the maze idea, I will be including a maze of some sort, and I'm always a sucker for hazards that involve plummeting to your death. But as I said, it would need to be carefully designed to give the player a decent [but slim] chance of survival. With a game this hard, I want the player to lose because they weren't quick or smart enough - not because the floor gave way beneath them with no warning whatsoever. Keep working on it!
This weekend, with God (or something) as my witness, I'll have a simple graphics demo up for you. Believe.
Skip
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Sounds great - let us know when it's ready1
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Tomyboy - if by 'old-fashioned graphics' you mean the kind of graphics used in the Spectrum Activision game we've been playing of late, then do not worry. It would take a considerable amount of skill to get graphics that primitive going in Flash. The graphics will be kinda cartoon-gothic, with moody shadows and lots of colour and animation, but I have to stress that since this is a browser game, graphics have to take second place to bandwith and download times. If you're expecting Thief III or something, I suggest you look elsewhere.
I'm 14!! I'm used to PS2 graphics not the Spectrum graphics!! Although saying that I do play the "old graphics" game on CiTV!
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yes. anyway i did a crap drawing of the moving maze i though up. hahaha its nto that good once u see it. but anyway here it is: http://www.geocities.com/the_cool_crew_rocks/knightmare.html he grey platforms are where the platforms start and they turn every 8 seconds or so to the white positions. the player would have to get from the bottom to the top. hahaha
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Fucking hell, it's a fiendish one alright. It's kinda like The Mills Of Doom, only.... nastier. Hah!
I assume that the way to survive would be by keeping the player on the pivotal centre point of each block until it was safe to move? If the player stands in the centre of the block, it can swivel around them okay and they'll be safe. But if they are on the edge of the block when it swings, they fall to their death.
The reason it should work this way is that no obstacle in Knightmare (apart from the Spindizzy) has ever physically moved the player in any way. For this reason, if the player is at the edge of the block and the block begins to swing, the player won't move as well - the block will swing from underneath their feet, and down they go to their death.
I'm definitely gonna work with this one though, it would make a great end-of-Level-2 puzzle (perhaps instead of a Causeway, for example?). Well done indeed!
As a reward, I give you three VERY ROUGH (I can't over-stress this) screens from The Deeper Dungeons!
http://www.skiponline.4t.com/km/testscreens1.html
Not a lot, but it's something! Enjoy!
Skip
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It's a good start Skip.
Some rooms are more realistic looking than others. Nice to see the bomb room.
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The last room looks a little like series 8, actually. Looks very knice so far...keep it up!
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Thanks for the feedback peeps, I hope you're beginning to get a feel for the project even at this very early stage. You'll have noticed that I've done away with the isometric viewpoint in favour of 'tv' angles. It just looks better. I'm confindent I can program a decent scaling routine to make the dungeoneer smaller as he moves away from the 'camera' and so on.
I'm busting my ass to get something interactive up here soon. Please continue to watch this space as expertly as you've all done up to this point.
Skip
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Sentiments seconded Skarky me ol'mucka.
Have been watching this for a while and it is very promising.
I await new updates with increasing excitement and can't wait for the finished product.
As for the series theme, there does seem to be a leaning towards Series 1-3, which I'm not complaing about as I really liked the darker themes in these series but there is surely a place in the game for rooms from the later series or based on such rooms.
Although I have only a basic knowledge of programming (and that was mostly in Pascal, I know, I feel old now) if there is anything I can do to help then just ask.
Keep up the good work Skip. We all appreciate it.
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Laavley indeed.
I've been continuing with the graphics work, building up rooms from the basic layouts you saw earlier and adding things like textures, rock walls, torches, ornamental detail and gameplay features like pits and wells. It's slowly but surely taking shape. Another bonus, if you could call it that, is that one of my major design clients pulled the plug on their project, so now I can dedicate nearly all of my design time to getting this thing going. Too bad in one way, but pretty fortunate in another!
I've sketched out a series of 12 rooms which I will be using for Level One. It's extremely old school, nearly every one of the rooms will be recognisable from the first three series. I will be including Dwarf Tunnels in some capacity though. It won't be til Level 2 and 3 before the knives - and spears, and fireballs, and spikes - really come out, but it will be worth it.
My aim for this month is to get the 12 Level One rooms working in sequence, which will then form the basis of the first playable demo. Hopefully that will get your appetites whetted for the rest of it. Unfortuantely, some minor things - moving house, blah blah - will get in the way for the next few weeks, but when I get back, it'll be with a bang.
Look out...
Skip
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