Canceled [ORIGINAL] Shinobi Densetsu (HELP NEEDED!)

Project is halted prior to completion and will not receive further updates.
Not sure how I missed this thread. I'm really happy to see your project shaping up the way it is, it seems you're learning the engine at a very quick pace! :)
 
DintheAbary said:
Not sure how I missed this thread. I'm really happy to see your project shaping up the way it is, it seems you're learning the engine at a very quick pace! :)

You seem to be alive again  :P I have no reply on discord since ages  ::) still up for the ride?
 
kzr said:
DintheAbary said:
Not sure how I missed this thread. I'm really happy to see your project shaping up the way it is, it seems you're learning the engine at a very quick pace! :)

You seem to be alive again  :P I have no reply on discord since ages  ::) still up for the ride?
Yeah been going through some things as well as wrapped in my own projects and paid commissions. Can't help much at the moment but thankfully there are more knowledgeable folks here on the forums, definitely keeping an eye out for the project!
 
Quick bit of news:

after thinking this through the last weeks, I'll make a major gameplay change:



"overworld" "hub world" or however you prefer to call it

this will be a huge 2.5D section to explore, connecting all locations in the game. In this mode you are free to roam around. you will meet enemies and NPC, visit smaller contained locations (see next entry), or just fool around for a bit to practice your skills.

contained locations

this will be the meat of the game. in this mode the view is most of the times strictly 2D . here you will explore

dungeons
venturing into enemy territory to complete an objective. dungeon is a generic term in RPG so the setting is not limited to the classic walled up dark place. it might be a forest, cave, town, etc. most missions (quests) send you to one of those

settlements
2.5D sections where you are allowed to explore a place with NPCs and their homes. this is where you get missions, heal up and stock up on supplies.

special areas
these don't follow any rule or format and might be anything from bonus stages to boss fights. or cutscenes.



I need some feedback on this
 
That's surely major change plan :)

"overworld" "hub world" or however you prefer to call it

this will be a huge 2.5D section to explore, connecting all locations in the game. In this mode you are free to roam around. you will meet enemies and NPC, visit smaller contained locations (see next entry), or just fool around for a bit to practice your skills.

Some modders here prefer to use world map system in which player is only displayed as travel icon moving in the map. Not saying your idea is bad though since each system has pros and cons

dungeons
venturing into enemy territory to complete an objective. dungeon is a generic term in RPG so the setting is not limited to the classic walled up dark place. it might be a forest, cave, town, etc. most missions (quests) send you to one of those

settlements
2.5D sections where you are allowed to explore a place with NPCs and their homes. this is where you get missions, heal up and stock up on supplies.

Ah, the typical RPG components :D
Will you lock the dungeons after they are completed?
 
Bloodbane said:
Some modders here prefer to use world map system in which player is only displayed as travel icon moving in the map. Not saying your idea is bad though since each system has pros and cons.

The Story of Thor/Beyond Oasis is my reference here. While a map system similar to Fallout 1 and 2 would be the easiest (click on destination, be interrupted by random encounters), I feel this loses a lot in tying the locations together. It worked for those games, since they were meant to make the player feel lost in a huge deserted world. besides I like the freedom of a sandboxed game world where you can do whatever you like using the game's rules. how many times in GTA do people go cause trouble just for fun, and end up discovering secrets or find new ways to do things? I want to give my players that. and since the leveling system borrows a bit from Sky Ocean, and most recently Skyrim (actions are categorized into skills, repeat action to level it up), it makes much more sense. you can practice combos on a tree, for example, or refine your platforming skills, or study new ways to approach enemies, just to mention a few.


Will you lock the dungeons after they are completed?

If they are not affecting the storyline they remain unlocked and can be repeated for XP grind and rewards. though they become pointless a few levels later. I'm currently working on a tutorial dungeon that will be the where the game starts. I'm hoping to release a demo once I've finished it.

I am willing to hire a second artist along middle of this year. the budget is limited but the extra hand will be a much needed bump in this moment where my private life has a lot more priority than at the beginning.
 
here's a much due update. meanwhile I've entered negotiations with a programmer and an artist and I hope everything will work out for the best. I want to take a moment to thank you all who have been following and keeping me going :)

 
bump for update.

platforming is going great. had a few setbacks with the double jump and the jump in general. I can't figure ways to:

  • have fine control over jump height and distance(one tap of jump or directions makes player move even if button is released)
  • stop triggering the double jump by holding jump 1 millisecond too long(workaround combo is j j while on air,which feels awkward)
  • have two kinds of platform objects, one that can and another that can't be jumped on from below. I can only have one or the other (char height value), which limits level design a lot

there are some shadow issues. I don't know if I can change a char's shadow type on the fly or at least once per level.

I will add a few more animations for this mode, like ducking and I'm very interested in making a holding to ledges and poles and climbing up mechanic, but I don't know how to do this.

 
Good platformed level :)

have fine control over jump height and distance(one tap of jump or directions makes player move even if button is released)

I've tried coding that. The result is not so smooth but it's close

stop triggering the double jump by holding jump 1 millisecond too long(workaround combo is j j while on air,which feels awkward)

Umm... what did you do? Modders here usually use cancel to make double jump although script could do it better and cleaner. There must be something not right if you could accidentally trigger double jump like that

have two kinds of platform objects, one that can and another that can't be jumped on from below

I can see your problem but for me having one kind is enough :)
If you need to set ceiling, there's a simple script system for that

Speaking of platform, I just remembered that you might need to make the platforms in your mod clearer. The ones on the wall and trees are clear but not the one ontop of the wall. I thought there are no platforms on top the wall until I see them in the video
 
Very interesting mechanics and design , i have some platformer jump control in my snailn turtle game https://gamejolt.com/games/snail-n-turtle/18119
 
@kzr hey none of the video links are working.
What happened with this project?
I have lost interest in this engine because of the buggy tools and poor documentation. I don't mean this in an offensive manner towards the creators, it's just that when I compare it to other experiences with commercial and open source products, I have a lot more trouble to get my ideas working here.

after a long break from game design I picked up my old Construct project and I'm implementing the fighting mechanics based on what I learned here. no idea how long it will be until something surfaces, but I appreciate everyone's interest and will try to put something up as soon as possible.

youtube has changed since I posted those and might have broken the links.

for my boring adventures in gaming, modding and gamedev my YouTube channel is @oxidmedia

I'm still searching for work partners for this hobby project. in case of interest send me an email talking a bit about yourself and your ideas, if possible add examples of what you do.

reach me here:

kaizer duck com

(symbols removed to filter some spambots)
 
sorry for double posting but the previous one is already meaty and the edits would probably fly under the radar.

in case anyone is interested in taking over the coding side, I'd be willing to do the assets including music and sound effects. perhaps even getting used to the new modders tool. progress seems very substantial since I last used OB

here are the broken videos from before. and a bonus: a preview of the Construct port

OpenBOR


Construct (old builds)

other projects (never shon here)
 
I do appreciate all the words of motivation but this is really too much for me alone. I've been thinking about how to reach more people and get someone's interest.

So let's talk about things objectively.

I know how to add objects and program basic behaviors, no problem. I know how to make levels, no problem, the problems start when I want complex stuff.
I want an inventory, stats, buffs & debuffs, set pieces, randomization, and perhaps even more stuff I can't possibly do by myself in our lifetimes because

a) original assets take more time than rips and edits
b) while I'm doing assets I can't be learning the engine
c) same as b but reversed
d) work, wife, kids, events, appointments...

What I'm proposing to someone who potentially joins is simple:
let me do just the damn assets :)

I'm not a dictator or your boss so you will have freedom of speech, opinion and action. If we agree, we make. If we disagree, we talk. If we don't know, we discuss.
We could start a Patreon if money is a concern, and if someday the game gets finally shipped you get paid as well.
I think I can't formulate my proposal simpler than this.

Right now I've found a standard for level building that I'm satisfied with. I'm building sets of graphics for each area (tiles, textures, prefabs) once I'm halfway through I'll start working on more characters and objects until I can get a base game going. from there on, if I can't find any help, it might be a long time until there's any more substance to the game.

examples of some studies and new assets:
Hirogawa Prefabs_edit.pngmines.pngwalkway flat.pngbridge.pngsage hut.png
 
sneak update before the weekend:

Graphics:
* Started animating a new playable character
image_2024-01-25_233319074.png
run.gif
* Started designing boss character

preview.gif

Game:
Adding more objects and characters, trying to make use of all the graphics I have so far, so a lot of placeholder and non-animated entities for the moment.

We're getting close to a playable demo, and before that, more showcase videos.


Thanks for all the help so far and for the excellent work being done in making tools for the community.
 
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