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FreeBASIC Game Development => Work In Progress => Topic started by: 3D on January 16, 2011, 11:02:24 AM



Title: Beelzebub - my rpg game in development
Post by: 3D on January 16, 2011, 11:02:24 AM
download here: http://www.megaupload.com/?d=AI61OYIS - playable up to the old ekron area (a few areas and items now)

Read more: http://csilk.proboards.com/index.cgi?action=display&board=beelzebug&thread=23&page=1#ixzz1BDbmTFg1

been awhile, still looking for anyone interested in designing the monster graphics.... and it may be set a bit easy right now, its a work in progress and the code is horrendous in places but shes my baby :P

let me know what you think, now i gotta browse the forums to check some other peoples rpgs :P

edit: added image so you can see something before deciding to try it

(http://img46.imageshack.us/img46/3144/beelzebubv8.jpg) (http://img46.imageshack.us/i/beelzebubv8.jpg/)



Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on January 16, 2011, 12:01:20 PM
In every first person RPG, I would love an automap. :P

Anyway, I would appreciate the info on controls, as I have to figure them out by myself. In general, they don't seem to be very responsive, but this might depends on the fact that I don't know how to use them. I don't mind the graphics, beside the fact that I would prefer not too see the lines around invisible walls, or the lines around the walls that should be hidden from me (behind another wall). Also, the interface needs some work on it...but this is WIP so I assume you already have this on your to do list.

Good work so far. Keep it up!


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on January 16, 2011, 12:35:54 PM
yea sorry about that i forgot to mention the controls.

controls for:
adventure portion / battle scenes

W = step forward / select action in battle
A = turn left / select action in battle
S = turn right / select action in battle
D = turn around / select action in battle

1 = accept button / attack enemy position 1
2 = cancel button / attack enemy position 2
3 = talk to npc button or search / attack enemy position 3
4 = menu system / unused
5 = overhead view of nearby area / unused



all graphics can be considered placeholder for now, thats why some descriptions are uglier etc, all the UI will be redone eventually, the lines are strictly template lines that will eventually be removed. since i began the game i have redone the graphics for the viewport 3 times to get the still somewhat flawed but sufficient angles for now.. some incarnations i took out the lines but it is extra work if redoing them again in future, definitely not perfect and i would love to redo the entire drawing portion of the viewport. for now though i am just filling in the world with content, story and expanding on the battle system a lot more, not present in this version are enemy hits that can debuff various aspects of your party, encounters are still being tweaked for occurence, weapon and armor stats will most likley be modified to suit game balance, and the way that damage is calculated or interacts with player stats or level may also be added at some point. as is the items make your party not char levels, although i think the runestones that permamently effect player stats  i have added to the game add an element of character building and replayability, its just still to early to balance or place to many of them.

NPCedit is included and its my very crude way of adding and moving npcs as per the time of day txt files, its very rough at the moment, but its functionality makes it faster then editing by hand, i fully plan on building a map editor / item placement editor as well.

and because that directory is a mess the working npcedit is npceditb.bas, the controls are put on the screen, it basically allows me to add a number to the data statement while showing me the overhead of the entire map, allowing me to place an npc and then save, advance an hour and re-place the same npc a square from where s/he was... not much use to anyone but myself at the moment.


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on July 05, 2011, 01:34:46 PM
Although i have been very quiet about my project it is still underway, i have added character classes, a skill system, experience and level up, a formation change command, debuffs and buffs, animated water, an exp bar for each character in the party, skill selection on levelup.

soon i will release a new version for testing and walking around... but i still have quite a bit of work to do to make it more feature rich versus the last time i showed it so i am just waiting for it to mature a bit more before i show my work.


Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on July 05, 2011, 02:07:09 PM
Nice to see this still being in the works. And sorry for me for bailing out on it. Life happens. Maybe I can return with the version to come in some capacity.


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on July 07, 2011, 06:05:27 PM
i don't really consider that your bailing out on me the game is only hobby status and i work on it when i feel like it and it is unfair of me to expect art assets for something that is still not fully fleshed out, once it becomes more of a game i can see the pull of wanting to do art assets to be greater since the actual underlying code is in place and not something that is still stuck in my mind.

hopefully when i do show my work again it will have improved enough to spark some interest in you for new art, its getting closer to reveal time i am just in the process of making saving and loading work, which is a pretty important piece of the puzzle, and even once that is complete i may hold off a bit longer just to flesh it out a bit more.

its important to know that i work on it in spurts, once i "burn" out i put it on the backburner for some time until i feel inspired to work on it again, i find that the creative moments i get every so often are more productive then trying to force myself to code it days and weeks on end.... sometimes the spurts last a full month were i am actively fixing and adding things, other times it lasts for only a few hours or days.

as of lately i have been steam rolling new stuff in very quickly which is definitely a good sign for the health of my project, this will not be vaporware it will be finished one day and every minute i spend on it brings it that much closer!


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on July 12, 2011, 02:05:07 AM
http://www.xfire.com/video/49ffd8/

video of close to the latest version i have been working on for those interested in seeing the progress, my latest finally get rids of all those nasty template lines and looks a lot better finally (but was done just after this video was taken, so the lines are still there for the video.)

I'd actually give you guys something to mess around with but i still feel as though there is more work to be done before its worthy of any play testing... its still far to close to looking like the  last time i released something to toy with, lots of new features but lots more features soon to be completed so better off to just wait.


Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on July 12, 2011, 05:37:27 AM
I like the look of this demo. It seems that the game is forming shape. Very cool. I quite liked the sound effects and the music track. It creates a very suitable atmosphere for the game's dark theme. The passing cloud are a clever effect.

Also, my sprite doesn't look so bad from the perspective of a video.

Keep us posted!


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on July 16, 2011, 02:57:46 AM
* recently doubled the graphic assets to the maze view (9 new building blocks)
* my map editor is functional, so i should be able to finish the world in a much easier manner then editing text files by hand
* added coins (you get by turning in certain monster drops to different npcs)
* added functional shop screens (no selling of items yet but you can buy stuff)
* linked unique graphics for NPCS that are more then just normal townfolk.
* added (as of right now non-functional doors) that will open up new paths when opened
* added plenty of skill icons (still lots missing) done by friends that have agreed to do skill icons


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on July 16, 2011, 01:11:11 PM
http://imageshack.us/photo/my-images/818/mapeditv2.png/

map editor completed, also allows me to drop items onto squares now (still need to know what the item code is but nifty to be able to do without editing text files like i was)

world changes have to be hard coded with my current setup but that's not to big of a deal at least my doors are opening and closing now =D


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on July 18, 2011, 07:47:57 AM
getting a ton of work done on the game lately and its almost ready for play testing and balancing stage

i have gotten 8 of 72 skills coded now, here's a teaser video of a skill i finished.

http://www.xfire.com/video/4a8528/



Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on July 18, 2011, 09:05:22 AM
Looking good! Waiting for demo. :)


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on August 30, 2012, 03:40:49 AM
after a 6 month hiatus work has resumed on my game in the process of fixing many half finished systems.

plan to code for about 4 days straight, if i am satisfied with the progress i will release a demo afterward... if not, well i will keep at it.


Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on August 30, 2012, 03:44:44 AM
Awesome news!

Busy with my own projects as well and learning pixel art. Wish I was more available for collaboration.


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on September 02, 2012, 11:26:37 AM
http://www.file-upload.net/download-4744619/Beelzebub-Release-10.rar.html

although i fell short on my goals as to what i wanted done this long weekend, i am somewhat pleased with the results... that finish line gets further and further away the more i code! controls and some information is in a readme file enclosed, please don't hurt your eyes looking at my source (or your brain)

EDIT: I played and noticed quite a few bugs that i missed, sorry about that... still somewhat playable to see whats going on if you don't pickup the 2nd character it may not bug dunno.
EDIT2: If no one has tried this demo out yet i would say DON'T! 2 reasons, see edit 1... and also because i have some new features being finished up.

well i guess i could just say what I'm working on....  which is  *drum roll* Diablo style loot drops and gear.

it should also be noted that the combat mechanics are not fleshed out fully even in my latest WIP and many of the skills that were recently coded have yet to be ported over to the new skill logic that i have just updated to... the good news is the priest skills i have completed as well as a major amount of scholar skills are on the new system already and its working 10 times better, goal is to have the skill system completley moddable, that sounds great and all but during a playtest it would not be hard to find some damage errors or formulas that just aren't working... not because its broken but just because i haven't had the time to go and fix up all these little things here and there.

look for a much better demo within 2-3 days. so don't check it out just wait instead!



Title: Re: Beelzebub - my rpg game in development
Post by: 3D on September 05, 2012, 06:50:08 AM
This might not be anything major for you guys but this got me excited!

http://www.youtube.com/watch?v=cuCJ2aq4TBQ

EDIT: Yay, i got it working, can now save and load games and retain the randomly generated weapons, now i need to build the database of weapons possible and the formulas for weapon damage and spread this same system to armors and the much improved items will be in the game fully and lend a much needed reward system to the battles, it also serves to simplify item placement in the world and who doesn't like glowy weapons even in placeholder art. =D


Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on September 09, 2012, 04:18:16 PM
Hi. Really enjoyed playing your demo. Great work on picking the music and compiling sound effects. The best part of your project so far. Build on this!

I would rework some of the controls. Have no idea why you avoid adding support for ENTER/BACKSPACE and ARROW KEYS together with the ones you have so far. The current setup makes the game cumbersome to play. Maybe consider even adding mouse support, especially with menus. A bit tricky to use them, or maybe I'm just not familiar enough with the game mechanics. I would warmly recommend you try dabbling with the environment graphics before monsters, just to add some face to your game. Not sure how your engine handles it or if you engine supports textures already. Push that up on your to do list.

Would love to help with the project. Will see if I'll be able to find time. Really hectic times for me lately. Maybe I can try helping with textures, I just need to know what kind you need (size, shape, ...). Specify.


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on September 10, 2012, 06:54:57 AM
adding support for mouse menus is on the to do list, adding support for arrow keys / enter would be simple... the game maps well to a gamepad and is definitely the best way to play it atm.

the fact is i would love to add mouse support and better menus in general but there are so many other things that need to be worked on i can't bring myself to spruce up features that I myself have no problem with, i mean i can literally play the game with 1 hand and i think it just comes down to not having enough play time with it.

having said that i DO care very much on how fun the game is for other people to play so expect some changes in the future, i am toying with a complete rewrite of the inventory system but with so many half finished systems it may just have to wait till everything else matures a bit... your not the only one that wishes for mouse support so adding that is practically set in stone now.

as for textures, every wall piece and floor is tied to a tile, that tile can be drawn with a texture i just lack the ability to draw said textures especially with regards to distance and perspective... i can see what i can do in a future demo, glad you enjoyed the demo and definitely appreciate your feedback.  I'm still working on it daily, and would have updated it a day or so ago with my latest version but i hit a snag with the random weapon/armor generator i am coding, nothing i can't fix or make to work but it has proven to be more time intensive then i expected to get working correctly.

if you want to dabble with textures yourself lachie take a look at the tile3d folder, in there you will find the bitmaps that make up the maze, i will admit the naming scheme is lackluster but shouldn't be to hard to figure out what tile your looking at based off the picture thats already there, feel free to edit them to your hearts desire, one only needs to edit them and then run the game and the changes you have made will be reflected in the game (this will alsol tell you what size / shape they are)


Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on September 11, 2012, 12:41:04 PM
Hrm, I thought I could do this quickly as a proof-of-concept thing:

(http://img525.imageshack.us/img525/6082/beelzebubtest.png)

Ignoring the glaring mistakes, still not right. But yeah, it's quite demanding. I see what you mean. I'll might try later with a different approach. Maybe design a flat texture, and then apply a perspective effect on it. Like this...definitely doable, just...quite time-consuming.


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on September 11, 2012, 03:20:11 PM
yea now at least you see what i mean, doesn't help that even with the limited amount of tiles that are in there that it ends up being  a lot of work, nice proof of concept though, could definitely add to the atmosphere of the game, and i find once black lines are gone you lose some of the sensation of moving through 3d space, but maybe that's just because i am so used to them being there.

the red walls are supposed to be miasma mist would look epic if there were skeletal hands or demonic faces trying to escape, i could animate them in the engine, as i do plan on bringing back the water animation that was once in there, not to sure why i took it out in the first place seeing as it was working in a previous build quite awhile back, its a bit of a pain to add in the animation but once its in there its in there.

one things for sure though because of the way the game engine works (overlapping images) the game has potential to look a lot better then the way i have it now, with a style all its own. thanks for the proof of concept lachie i am a fan of your pixel art so hopefully we can get some more of your charm in there! and remember I'm really not that hard to please and if something looks good to you its most likely going to be ok by me... and pretty sure you understand the mood that i am going for.

EDIT to add my attempt (i like yours more then mine)

(http://i46.tinypic.com/2zrnxqu.jpg)


Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on September 11, 2012, 03:28:31 PM
To retain the illusion of movement with textures, you will definitely need two versions of each tile, but that can easily be done, with horizontal (floor) or vertical (walls) flip. You just need to code it. Not sure if I recommended this before, but you should check out Witchcraft Adventure  (http://games.freebasic.net/dumpbyid.php?input=163). It uses that "trick". Also, I think his engine uses less tiles. I could try to pick his brain on it.

Anyway, really interested in this project. Hope to find time to contribute more. I think I have a clever idea for faster development of walls/floors (at least most of them). But I need few hours to give it a test.


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on September 11, 2012, 03:41:06 PM
well i had thought about that as well, realistically if there were code to mirror and bload the tiles flipped on the horizontal it would allow half the art... which would then make editing carbon copies a lot easier and reduce the game asset size by half... the file sizes are enormous and for the most part not needed to be that big, i mean you see how much of that purple translucency is there for every tile that made my life simpler but is totally not needed to be like that.

I ran into such a snafu with the inventory system i really am thinking of gutting the WHOLE inventory system and redesigning the item generator around it instead of trying to make it fit onto something that wasn't originally designed to be in there. I had a lot of fun doing some of the spell effects, next time you load it up start a new game as a scholar, press G while on the adventure portion and you should see god mode enabled, then spend skill points on the skills and test them out the animations aren't always correct simply but a good way to see them (otherwise you cant because leveling up is disabled atm) bear in mind a lot of the healing or debuff / buff skills are not coded but most of the attack spells should work... although damage numbers won't make sense since i was in process of recoding a lot of that to fit in with attribute system.

a lot is not finalized, everytime i got close to something being finalized i had some bright new ideas that i wanted to add in rendering the previous work antiquated... i just dont want you to be like x skill does not work because i am well aware that a lot are broken or incorrect.

i am adding mouse support as a feature that i want in there, with arrows to click to move around (like old school dungeon crawlers) and an icon based menu system instead of a text menu.

if you wanted to do some icons for that (like a camp fire for camping, a bag for inventory and anything else that fits the text label that is in the menus now feel free too) basically anything you think could be spruced up you have free reign to do art for) one thing that i enjoy about the design is that it isn't all corridors and has some open spaces something that i haven't seen in to many games of this genre besides some of the might and magic games.

I'm working till Friday morning this week so i won't be able to hit the code hard until the weekend.


Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on September 11, 2012, 04:04:45 PM
I understand all that. I'll try to contribute, and hopefully motivate you, not pressure you. The two texture versions idea might even work with very simple code. Change the version of each texture in the game from version 1 to 2 and vice-versa on every move! If you keep the versions similar enough but visibly different, it will work! I think. Because with each move all textures (floor and wall) should move, so you won't notice the switch from, for example, the floor that was two sectors in front and is now one.

Anyway, I experimented a bit in Paint Shop Pro with texture generators and perspective effect, and I think it works rather neat. A note: this was just proof-of-concept done in 10 minutes (yeah, I thought it would take longer for me to figure it out).

(http://img715.imageshack.us/img715/6082/beelzebubtest.png)

This is not a mock up. I can send you the images. But I would really like to take few hours and try to make better textures (and more precise, note the black areas on edges), two versions of them, do all the grass in the game, and hopefully all textures for one wall type, and let you see how it looks in the game.

BTW, could you send me an email: lachie13@yahoo.com

I'm not sure how much others will appreciate our public development. :)


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on September 22, 2012, 03:41:13 AM
looks like someone may be able to assist in working on the music for the game, although this is not a huge part (already like what i have) it goes with the whole make everything original concept and i'm all for it... who knows maybe his tracks will be even nicer!

how goes the textures lachie? any luck getting a few done, send me an email sometime -   I been busy flying DCS A-10 and DCS black shark 2, so haven't worked on the game in a lil bit... but its always on my mind :P


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on December 06, 2012, 07:13:43 AM
nothing new lachie? if you haven't completed anything new can you at least send me that example and perhaps hit me up with exactly what process was used to create that effect so that i can try my best to do a similar style.


Title: Re: Beelzebub - my rpg game in development
Post by: Lachie Dazdarian on December 06, 2012, 09:03:34 AM
Sorry, I got sidetracked with personal life, FBGD, FBGD annual competition, BASIC Gaming, my own game dev projects (in the gutter, ATM).

Not sure what I can promise, right now. I'll try to find time to improve my method in the following week and then send you instructions how to replicate it.


Title: Re: Beelzebub - my rpg game in development
Post by: 3D on December 30, 2012, 05:36:32 AM
yea np i havent been very busy with this latley but never dead, im really toying around with some new ideas and concepts for the engine, hopefully i will get off my fat buttocks and get to tryin something new! even still please pm me the steps when you have a chance.