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Chronostodian The final incarnation.

#1 User is offline   Koji 

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Posted 05 November 2007 - 09:05 PM

Last time, I swear.

4 years ago I thought about making a time traveling janitor game. 3 iterations later it was scrapped, and now I'm picking it up again.

The main reason I'm going to try again on this is that I've learned a great deal from my software engineering courses this semester, and think that chronostodian is totally within my ability to tackle and finish between now and the break of spring or summer. I'll be planning to devoting at least 2 hours a day 3-5 days a week to complete the game.

Here's the plan (each aspect taking an estimated 100 man hours)

Maps, will be the first thing to tackle, the whole process of map generation and the basic graphics package.

Incorporating the storyline is a relatively simple task. All I need to do is place the plot driving elements into the game maps and script the text boxes.

The actual implementation of my mountains of design documents for my Battle engine. Also implement all the graphical effects of the 26 spells and the programming of the monsters and possibly some enemy specific attacks time permitting.

Last stage of development is the various other little programming bits needed like the items and various menus for usage etc.

And finally the testing and modification stage, I will ask for 3-5 individuals to play around with the game and spot any source of hitting escape in boredom, disgust, fury, despair, annoyance, or lack of interest. Using their feedback I'll polish bits of the game to make them more fun, pretty, enjoyable, happy, easy, or interesting respectively.

This time I hope to actually finish something to make up for the waste of space I've been. Input of any kind is appreciated, except smart ass comments from certain people (you know who you are).

This post has been edited by Koji: 05 November 2007 - 09:08 PM

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#2 User is offline   Kom 

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Posted 05 November 2007 - 09:19 PM

Sounds pretty awesomet, I hope this time it works out for you!
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#3 User is offline   Koji 

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Posted 06 November 2007 - 05:13 AM

Probably won't but we'll see.
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#4 User is offline   asgromo 

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Posted 06 November 2007 - 06:22 AM

Good luck, I guess
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#5 User is offline   barbarian 

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Posted 07 November 2007 - 12:23 AM

oh come on koji. why don't you just finish one of the other ones?
Final Year Project Blog: http://mtsynth.blogspot.com/
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#6 User is offline   Old-Sckool 

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Posted 07 November 2007 - 01:54 AM

KOJI, JUST FINISH THE DAMN GAME!plz?
Rouge RPG will rise

This post has been edited by Old-Sckool: 07 November 2007 - 01:54 AM

<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#7 User is offline   djtiesto 

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Posted 07 November 2007 - 03:24 AM

Yeah, just finish it, I'd love a new MZX game that's not cameo-filled. With good gfx and music.

This post has been edited by djtiesto: 07 November 2007 - 03:24 AM

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#8 User is offline   barbarian 

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Posted 07 November 2007 - 09:30 AM

and don't use the "fried hard disk" excuse that fucking EVERY MZXER EVER HAS FUCKING USED

the percentage of random fucked hard disks in the real world - .000005%

the percentage of random fucked hard disks in mzx [that conviently destroy that "project that was almost finished] - 99%

what a crock. get one of the unfinished ones, finish it, and quit posting this "loole chronostodian starting it again!!!" crap. because we both know you won't actually finish it if you start again.
Final Year Project Blog: http://mtsynth.blogspot.com/
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#9 User is offline   asgromo 

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Posted 07 November 2007 - 09:54 AM

barbarian said:

the percentage of random fucked hard disks in the real world - .000005%

Bullshit!

Quote

the percentage of random fucked hard disks in mzx [that conviently destroy that "project that was almost finished] - 99%

More bullshit!

Quote

get one of the unfinished ones

Those are horrible bullshit!

Quote

and don't use the "fried hard disk" excuse that fucking EVERY MZXER EVER HAS FUCKING USED

That's because every fucking MZXer has burned out a fucking hard drive! Because well-used hard drives really only last five to six years! And nobody backs up shit!

And not EVERY MZXER has used that excuse! Not even a substantial number! That's more bullshit!

Just make a damn game, Koji! Jesus!
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#10 User is offline   barbarian 

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Posted 07 November 2007 - 12:53 PM

chill out. it's hyperbole.
Final Year Project Blog: http://mtsynth.blogspot.com/
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#11 User is offline   Koji 

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Posted 07 November 2007 - 05:39 PM

Fuck you guys, calm down, I'm making I'm making.
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#12 User is offline   Exophase 

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Posted 07 November 2007 - 09:04 PM

Personally I enjoy reading Koji's new journals that he always starts before he really has anything done, complete with his fool proof plan for how to easily do something that then never happens. Such hopeless, unbridled optimism.

However if you want people to take you seriously it might be better to just not talk about something until you have a lot to show for yourself.

Hey barbarian, you're kinda dumb.
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

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Exophase can what Rubi-cant.
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#13 User is offline   GetDizzy 

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Posted 07 November 2007 - 09:27 PM

s/kinda//
- Your Jumpy Neighborhood Admin

<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
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#14 User is offline   Koji 

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Posted 08 November 2007 - 05:04 PM

Exo, go be pessimistic elsewhere.

However, before you say I told you so I'll be up front about the fact that I have nothing of the actual physical game done, so yeah this post is premature.

The reason for this is that I have alot of college programming projects under my belt at the moment and am really in the programming swing of things, so after my projects I think I'll be able to get stuff done in mzx.

This version of Chronostodian is going to be one of the most stripped down versions I've taken on:

I may reduce the number of time periods Pete travels to, which shouldn't be too difficult, as many time periods don't play into the preexisting plot, and some only play a minor role which could be rewritten.

I originally planned each time period to be a huge map (10000x5000 characters, HUGE) but soon realized making content for these maps (especially since there were at the time nearly a dozen of them) would be no small task. Therefore, along with reducing the number of time periods their scale will also be reduced. The major events in any given time period usually is limited to 2 or 3 so depending on how they map out I think I could fit each time period in a much smaller 1000x500 map. Origianally I planned each time periods map to change from the previous in ways a real world would, however I think it's more suitable to make the land fairly static through the time periods. So once one map is made I could edit them for each time period there after.

The battle engine will be simplified (in a manner of speaking) by making it player engaged. Instead of an enemy having separate programming for inside and outside of a battle it will act for the most part just as it would in real time as it does in battle, this is achieved by sending the enemies to the lable "#pause" while the player is selecting a move, which will stop the enemies for the players actions but NOT trip up their programming. The enemies will function therefore more like zelda monsters, where they move around and damage you with projectiles or collision, the only exception might be bosses. If enemies have special moves they are only able to utilize them in actual battle mode. Blah blah blah blah blah. You're all rolling your eyes. Trust me this is simpler than it has been.

The graphics for player characters and enemies is still done through sprites however I'm going btb and making them only 1x2 head on top of body. Bosses and larger enemies may be larger (and maybe some 1x1), but for the most part 1x2.

So yeah done rambling. I donno if I made people more optimistic about this project or just made a fool of myself.

Any helpful input is appreciated.

This post has been edited by Koji: 08 November 2007 - 05:05 PM

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#15 User is offline   Seventh Shade 

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Posted 08 November 2007 - 06:56 PM

Well, good luck. However I'm starting to think that for some people it's better not to start a journal about a particular project. That way no one will get irritated if it takes too long or just doesn't get finished.
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#16 User is offline   Koji 

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Posted 09 November 2007 - 09:34 PM

good point.
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