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nicktheslayer95
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WildLike
A System of Systems
Current Version:
https://www.mediafire.com/file/t6dcvpyfxv54d8w/WildLike A0.01.zip
Overview:
A System of Systems
Current Version:
https://www.mediafire.com/file/t6dcvpyfxv54d8w/WildLike A0.01.zip
Overview:
Spawned from my frustration with The Legend of Zelda: Breath of the Wild, this game is intended to be a top-down action adventure game that exists as an answer to my complaint about many open-world adventure games. Games like Skyrim, Breath of the Wild, The Witcher 3, etc, often offer a variety of systems that control the games world to instill a sense of realism, regardless of how well these systems are integrated into the game. For example, Dynamic Weather as a system in The Witcher and Skyrim does very little to alter the gameplay, serving mostly the aesthetic purpose of realism. BotW does fair a bit better with Dynamic Weather, however, does not fair as well as something like Oblivion did when accounting for the time of day, and how it affects the game.
This leads the games' systems to feel disjointed from one another, causing the game to feel like a collection of systems, rather than a group of systems. Another issue I have are these games' complicated interfaces. For newcomers to the genre, the large complicated maps and intricate menus can act as a barrier, keeping the players from fully enjoying the game without feeling that they have to learn the in's and out's of the game very well. In short, this becomes an issue when players are given a complex method of interacting with simple systems, rather than a simple method of interacting with complex systems.
Main Goals:
- The game will act not as a group of systems, but as a system of systems.
- The game will offer not a complex way to deal with simple systems, but a simple way to interact with complex systems.
- to blow up, and act like i don't know nobody
Systems List: (will be updated with more systems, and explanations of each eventually)
- 24 Hour Clock w/ Day/Night Cycle
- Biomes
- Weather, Including Wind Direction, Wind Speed, Temperature and Precipitation
- Weapon/Object Attributes
- Enemy Attributes
- AI Node-Based Pathfinding (don't even ask about this one. am i sick in the head? i hope)
- This list is incomplete; you can help by expanding it.
- Replace all unoriginal assets, (sprites, sounds), with original ones. (No matter how poor)
- My first long term goal is to create a proof of concept showing how these systems can be brought together. This is a bit long, so I'll hide it in a spoiler.
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[*]The Systems I intend to focus on are Weapon/Object Attributes, Enemy Attributes, Biomes and Weather. I will focus on the Slime enemy. Here's a quick run down of how I plan these systems to interact. The Slime enemy will have certain attributes altered based on it's temperature, which varies with biome/weather changes. When the slime is in neutral weather, it acts as normal, hopping towards the player in an attempt to damage them. If the Slime is large enough, being attacked by the player will split it into two smaller Slimes. If it's raining, or there is high humidity, the slime will slowly grow over time, as if absorbing the moisture. This makes them more dangerous during thunderstorms, or in swamps, perhaps, giving them the ability to multiply if you aren't careful. If the Slimes are in a dry or hot environment, they may evaporate, becoming smaller, and eventually very dense. At this point, blunt weapons, (as dictated by the Weapons Attribute system), will no longer harm the Slimes, but bounce them away upon impact, and must be pierced by a sharp weapon. In contrast, Slimes that have such low temperatures that they freeze can no longer be killed with a sword, they must be shattered with a blunt object. It is important to note, these are not variations of the Slime enemy, but in fact the same Slime object. They can be led to different areas of the game to change their attributes, which can be used to solve puzzles. As an example, consider the Frozen Slimes. They can be pushed around like big blocks, and used to weigh down pressure plates, assuming they're heavy enough. Small Slimes may be sufficient for small pressure plates, but if you need a heavier object, you can either push multiple Slimes onto the plate, or lead one to a hot spring to allow it to absorb the moisture, growing in size, before bringing it back to re-freeze it.
These features will all be present, though more may be added by then. This is my first milestone, so I plan to have a much higher quality showing by then. The idea is to be indistinguishable from a viable final product. - Once this first goal is reached, the second is to create a Patreon page. I don't want to start this page before showing the quality of work I can produce, (the proof of concept), unless I hear any demand for it.
Videos:
Controls:
Keyboard:
XBOX Controller:
- Arrow Keys for Movement
- Z Locks the direction in which you're facing
- X Sprint
- C Attack
- D Switches items between Sword and Hammer
XBOX Controller:
- Left Stick for Movement
- Right Stick for Camera Movement
- Left Trigger Locks the direction in which you're facing
- (A) Attacks
- (X) Sprints
- D-Pad Switches Weapons
Previous Versions:
Version History:
V A0.01
[new additions]
text boxes have been added, including signs that can be read
game prompts user with correct button to read sign, whether using a gamepad or keyboard
very early prototype of an armored enemy
[bug fixes]
camera no longer vibrates when coming to a rest
night-time filter should now completely cover screen
depth perception, playing drawing over objects he's behind is fixed
[improvements]
HUD updated lightly, improving pixel resolution and removing woodgrain design
second hand on clock no longer visible
stamina and life meters now match graphically
new hammer sprite, with overhead swinging in 4 directions
new swim sprites, in 4 directions. sprite changes to drowning when player's stamina is depleted
new frozen slime sprites
frozen slimes are now easier to push around
rock particle effects look much better
V A0.00 Initial Upload
[new additions]
text boxes have been added, including signs that can be read
game prompts user with correct button to read sign, whether using a gamepad or keyboard
very early prototype of an armored enemy
[bug fixes]
camera no longer vibrates when coming to a rest
night-time filter should now completely cover screen
depth perception, playing drawing over objects he's behind is fixed
[improvements]
HUD updated lightly, improving pixel resolution and removing woodgrain design
second hand on clock no longer visible
stamina and life meters now match graphically
new hammer sprite, with overhead swinging in 4 directions
new swim sprites, in 4 directions. sprite changes to drowning when player's stamina is depleted
new frozen slime sprites
frozen slimes are now easier to push around
rock particle effects look much better
V A0.00 Initial Upload
Want to Help?
You can PM me directly, or talk to me in the i-want-to-help section of the Discord server below!
External Links:
Be among the first to join the new Discord!
https://discord.gg/2JyF3VZ
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