Project D2:ES Disaporatory (Read 563 times)

  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37

 
Hallo franz!
This thread concerns material related to several projects, but I'll be focusing on the 'middle' one, Dongland 2: Eclectrick Soupgarou. It was made last in the 'GARA Trilogy' and is the only one still needing active development.
The world it occurs in is meant to parallel our own just enough for humorous purposes. I'll be posting a lot in here; this new subforum seems to be the place for it. I dig any and all criticism/feedback but mostly just want to amuse people. That's more than I could ask for. I'm glad to answer questions, as well.
I'm not sure what I'll post here, because the design document is huge. Given this hugeness, I might end up sounding like a pretentious jackass by copping out and not explaining things that're convoluted in nature.
For now, picture-y things!
 
So, I'm using RM2k3 (now English) for this because it's charming. I'm also subject to its limitations. 3 frames of animation, 8-bit 320x240, and on and on. I upsized this shit 2x so it can be looked at with new eyes that see one pixel as four pixels. The new RM2K3 doesn't like this project so well - there will be a MASSIVE re-importing into it someday soon, so that native screenshots will look better than the 640x480 ones I've posted.
 
On to the gamestuff
 
Almost everything is randomly decided or influenced by var values. Everything is de-boring-ized by being given many variations that have differences that matter if you have no life and look into them or something. The plot is procedurally generated according to a ruleset.
 
This game makes you rely on spatial memory to navigate when in the wilderness. The scenery becomes surreal.  The fractals ARE the landscape, with cleverness applied for overhang/pass-through effects. Battle/victory music is almost always the same as the map's music for that 'cinematic' feel.
 

 
"FLORIDA"
 

 
"VANISH" (emergency teleport/escape spot, full of BAD MONSTERS that the 'land' must be reclaimed from)
 

 
"ORIGIN" (zoomed in)
 

 
"MACAW"
 
For most of 'em, I generated 640x480 fractal backgrounds with Apophysis. The transparent PNG backgrounds were then Photoshopped to look how I liked (posterize rules) and sliced into four 320x240 images. Finally, the whole picture was shrunk to 320x240. So there's five 'quadrants' of a 'map' that can represent different areas, different degrees of progress, or just visual variation when you're wanderin'n'fightin'.
I use 'zoom in/out' for battle/map transitions so it looks like you're zooming in and out of (regions of) the fractal. It's pretty nifty.
 

 
Unnamed wind-fan-like extraplanar monster. 
 

 
Unnamed velella/by-the-wind-sailor-like monster.
 

 
Challenge map 'ORIGIN'. For now it has all the devstuff I use to test the game. All NPC interactions call a menu that lets you choose expressions, vibes, make gesticulations, give items, and do other neat stuff. Lots of conditional forks, man.
 

 
New loadscreen. Faces are lazily scaled-up placeholders. I like 'em, though.
 

 
Dev Store. Has everything a Dev needs.
 

 
Old menu screen with old 'face' sprites. The game has no "levels" - clr is "clearance" and refers to Spey Organization security access. No experience either - raising stats is hard and takes work, but practice and study pay off. No grinding monsters unless you want their parts for crafting or something, and even then, fighting works differently than other RPGs. The default side-view ATB system is used, but heavily modified.
 
 
 

 
One of the old 'dossier' cards you'd view when selecting a character.
Yeah, different universe. They still use our zodiac until I make one up. Let's just assume it's what they'd be if they were here. It (Zodiac sign) barely matters and is mostly just RNG fodder. There is not only PSI but 'magic' in this game, but hardly any. If it had a full magic system like other ESOS 'verses, Zodiac sign would matter a lot more - for now it's just an interesting tidbit.
 
So, what IS D2:ES about? Basically, the plot picks someone to host a lycanthropy-like disease that involves becoming a ragamuffin-junk-golem-thing that steals useless objects, grinds 'em up, and turns 'em into soup, all to synthesize the taste of chicken even though several well-known creatures in the world are already the exact taste and texture of chicken. People're stuck on chicken, it doesn't exist, but they're curious and Garou just steers one of 'em around robbing the entire town and feeding its ill-gotten gains back to them. Anyway, you can try to figure out who's Garou if you want, or do all that cool open-world shit.
Last Edit: June 18, 2015, 03:00:27 am by Zephram
  • Avatar of Ragnar
  • Worthless Protoplasm
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Jun 15, 2002
  • Posts: 6536
jeebus
http://djsaint-hubert.bandcamp.com/
 
  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37
It takes a lot to get the engine to do something that feels right. I figure, "Might as well let it sprawl". Most of the really obtuse shit is a poster on a wall or something.
 
Here is silly songstuff. Most of 'em are constantly getting tempo-adjusted or playing from shorter loops so I can mess with 'em.
 
"Assembly" (Calm Introductions)
https://dl.dropboxusercontent.com/u/1566676/Assembly.mp3
 
"Bremsstrahlung" (Montage of Thievery)
https://dl.dropboxusercontent.com/u/1566676/mp3/d2es_bremsstrahlung.mp3
 
"Bustard Ramjet"
https://dl.dropboxusercontent.com/u/1566676/mp3/d2es_bustard_ramjet.mp3
 
"Dubby 2 Beefening" (Battle Against Many Foes)
https://dl.dropboxusercontent.com/u/1566676/dubby%202%20beefening.mp3
 
"Pharaohs" (Tan Gent Plains theme)
https://dl.dropboxusercontent.com/u/1566676/mp3/pharaohs.mp3
 
"The Wizard Adjusts His Space Cathodes"
https://dl.dropboxusercontent.com/u/1566676/mp3/d2es_the_wizard_adjusts_his_space_cathodes.mp3
 
"Trio for Kazoo, Beer Cans, and Piano" (Battle Against an Appliance)
https://dl.dropboxusercontent.com/u/1566676/wtf.mp3
 
 
This seems to limit how many player-thingies can be in a post, so...
Last Edit: June 10, 2015, 06:13:37 am by Zephram
  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37
These probably won't make it into the game 'cause they're covers, but I needed stuff to listen to during early devtime to get me in the zone, so I threw 'em together. Apologies if I have mangled your favorite song.
 
Chrono Trigger - Brink of Time
https://dl.dropboxusercontent.com/u/1566676/mp3/endoftime.mp3
 
Day of the Tentacle - Hotel Interiors (Past)
https://dl.dropboxusercontent.com/u/1566676/mp3/past.mp3
 
EarthBound - Pokey Means Business!
https://dl.dropboxusercontent.com/u/1566676/mp3/pokey_means_business.mp3
 
Final Fantasy VII "Shinra Army Wages a Full-Scale Attack"
https://dl.dropboxusercontent.com/u/1566676/mp3/shinra_army_wages_a_full-scale_attack.mp3
 
Wonder Boy in Monster World - Alsedo Environs
https://dl.dropboxusercontent.com/u/1566676/mp3/alsedo_environs_B.mp3
  • Avatar of Urotsuki
  • Group: Member
  • Joined: May 21, 2014
  • Posts: 51
where'd that long list of text go?? i need clarification on what counts as a cowboy voice
Last Edit: June 16, 2015, 03:29:54 am by Urotsuki
  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37
That was a buncha stitched-together random screens. Some were tutorials or posters you can read. The game picked the "player" to be balsamic vinegar that run-through.
Since the text engine sucks (4x50chars per dialog) and I wanted pics to go along with text in the game's "books", I just drew each page... but a lot of printed material displays fullscreen.
 
Here's some more fake-EULA-things:
 

 
A "cowboy voice"? Use your imagination there (no cows on Planet Gara - haven't invented any grazing animals yet). Or just talk like a gravelly-voiced, barrelchested smoker.
 
This's a big project and the video-game-thing is only a part of it. I have about 12,000 lines of script written for the game, plot, and othersuch. Once I get certain in-game books written, I'll post those, and they will explain the imaginary creatures and other shit for me. Huzzah!
 
I am pretty slow at making illustrations, though. I know how the critters look in my head, but haven't tried actually depicting most of them yet. The 'fractal' creatures are extraplanar entities from other worlds in other stories, so they aren't representative of the style I mean to draw the native lifeforms in. Kind of an 8-bit thing going where it's an NES palette, but with 1-3 highlight/shadow colors depending on hue.
 

 
Picking a character for the first leg of the game. Foods/drinks do different things for different characters, but if it's their favorite, it restores 100% HP, PP, or both. Sometimes it even does more! Fancy.
Playing as different characters FEELS different, as it should. One's a bit colorblind; another doesn't hear so well. One is so PSI-sensitive, she sees 'auras' others don't, and then THE CAT plays like... well, a cat.
 
 
 
 
* * * E D I T * * *
 
So, I decided to re-include some of "the bigass list of text" here instead of editing the original post.
 


 
Tutorials.
You can have up to 3 Parties. It's sort of like Maniac Mansion in that you need to switch between them to do puzzles and stuff. Everyone gets their own variations of each area's music, and everyone gets their own 'natural skills' (more on that in some other post).
 
Enemies on the map roll dice when they touch you. Depending on who wins (and by how much), they or you get first go, or a harder/rarer formation of mobs gets summoned. It can change the music, too (e.g. an 'easy enemy' theme to a 'tough enemy' one). There's ecology sims - most enemies not classified as vermin are finite in number and can be bred or extinctified to some extent. This is useful because, just like in real life, you can make up uses for all their parts.
 
 
 

 
Explaining ESOS cosmology is beyond the scope of this. Suffice to say: the game generates a bunch of random civilizations so it has fodder for things like procedurally-generated comic books, TV shows, and rare mob encounters. It picks from a lot of different maps which may or may not be connected to the continuity/plot, and these represent the 'other worlds' (no actual space travel in this game).
 
 
 
 


 
Explains the plot of the previous game, DONGLAND: WACKY-CADILLACKY-O'-POKETY-PRICKS-A-SMOKIN. That's a story for another time, but most of it gets told right there. Then:
 

 
While descriptive of the game and goings-on in it, this is also a parody of a line from Final Fantasy Tactics:
"Many soldiers after the war had no jobs, little money, and even less loyalty to the crown." 
Control code bugs caused the words "little money" to take fucking ages to print, so naturally, the pictured text prints slow as hell.
 
LNZ's money (* AKA 'slaw') is like a Kit-Kat that functions as currency, made of epoxy-like concentrated nutrients, thus 'nibble money'.
Gongs are important. They're useable items and having more of them adds more gongs to the music that has them. Since I used gongs from Earth, I morphed many of their sounds. The same's true for most animal sounds and other things - most sound 'familiar' yet also 'alien', by design.
 
 
 
Actually, while I'm talking gongs, let me post this as an aside:
 
https://dl.dropboxusercontent.com/u/1566676/ARC/chaugongs_C4-C6.rar
 
This is 2 sampled, chromatic octaves of tuned gongs. Sloppily sampled, but free to use. Load them into a VSTi sampler (shortcircuit works great) and just go to town. I have many other gongs I've been meaning to sample, but haven't made time. When I post things like this, it means you're free to take them and I hope you enjoy them. Actually, my work is free and almost entirely released to public-domain, except when I do something like remix someone else's song because I don't want to complicate anything.
I have many MANY more free samples and music which I have created myself. I'll get to posting these once I figure out just how to organize them and where to put them. They need more descriptive names, too. I don't require credit if such things are used by others, just have fun! 
 
I AM DEFINITELY GOING TO POST a .rar of about 60 'sfx' sounds I have generated soon.
I am using this GREAT tool to do many of them: http://www.superflashbros.net/as3sfxr/ - then I remaster/modify them as I wish.
 
Now, back to the subject at hand...
 
 
 
 
The GARA TRILOGY stories happen in Lower Netazeca (LNZ), a state/province in the Semiunionized States of Amerigo (S.S.A.). Here is a shitty old screenshot of an ASCII map of the important part of LNZ. I drew it from distant memory and not-to-scale, so a better one is coming.
 

 
Animating maps and battle stuff takes ages. It's why I haven't showed many gameplay screens. I figured out a clever way to do animated faces while text is printing, though. Huzzah!
 
I hope I'm entertaining people here and not just being a pest on this forum. I hate self-aggrandization and oneupmanship, but hell, I like sharing my creative processes with others. I invite y'all to do the same. Or just talk about whatever, there's no rules in this thread. ^_^
Last Edit: June 22, 2015, 08:36:30 am by Zephram
  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37
Here's them there free sound effects. I posted the raw instead of the processed ones. Try slowing any of 'em down - they're made for it.
 
https://dl.dropboxusercontent.com/u/1566676/salt.7z
Last Edit: July 12, 2015, 03:05:05 am by Zephram
  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37
SAFETY OF GONGS NOT GUARANTEED BEYOND THIS POINT
Last Edit: December 06, 2015, 07:54:29 am by Zephram
  • Avatar of bonzi_buddy
  • Kaiser
  • PipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Apr 15, 2005
  • Posts: 1998
Please!!! Sensei!!!!!!! onemanship or whatever, PLEASE GIVE IT ALL MY MEISTER!!! BE UNABASHED!!
  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37
All meister given. In fact it became able to sing, and sang a song about how it was once your meister but now it's just meister, so it's gonna take that spin on the proverbial wheel of life/fortune/time and give it all its OWN meister.
  • Avatar of Swordfish
  • Comrade!?! I AM NOT A FUCKING RUSSIAN
  • PipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Sep 12, 2003
  • Posts: 1074
That is fucking awesome! i've always wanted to try my hand at asci map generation, just been to busy to do anything about it.
I had an idea of doing a MUD but with a rouge-like interface!
RIP DoktorMartini

My brute!
  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37
Hi! Just getting back after annoying compy box issues annoyed me. 
 
This game underwent a complete overhaul and become part of the canon-scope of another larger game built on its own virtual computing architecture that's capable of making things work as they ought in an artificial 17th-d cosmology. I'd write more about it but I have 489 fake bands to write music for and such. Ah, the joys of procedural generation.
Last Edit: July 23, 2016, 11:40:13 am by Zephram
  • Avatar of Ragnar
  • Worthless Protoplasm
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Jun 15, 2002
  • Posts: 6536
ahahaaha
 
yeah so I see, music is procedural then? I wanted to do music but ok
 
do you know of this software? the previews are very targ/dumbtopic or something
 
http://robertinventor.com/software/tunesmithy/music.htm
http://djsaint-hubert.bandcamp.com/
 
  • Avatar of Ragnar
  • Worthless Protoplasm
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Jun 15, 2002
  • Posts: 6536
if you like tune smithy maybe you could break some midis down into individual midis track by track and I could do them over with better instruments in jeskola buzz? I gotta make sure it can handle the weird tuning/midi pitchbend though
http://djsaint-hubert.bandcamp.com/
 
  • Avatar of Zephram
  • sharing is despairing
  • Group: Member
  • Joined: Apr 30, 2015
  • Posts: 37
You can do music! I'll listen to it, write words about it, and probably like it. I'll definitely use it if you want it in there because the project's a hodgepodge by design and there's compositions in there along with procedural music. There is even some "Earth music" by "Earth bands" in there just to mix it up even more like a giant spice rack done spilled on the floor. The neat thing about a universe-maker-game-engine is that you don't have to invent a context for stuff, the understanding is simply had that there already is one somewhere, and so nobody goes questioning artistic legitimacy. That leaves you free to concentrate on the laughs'n'shit.
 
Never heard of Tunesmithy, but it's interesting. It's got music, fractals, and weirdness in it. Not free, though - bugger.
 
I've been working on another, far tinier project (link to TXT prototype data, it's just getting started), a Zelda-roguelike-thing which is heavily inspired by equal parts Dungeon Crawl Stone Soup and stupid things I talk about on IRC. It has music too but they're mostly noise/sinewaves with the odd prepared piano. I expect it to be tremendous! ...ly dumb. :)
Last Edit: February 08, 2016, 10:46:14 am by Zephram
  • Avatar of Ragnar
  • Worthless Protoplasm
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Jun 15, 2002
  • Posts: 6536
You can do music! I'll listen to it, write words about it, and probably like it. I'll definitely use it if you want it in there because the project's a hodgepodge by design and there's compositions in there along with procedural music. There is even some "Earth music" by "Earth bands" in there just to mix it up even more like a giant spice rack done spilled on the floor. The neat thing about a universe-maker-game-engine is that you don't have to invent a context for stuff, the understanding is simply had that there already is one somewhere, and so nobody goes questioning artistic legitimacy. That leaves you free to concentrate on the laughs'n'shit.
 
Never heard of Tunesmithy, but it's interesting. It's got music, fractals, and weirdness in it. Not free, though - bugger.
 
I've been working on another, far tinier project (link to TXT prototype data, it's just getting started), a Zelda-roguelike-thing which is heavily inspired by equal parts Dungeon Crawl Stone Soup and stupid things I talk about on IRC. It has music too but they're mostly noise/sinewaves with the odd prepared piano. I expect it to be tremendous! ...ly dumb. :)
 
i think the free version of tune smithy lets you do anything any sane person would do with it. the paid version does some weird tuning things that nobody has used ever anyway
http://djsaint-hubert.bandcamp.com/