The Secrets of Planet X (Alpha demo)

Entropic Pen
Some of you who are fans of "Welcome to Dream Valley" deserve some answers. You've probably read the thread seeing that I've abandoned that game and focused on a new project that'll give me a lot more liberties. That "new project" is titled "The Secrets of Planet X". It is going to be a sci-fi RPG-adventure that centers (and orbits) around a mysterious planet that no one has ever landed on or studied from orbit because of it's dangerous atmosphere except one person; your character's grandfather who has on a normal basis gone down to the planet and back. The main quest if you can imagine is that you're searching for the pieces of your grandfather's research to find a way to the planet in the name of science and/or profit. What lies at the surface? You're gonna have to play through the game to find out.

Here is a small demo showcasing the duel-wielding (that is buggy), gambling, going from station-to-station (all two stations), and the improved combat system that is also still buggy. This is basically proof that this game is real and that I'm not making any of this "duel-wielding space adventure" cr*p up.

New improvements to Demo:
- Armor's back
- Fixed a bug in leveling up
- Now you can buy ammo

http://textadventures.co.uk/games/view/qot7jpcfte2bv0sw59v03g/the-secrets-of-planet-x-alpha

Entropic Pen
I had nostalgic memories of Halo 2 for the Xbox, remembering how cool it was to hold an SMG in each hand like you were some sort of action hero. Suddenly it came to me why I wanted to make video games (or text games) in the first place; so I can cherry-pick all the awesome things from all the awesome games for fun and profit! Though I can't honestly say that I'll add Pod Racing like in the Nintendo 64 game, Star Wars Episode 1 Racer, I could at least add dual-wielding.

So in the span of a 3-hour lunch break between classes, I managed to create (most of) the modifications to the Entropic Combat System to support dual-wielding all-the-while making it seem a little realistic: Dual Wielding will decrease the accuracy of your weapons, but on the bright side you'll do more damage and look cool at it.

The dual-wielding portion is still in development, it just needs a few trivial adjustments.

- Individual Ammo check: Done
- Individual damage infliction: Done
- Smooth equip/ un-equip interface: Done
- Checking to make sure the player won't hot-key the same weapon twice: Done
- Deciding what the final critical hit message will be: Done
- Support for melee weapons: Semi-Done (For now, there won't be any dual-wieldable melee weapons... as awesome as that sounds)

jaynabonne
Not that it matters much, but I'm curious: do you mean "wielding"?

Entropic Pen
As much as Star Wars Episode 1: The Phantom Menace is hated, one thing that always stuck to me as a kid was the Pod Racing scene which became fodder for the best racing game on the Nintendo 64.

UPDATE: I got a build of the racing mini-game made (with MLP:FiM's Rainbow Dash as a placeholder opponent), and I'm now adding things like betting with other racers to see who will get first. The mini-game itself is more strategy-based than fast-paced-high-octane-your-face-will-fly-off-of-your-skull-action with a turn-based interface similar to the Entropic Combat System.

To Do:
- Multiple Race Tracks (That'll depend on if I can get terrain features in)
- Terrain features (?)
- Weapons (Cannot confirm, but I'm trying my darnest to implement them)
- A Selection of vehicles (I'm just going to keep it simple with just one)

Clothespin
Could be useful, a welding weapon... :) But hey, what's with the hate for Star Wars?!

But anyway - sounds really good! I'm looking forward to try it.

Entropic Pen
Clothespin wrote:Could be useful, a welding weapon... :) But hey, what's with the hate for Star Wars?!

But anyway - sounds really good! I'm looking forward to try it.


I don't hate Star Wars, I grew up on the prequel trilogy and in fact I was inspired by the memories of my childhood watching the Pod Racing scene to create the racing minigame that'll see an early preview of in the next update to "My Little Time Killer".

As for weapons in racing, I'm going along with that weapons like flamethrowers, buzzsaws, and nailguns will be mounted either on the front, side, or behind the racers. That's the idea for now.

Entropic Pen
Over the last couple weeks, I haven't been really working on this game specifically because... well... this is supposed to be a large-scale game much like what "Welcome to Dream Valley" was, but I fear that this game will end up in the same limbo as that game.

So... I've been "preparing for war":

- I found a way to generate a large # of space stations that can serve as outposts between some of the larger stations and planets which is a huge plus
- Creating functions that'll do the same process for multiple objects:
-- Bartering: Buying and selling is all done with one function with a ton of parameters including what items are there to sell, the NPC, the price differential, and much more but hey: It's a lot less coding I'll have to do in the long run
-- Dialogue: Funny story; to navigate between dialogue options I took two lines of code that I would've had to write over and over again, and put them in a function with two parameters to be called over and over again. OCD about reducing code? I prefer "CDO" about reducing code. CDO is like OCD but the words are in alphabetical order (as they should be).
-- Gambling: Three words: Futuristic gladiatorial fighting
--- I'm trying to implement more casino games, I'm looking at "Big 6 Wheel" and doing another attempt at Roulette.
--- Also; per casino there are limits to how much you can earn so if you earn more money than they'll allow, they'll ban you from gambling at their casino... just like in real life!

-- In fact, I have more functions than I do objects... I am proud of myself.

- Overhaul of the combat system:
-- Enemies and weapons are now object-based instead of a tedious series of variables
-- Since weapons are their own objects:
--- This gives way to individual modifications like Scopes that give a weapon better accuracy, or magnetic accelerators that'll make a plasma rifle inflict more damage.
--- Weapon condition (weapons breakdown over time)
-- Since enemies are their own objects:
--- I can customize the load out of each enemy

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