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Archived from groups: rec.games.roguelike.development (More info?)
I'm hoping to make an initial release of GearHead-2 this summer. Since
it's already August, that means I better get working.
Three things must be completed before I'll be comfortable making a
release. First, the game must be playable in both ASCII and graphical
modes. The OpenGL interface is already working, but I've only just
started on the ASCII mode. I've decided to switch from FPC's crt unit
to its video and keyboard units, which I belive are the same ones used
by Kornel's ValkyrieCRT library.
Second, I need a reasonably complete single city for the game to take
place in. GH1 started in Hogye, a small town in the Federated
Territories on Earth. The demo city for GH2 will be Maquise Spinner, a
space colony in the L5 orbital position. So far it's got a shopping
mall, a hospital, and a corporate office. Several more buildings must
be added before the city will seem complete.
Third, I need enough components for the core story generator to create
a random first episode to be set in Maquise Spinner. In GH2, the
central story will be constructed as a series of episodes. Each episode
will usually take place in a single city. I'm going to need enough
different components to show off the new component linking system, and
a dramatic episode conclusion which should probably involve a space
battle.
There are many things that just won't be finished in time for this
initial release. That's okay; I am a firm believer in the philosophy of
"release early, release often". I'm not going to have the character
generator done in time, although as a standby I will probably allow
players to select their character from a list of archetypes (soldier,
pilot, scientist, thief, celebrity). There will not yet be any faction
stories or random plots other than the core story.
Here's the list of proposed features for GH2:
- The play area will be greatly increased to include
not only Earth but Luna, Mars, Venus, and the Spinner
Colonies as well
- Mecha combat in space, underwater, and other new
environments
- Hostile environments will be able to harm your PC,
unless he has the right protective equipment
- Mecha for encounters selected by faction affiliation
and terrain type
- The PC will be able to purchase a spaceship to serve
as home base and transport between worlds
- Improved core story, with new random generator and
multiple endings
- Random content has been added to cities, dungeons,
and other game locations
- Unique content that will not be repeated
- Conversations can be randomly generated
- Nonlethal combat will be added
- Ammunition caliber and energy weapon power has been
reworked
- Shopkeepers now have more well-defined inventories
- Pet and robot stores
- Intrinsics will be added
- PC rescue system changed
- Chaotic reputation renamed to Criminal
- More opportunities for criminal PCs to steal things
- Improved character generator, allowing player to
select history, faction, home town and personal goals
- ASCII interface now handled by FPC video, graphic
interface handled by OpenGL/SDL
- Computers and software to be added
- Other new gear and weapon types
- Skill roll history
- Bones files to record winning PCs, who may later be
encountered by new PCs
- Source code has been extensively cleaned
Looking over this list, it seems that in many ways GH2 is going to be
more of a roguelike than GH1 was. There's more randomness in
everything, PC death is going to get tougher, and I'm adding bones
files.
I think I should also mention that while the core story in GH1 was a
basic "save the world" deal, the stories in GH2 are (for the most part)
going to be smaller and more personal. GH1 was "Gundam Zeta", GH2 will
be "Gundam: The 08th MS Team". There will also be no single conclusion
towards which all stories are led.
- Joseph Hewitt
--
DeadCold>
http://www.geocities.com/pyrrho12/programming/deadcold/index.html
GearHead>
http://www.geocities.com/pyrrho12/programming/gearhead/index.html
I'm hoping to make an initial release of GearHead-2 this summer. Since
it's already August, that means I better get working.
Three things must be completed before I'll be comfortable making a
release. First, the game must be playable in both ASCII and graphical
modes. The OpenGL interface is already working, but I've only just
started on the ASCII mode. I've decided to switch from FPC's crt unit
to its video and keyboard units, which I belive are the same ones used
by Kornel's ValkyrieCRT library.
Second, I need a reasonably complete single city for the game to take
place in. GH1 started in Hogye, a small town in the Federated
Territories on Earth. The demo city for GH2 will be Maquise Spinner, a
space colony in the L5 orbital position. So far it's got a shopping
mall, a hospital, and a corporate office. Several more buildings must
be added before the city will seem complete.
Third, I need enough components for the core story generator to create
a random first episode to be set in Maquise Spinner. In GH2, the
central story will be constructed as a series of episodes. Each episode
will usually take place in a single city. I'm going to need enough
different components to show off the new component linking system, and
a dramatic episode conclusion which should probably involve a space
battle.
There are many things that just won't be finished in time for this
initial release. That's okay; I am a firm believer in the philosophy of
"release early, release often". I'm not going to have the character
generator done in time, although as a standby I will probably allow
players to select their character from a list of archetypes (soldier,
pilot, scientist, thief, celebrity). There will not yet be any faction
stories or random plots other than the core story.
Here's the list of proposed features for GH2:
- The play area will be greatly increased to include
not only Earth but Luna, Mars, Venus, and the Spinner
Colonies as well
- Mecha combat in space, underwater, and other new
environments
- Hostile environments will be able to harm your PC,
unless he has the right protective equipment
- Mecha for encounters selected by faction affiliation
and terrain type
- The PC will be able to purchase a spaceship to serve
as home base and transport between worlds
- Improved core story, with new random generator and
multiple endings
- Random content has been added to cities, dungeons,
and other game locations
- Unique content that will not be repeated
- Conversations can be randomly generated
- Nonlethal combat will be added
- Ammunition caliber and energy weapon power has been
reworked
- Shopkeepers now have more well-defined inventories
- Pet and robot stores
- Intrinsics will be added
- PC rescue system changed
- Chaotic reputation renamed to Criminal
- More opportunities for criminal PCs to steal things
- Improved character generator, allowing player to
select history, faction, home town and personal goals
- ASCII interface now handled by FPC video, graphic
interface handled by OpenGL/SDL
- Computers and software to be added
- Other new gear and weapon types
- Skill roll history
- Bones files to record winning PCs, who may later be
encountered by new PCs
- Source code has been extensively cleaned

Looking over this list, it seems that in many ways GH2 is going to be
more of a roguelike than GH1 was. There's more randomness in
everything, PC death is going to get tougher, and I'm adding bones
files.
I think I should also mention that while the core story in GH1 was a
basic "save the world" deal, the stories in GH2 are (for the most part)
going to be smaller and more personal. GH1 was "Gundam Zeta", GH2 will
be "Gundam: The 08th MS Team". There will also be no single conclusion
towards which all stories are led.
- Joseph Hewitt
--
DeadCold>
http://www.geocities.com/pyrrho12/programming/deadcold/index.html
GearHead>
http://www.geocities.com/pyrrho12/programming/gearhead/index.html