Wild West 64D RPG Competition Game

Posted by CaptainLepidus on May 19, 2012, 12:10 p.m.

Hey all, I'm new around here! :) Anyway, I read that you could post a blog so long as you had more than a few sentences to say…and I do.

I'm making a wild-west top down RPG for the 64D competition. It'll have randomly generated towns, supply lines, a cowboy sort of theme, and lots of other cool stuff. As well as the classical RPG things like experience, stats, and inventory. And TDS elements! :D

So let's look at some pics so far..

Horse riding! Yeehaw!

You'll never take me alive! I'll hold this house forever! BANG BANG BANG

And don't yeh forget it!

(By the way, the buildings and roads in those pics are all randomly generated.)

That's it for now, folks! And remember…keep practicing or you'll never be quick on the draw! ;)

Comments

Charlie Carlo 11 years, 12 months ago

When that day comes, I'll confuse computers with my over-use of semicolons.

CaptainLepidus 11 years, 12 months ago

Yes, there will be random events, that's the whole point…they will arise from the environment. For example, two randomly generated cities that are close by might have a road between them, which supply convoys will cross. Bandits in the area might try to raid that supply convoy…Then you can ride up, shoot 'em down, and collect a tidy reward.

And Purianite…no. Just….no.

Charlie Carlo 11 years, 12 months ago

Oh man, you could have like, feuds between towns, and loose serial killers, and a crazy guy who's been collecting deadly snakes to wear around his neck, and goats.

CaptainLepidus 11 years, 12 months ago

:P I'll certainly have relationships between settlements in the game. Now, I have a question. Should I make you have certain ammo for certain guns, or should I just let one type of ammo govern all guns?

Charlie Carlo 11 years, 12 months ago

The former, that way when you run out of ammo for one gun you have to switch to another. Also, you should include a really weak peashooter that has infinite ammo, melee attacks in TDS's are just a slap across the face.

CaptainLepidus 11 years, 12 months ago

They are also way more realistic…but harder to animate, so yeah, I may just stick with the infinite ammo gun. And alright, I'll use different types of ammo.

CaptainLepidus 11 years, 12 months ago

I'm still trying to figure out how I'll handle ammunition. I think ideally I'd let you drop ammunition onto a gun to load it in, but that would require items to be able to have special properties, so I don't know yet.

I might add in some more customization options now, such as entering a name and choosing some default stats. I think my stats won't be classical but will be more like "shooting", "horse riding", "survival", etc.

CaptainLepidus 11 years, 12 months ago

So, I added in some villager NPCs. They don't do much except stand around in their houses, staring at the player if he gets close and getting shot. I need to figure out what they will do.

Villages will have different sorts of shops (general store, saloon, gun shop, that kind of thing), so they'll have to visit those from time to time. They also could just visit other people's houses, and even go to church. Then there will be job NPCs, like sheriff, bandit, shop keeper, merchant, priest, etc.

Is that enough to make them look realistic, do you think?

Edit: Now they'll attack you if you pull out a gun near them or shoot them.