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Day-To-Day Work Logs and Woot! Engine Stuff!

Discussion in 'Clockwork Empires General' started by Nicholas, Sep 19, 2012.

  1. Kazeto

    Kazeto Member

    Or maybe we've all been affected by insanity and the boats simply don't exist.
     
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  2. EleSigma

    EleSigma Member

    On a related note, I wonder if the eldrich horrors and certain beasts will be randomized like in Dwarf Fortress or will there be a set pantheon? I.E. will there will always be a Quag'garoth who is a flying black squid that sets people on fire by looking at them? Or will each world generation generate a bunch of random horrors unique to that world?
     
  3. I'm guessing there will be a pantheon with Quag'garoth being a part of it
     
  4. addictgamer

    addictgamer Member

    If this is the way they're going, I hope at least part of the pantheon is randomly generated for each new world.
     
  5. Gorbax

    Gorbax Member

    The pantheon will only be random if the current biome isn't Italian Hills. If it is, the pantheon will be the actual Pantheon.
     
  6. SangerZonvolt

    SangerZonvolt Member

    Well since random horrors would be very difficult to animate in this engine (this isn´t spore) I don´t think they will be randomised. I could, at best, imagine that their abilities and strengh can be randomised, for example that setting people on fire ability doesn´t need extra animations and could be replace by webs taht hold people down, acid, confusion or mind-controll rays etc. Maybe randomise the color and personality of the monster, but nothing that would change it´s form.
     
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  7. Wolg

    Wolg Member

    Well, there are procedural buildings... procedural eldritch horrors might not be reaching too far.

    (With some critters, rendering bugs can be presented as features; "it only looks that way because its true appearance has already driven you insane...")
     
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  8. EleSigma

    EleSigma Member

    True, it isn't Spore (thankfully), but something like pre-made creature parts and abilities that the game randomly slaps together to make a horrifying thing would be nice. Plus it would be pretty accurate since that's what the Great Old Ones appeared as in the Lovecraft works.
     
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  9. SangerZonvolt

    SangerZonvolt Member

    But the building don´t move and have no need for animation. Remember that blogpost where he showed the animation of the fox? All animations are hand-drawn, there seemed to be no option in the engine to create procedual animations. Of course there could be different "modules", but I don´t know how you would animate that without it looking exremly strange and artifical. Would be a pleasent surprise but I don´t think it will be that way. Remember, the beasts in DF were possible because they only existed as desciptions and abstract concepts for the engine, no need to render or even animate them.
     
  10. dbaumgart

    dbaumgart Art Director Staff Member

    Well, obviously, they wind up the mechanical navigation unit back in The Capitol, set the lock on it, and send them off on a pre-calculated course. We wouldn't want our Brave Colonists to lose their nerve for Civilizing The Frontier and turn their boat around at the sight of a few burnt ruins (an accident of nature, certainly) and skeletons (which are probably just deer), would we?
     
  11. Gorbax

    Gorbax Member

    I vaguely remember Japanese kamikaze boats having a lock-down setting on the navigational systems to prevent backing out at the last second
     
  12. EleSigma

    EleSigma Member

    Those colonists so excited about the new lands that they were screaming (with joy) and jumping overboard (because the boat simply wasn't going fast enough to the destination for them).

    Actually that might make things better in the the case of a cobbled together Eldrich thing, a floating blob of fox, horse, beetle, auroch and whatever parts floating around with their individual animations causing the limbs and heads to flail aimlessly and out of synch.
     
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  13. That sounds cool in concept but I don't believe that it would look nice as a final product, it would seem to be glitched out and probably break immersion of the player.
     
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  14. Kazeto

    Kazeto Member

    Hah, I knew it.

    They really don't have controls.

    Yeah, it would probably end up doing something like what that chicken from a few posts back was doing.
     
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  15. MOOMANiBE

    MOOMANiBE Ah, those were the days. Staff Member

    While the idea of slapping random peices together to create creepy things is neat...
    1. It'd require Nicholas to add engine support for it, and he is already crazy-busy working on other things.
    2. It'd probably require a lot of animation and rigging setup time from me to get working.
    3. It'd either require a lot of custom animation sets or one generic, kind of mediocre set, since balance and weight change a lot depending on a creature's anatomy.
    So, for the moment at least, it's very unlikely.

    That said, the Horrifying Things we've made are quite unique, and I've tried to accentuate that with their animation sets. I think we've made some pretty great stuff (you've already seen a bit of Quag'garoth), so hopefully those'll be exciting for you all ;D
     
  16. EleSigma

    EleSigma Member

    Very nice, and thanks for the answer! Be sure to keep Nicholas supplied with caffeine and booze!
     
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  17. Caffeine is the gasoline of game development!
     
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  18. Idle Dice

    Idle Dice Member

    They could be skeletons from this deer. Nearly 90 pounds of antlers would make anyone skittish.
     
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  19. Loerwyn

    Loerwyn Member

    You might say it's the gas that fuels the lamp needed to create games.
     
  20. Gorbax

    Gorbax Member

    you need lamps to make games? I always code in the dark

    EDIT: shit, is that why I'm not an established game developer yet?
     
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