Hiya guys,
I have been working on ATOS for several months now and thought its finally time to start showing off some of the work I have done so far. Considering the vast majority of the artwork has been sourced from OGA what better place to do it then here! So without further ado -
A tale of survival (ATOS) is a survival based sandbox rpg currently in early development by DynamicZero studios (me). You must discover, gather and craft to survive whilst exploring the strange island you find yourself stranded upon. Deadly creatures will actively hunt you down on the island. Your life is limited and resources sparse. Hunger and thirst play a huge part in the players dynamics.
The primary target platforms are both Android and PC, I am looking for a simultaneous release for both platforms. The game is currently in closed ALPHA but I plan to allow open access once the project progresses far enough.
Some of the main features of the game -
Images (alpha) -
gui (latest image)
(random world generation)
(Cacti, lighting and shadows)
(crafting gui example)
(random pathfinding example)
Any questions, suggestions or critisms please feel free to post them here! Thanks to everyone that has contributed to the LiberatedPixelCup where the vast majority of the artwork thus far has come from.
- Zero.
Looks really good so far with some nice features. Looking forward to your updates.
Hiya guys,
I thought that I would post a small update on my project as it reaches its 5th month of development!
Firstly I have worked on the world generation aspect quite a bit, while it’s still not exactly how I would like it is slowly getting there! I call this 'Version 2' of the world generator -
Its allot smoother, faster and more selective then my previous version. Also it makes smileys from time to time!
The game also has more exploration aspects too, for example I have begun work on implementing randomly generated dungeons. These are hard to find, dangerous to enter but ultimately rewarding.
This is what a dungeon entrance might look like -
I am no-where near finished for the actual generation of the dungeons but here is an example of what one might look like -
That’s all for now. Let me know any suggestions for improvement you may have and place any questions feel free to ask away!
- Zero.
This looks awesome. Keep up the good work! :)
Thankyou for the kind words bart, Im hoping to have a playable version out soon!
Today I added basic explosives to the game!
Nice work zerohero. I like the dynamic shadowing. I didnt see what you where using to make the game with.
http://anthonymyers.artstation.com/
Thankyou, ive been spending alot of time trying to get the lighting looking how it currently is. I am using GameMaker studio as the engine, its my first game I have developed using GameMaker and im enjoying the process so far.
I thought so Ive been using gm8 (pro) for awile now I like it alot also (hate scripting myself not that i cant just dont like it (funny i dont even use the drag and drop) if you get stuck on somthing just post ill see if i can help not saying I can but 2 eyes are better than 1(Great random gen.)hadnt see that one b4 ps im making a game also in gm(isometric)
http://anthonymyers.artstation.com/
Thank-you very much man, I really appreciate it. If the opportunity arises where I need an extra pair of eyes Ill be sure to contact you.
Today I started to update the in-game GUI with the elements Buch posted, I think they are awesome!
gui_update.png 347.2 Kb [5 download(s)]
any updates on this ?
Needs more cowbell?
Cowbell levels in ATOS are now reaching critical levels!
The game is very much still in development. I plan that I am going to start beta testing late january! There have been a huge amount of development in the last month or so, I will update this post with some images and more information in a few days.
just let us know where the git repo. for the game would be :)
Hiya guys, sorry I have not got around to updating this thread yet! Here is a little spoiler image from my development I thought I would share with you. There is alot more to come.
Hit me with some feedback, ignore the lines, they are npc pathing and deugging!
Edit: I just want to reiterate that the world is entirely randomly generated, it still needs a few tweaks!
development_build_973.png 392.9 Kb [2 download(s)]
Hiya guys,
Here is another small update for my project as it is slowly getting there. I have taken an image of the overworld on a 'small' size completely random generated world. Please excuse the exsessive amount of lava!
Each block is infact a 64x64 size tile, so the world is actually quite large in scale. I am really very happy with the progress so far, let me know what you think!
world_overview.png 1.2 Mb [7 download(s)]
Keep posting! Looks great.
http://forum.freegamedev.net/
Thanks Charlie, I really appreciate it.
I have worked allot the past few days to iron out allot of the bugs in the main world generator as-well as the dungeon generator. The main or 'over-world' as I call it is now pretty much exactly how I want it to be. I ever got a chance to add some 'depth' too, which means there are now small mountains to climb, all randomly generated off-course! The dungeons not so much but they are getting pretty damn close. I think if you compare this version of the dungeon to the one I previously posted there is a huge difference.
Other than that I have implemented an array of new enemy’s to fight and items to craft, I will go into detail in a later post. This game is really starting to eat up alot of my life!
Here are some examples of the new generators -
world_final.png 2 Mb [1 download(s)]
dungeon_beta.png 365.7 Kb [1 download(s)]
Heya guys,
Here is a couple new in-game screenshots. I am in the process of updating my website and I took these to post on there once it’s up.
I have literally spent this whole week optimising my existing code, changing and adapting just about every aspect of it to get the very best performance. Initially (on my machine) the game ran at a measly 200fps. Now with this week’s optimisations it’s peaking at around 900fps. That translates to an average fps on mobile devices of around 150-250fps! I am still doing my tests but it’s looking promising.
If there is anything I have learnt from this project thus far however is that developing an open world game for mobile devices is no walk in the park!
screenshot_3.png 367.8 Kb [1 download(s)]
screenshot_2.png 409.6 Kb [1 download(s)]
This is looking fantastic! Keep it up, ATOS is looking like commercial quality!
Wow thank you William I really appreciate the kind words. I have been working to get some of the music for the game out there, we currently have 6 fully completed songs tracks!
Take a listen -
https://soundcloud.com/all-hands-bury-the-dead/sets/atos
The music sounds quite epic. I enjoyed hearing it, thanks for the link. Have you considered putting it on OGA?
Thanks for the complements William, I am quite proud of the music we have so far. As far as my plans for release the content once the game is out in some format I am going to pack all the art and music together for everyone to hopefully enjoy!
The past few days have been hectic as I am rushing to finish up the storyline for the game! In the meantime I have managed to finished some of the key features that the game was lacking including a dynamic dialog system, defensive structures and a whole lot more.
Defensive structures -
These are craft able items that can be dynamically placed just about anywhere on the ground. Used correctly they can protect you from many of the dangers at night as-well as guard specific items such as crafting objects and plants. Currently there are two defence-types implemented, wooden fences and stone blocks. Each have their own durability and defence ratings.
Oh and on a side note I have been working on getting my website up! It still needs alot of work but here it is - http://www.dynamiczero.com/
text_engine.png 315.6 Kb [0 download(s)]
structures.png 300.9 Kb [1 download(s)]
This looks pretty promising! I'm looking forward to it :D
Also I shot you an email via contact on your website.
@zerohero
Hey, your prospective release date says late March 2014. You've only got today and tomorrow left if you're going to meet that deadline. Really interested to see progress on this because it looks great. Any news?
Some of those more recent screenshots look very, very good compared to the earlier ones. The earlier ones generated decently, but had a lot of conflicting sprite pieces right next to each other. The improvements are very impressive.
At this rate it doesn't look like it'll be ready by March, but it'd be interesting to see an update. This makes me hopeful of figuring out how to get Tiled working with RPG-JS and getting my game engine built out!
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Unfortunately I am going to be pushing it back a few more weeks William! I have been extremely busy at work lately so regrettably the project time-frame got thrown out the window. However on the bright side the time away from the game really gave me a better perspective on the project as a whole and I feel even more inspired now than ever to get it finished.
Over the weekend I went back and completely re-wrote my paper dolling system so that it works with every LPC asset, meaning I could quickly implement all existing weapons and clothing/armor assets!
I also fixed up allot of the bugs with the tile generation and was able to increase the overall size of the generated worlds by 300%. Skills such as mining and fishing have been fleshed out and implemented as well a lot of essential things added such as a pause menu, anti-aliasing options and v-sync .
Despite my previous estimations with the game I have put a fixed date for the initial public release to be on, or before April 30th!
I will update this post later tonight some new screenshots of content! Thanks for the interest and please let me know if you have any ideas or criticism!
Hey zero,
What is your system built on? Is it Java? I'm just curious because this "paper dolling" system is similar to something I planned to work on (except mine would be HTML5/Javascript). I wanted to add in the ability to have equipment automatically change on the character as clothes and armor were switched around (although my plan is to have predefined characters, and they'd have their own default outfits plus each character wouldn't be able to wear just anything).
I'm just curious. Nice to know that you've got a date set for April 30th, I'll take a look at it once its ready.
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Ahh unfortunatly I went the other way around and let the player equip anything and everything! A nightmare when it came down to organising all the sprite sheets!
The engine I am using is game maker, only because the cross platform functionality it proved by default is exactly what I need! However the paper dolling system has the exact same functionality no matter what you are programming in.
The way I work my paperdolling is something like this -
I dont know if that was what you was asking? Maybe I read the question wrong. If I can be of anymore help please just ask or if you want me to explain better. Thanks!
Yeah, it sounds really cool, I'd like to see it in action. I find the way it is set up for your game is fine because yours is a full-on open world type of game with no predefined characters. I'm thinking of incorporating open world elements, but it'd still be an RPG with the basic events of the game straightforward; you'd simply be able to explore a vast world.
Please update again once you have more information, I'd like to see how its coming. Randomly generated worlds don't interest me as much, personally (I like exploring a predefined world with its own story and lore) but it still does look great and I'd like to try it out.
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Hiya guys,
As I mentioned in a previous post the game had to go on the 'backburner' as such for a few weeks while I worked on other things. I’ve delayed the overall release of the game to late April, however this is a firm release date with no compromises!
Allot of the work I have been doing is more on the 'back-end' side of things. Understanding the constraints of the mobile platform and overcoming them has been a huge learning curve for me and I have learnt a lot of great new programming concepts along the way. In-turn I have learnt a few painful lessons about the scope of the game, limitations terms of time and resources and also how to and how not to manage a project!
All in all the game is now allot more stable than before. Performance has increased a noticeable amount across all my testing devices. With the new optimisations it has also allowed me to increase the world size to over 300% more without impeding on the games performance (although a little slower generation time). Also map items are now stored alongside the resource data which allows a near infinite amount of items to remain on the ground without slowing the game down significantly.
I have gone back and re-developed the character creation screen. There are now several new options including body type, hair, eyes and nose customisation. As-well as the original hair colours and world generation options.
The game now features over 100 unique items.DOT and HOT items with indicators. Fully randomised dungeons and dungeon entrances with unique items, enemies and loot. Several armour sets. Several weapon types. Around 40 crafting recipes. 20 different enemy types.
My core focus at the moment is the finish up allot of the survival elements. Hunger and thirst need tweaking so that they are more meaningful to the gameplay. I need to implement some kind of ai for night time which makes specific enemies much more deadly and aggressive once the sun sets.
Okay that is my ramblings done for now!
*edit -
I just thought I would mention the character creation screen is still missing the text that indicates the specific sprite or hair type etc you are using (hence all the un-used space!)
atos_character_creation.png 167.9 Kb [3 download(s)]
atos_settings.png 115.9 Kb [1 download(s)]
atos_gold_armor.png 105.8 Kb [1 download(s)]
atos_bandage.png 323.9 Kb [1 download(s)]
There's still a lot in those sprites that need to be fixed up. I'll eventually get to them as I'll be wanting to enhance these things myself but its possible others will get to them first.
Nice, these updates look pretty good. I'll definitely take a look at it when it releases, thanks for sharing. Out of curiosity, what happens at the edge of a world? Does it just get blocked off by oceans on all sides?
This is really getting me inspired to want to make more progress on my own project. There's a lot of things I wanted to include, many of which you've already included, although those are basically stretch goals; I'm just going for the basics first then I'll attempt to incorporate other elements.
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I spent the weekend working on updating my site a little, it doesnt have too much content just yet but the structure is kinda there!
Watcha think? -- http://www.dynamiczero.com/
I think it looks fine. Simplistic, but still nice looking. Great job!
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Ah thankyou very much. I was going for simplistic! Took alot more work than I orignally thought as the original them was not wordpress so I had to convert it over. A great learning experience though :)
Hiya guys,
Sorry about all the dead image links, I changed my server around a little bit and forgot to update them. They should all be back now however. Ive been working hard and have a few more images to add!
Looks like it's coming along nicely. :)
Wahou, I am eager to test it !
This is looking pretty good zerohero!
Hiya guys,
Thank-you all very much for the kind words. It really nice to see you guys are excited for the release. Not too long now! I left my current full time job for a new role and had a whole week to myself, which means I got to spend alot of time on the project!
I finnaly got round to writing the generation script for the two new zone types that I had planned, the 'firelands' and 'snowlands'. These are two very different climates and the end goal is that they will require different equipment to effectively be able to explore them. Here are some images of the generated areas.
The snowlands (preview) -
The Firelands -
There are a few logical issues that I need to fix with the two generation scripts, for example tree's spawning where they shouldnt but I am pretty happy overall with the results.
These areas are directly connected to the previous areas that I have been showing off and all joni together to form the 'world' that you explore.
Besides these two zones I have been working on polishing up the game, fixing as many bugs as I can find and lots of balancing of item spawn rates, health modifications etc etc -
Can't wait to get my paws on this puppy! It looks exciting! I was a fan of minecraft when it came out and this looks like 2D minecraft with LPC artwork! All things I love and all in one game!
Looks and sounds very cool!
I'm not an artist, so I probably really shouldn't open my mouth, but you might consider adding a small shadow at the base of the character sprites, even just a classic round 'blob' shadow would help connect the characters to the scene alot I think. Just my two cents, feel free to ignore...
https://withthelove.itch.io/
The sprites are based on LPC. That would be something related to how LPC works. Not a bad idea, but he's just using LPC as a base for everything else.
Checked out the latest screenshots, looking really good, nice job. ^^
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There's no particular reason that the LPC base doesn't have a shadow.
Thanks for the suggestion capbros! I agree there should be some small shadowing bellow the players feet. In my game engine I do have dynamic shadowing depending on the environment and time of day etc but I could never get it to look right. Because the player itself is a light source the positioning of the shadows was always wrong. Maybe I will try your suggestion of a static circle that increases in alpha when the lighting changes. Thanks!