So NeOmega was an ideas guy... ...then he disappeared...

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NeOmega
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So NeOmega was an ideas guy... ...then he disappeared...

Unread post by NeOmega » Tue May 08, 2018 4:29 am

I played a ton of BGTSCC. But, it had those things... magic was un-fun because all the time spent choosing spells, or the horrid buff cycles that took forever. Questing was repetitive.

So, I am making my own game.
Welcome to a sneak peak below. Expect to play in 3 or 4 years.





https://www.youtube.com/watch?v=1L_ehL61XDA
https://www.youtube.com/watch?v=1opgjZlXxNs
Last edited by NeOmega on Wed Dec 05, 2018 7:46 am, edited 2 times in total.

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chambordini
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by chambordini » Tue May 08, 2018 4:52 am

That's an awesome path to take, best of luck and keep on keeping on!

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Valefort
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by Valefort » Tue May 08, 2018 5:18 am

That's one long path, good luck !
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electric mayhem
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by electric mayhem » Tue May 15, 2018 10:25 pm

That's a fantastic use of your unpaid time!
Wishing you the best of luck in the endeavor.


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Maecius
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by Maecius » Tue May 15, 2018 11:17 pm

Best of luck to you! Developing software and games is hard work, but there are some really amazing success stories out there. :D Here's hoping yours will be among them! Dedication and passion can pay off in this field!

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NeOmega
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by NeOmega » Thu Nov 08, 2018 2:20 am



Still working on it alright. Here is a clip from a couple months ago when I was trying formation painting... ...and some airships at the end.

I've learned to code in C# ok-ish now, but am looking to use Unity's internal flow-chart program once it is released. I really am pushing the nodes system to the max in Blender, so I am quite excited to see what I can do with a coding one in Unity.

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Lockonnow
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by Lockonnow » Thu Nov 08, 2018 2:53 am

well you can say it is something but i take you have lost to RP then it is better to make a game other can RP?

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NeOmega
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by NeOmega » Thu Nov 08, 2018 3:34 pm

Lockonnow wrote:well you can say it is something but i take you have lost to RP then it is better to make a game other can RP?
I am not sure how far i can go, honestly. right now i am focusing on making an exciting new format of rts.

in my minds eye, i see it as a commander, with up to ten lieutenants. each lieutenat can field their own ten, so on, and so forth.

some battles will be giant field battles, with hundreds per side, and others solo missions, with just your commander or maybe one of their lieutenats, exploring a dungeon, carrying out an assassination, smuggling some goods, whatever.

This solo game dev thing is hard. I knew it would be hard, so I am not surprised, but the emotions that come with it are a bit unexpected.
Fear, terror and hopelessness often mix with exhilaration and frustration.
you often think, "gonna finish up this feature today!"
one week later... still stuck on unexpected complications.

tl:dr in my mind eye, i see a mp game meant to be rp'd, except more of a squad based rp. but first, gotta get a working battle system. that is still 6 months away... ..i hope.

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NeOmega
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by NeOmega » Thu Nov 22, 2018 3:41 pm

Added a cornucopia of monsters, refined the formation painting (100% stable now), and added star, block, and flock formations.



https://youtu.be/Fmkh3EFR4_A

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Maecius
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by Maecius » Thu Nov 22, 2018 4:45 pm

Very cool, Ne0mega! Those skeleton formations seriously trigger my necromancer drive. :D

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NeOmega
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by NeOmega » Fri Nov 23, 2018 7:32 pm

Maecius wrote:Very cool, Ne0mega! Those skeleton formations seriously trigger my necromancer drive. :D
All creatures will have a skeleton, "undead", mummy and zombie variant.
I am developing a "universal undead shader" system in blender, to lighten the art workload on myself.
A necromancer will be able to raise a dragon skeleton, or even owlbear skeleton, if they can find one, and is powerful enough.
if they capture the living, they can mummify, or ritualistically turn it to a new form of undead i have termed "skarnd", although i may move the skarned from necromancy to a demonic magic school.

one of those things i always wished for when playing bgtscc. I wanted necromancers to be able to specifically seek out the largest orc, then turn it to a zombie, or skeleton. i wanted any skeletons laying around in the dungeons to be raisable. (my necros would often rp raising the skeletons in the kobold ruins before casting a raise undead spell).

so... i am going to make necromancy great... ...eh... so cliche already..

anyways, i must say, about 2 weeks ago, i "leveled up". suddenly, code made sense... became fun, i coukd write my own... ..and I knew for sure.... I can make this, and make the game i want... ..not some neutured weak version.

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NeOmega
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by NeOmega » Tue Dec 04, 2018 7:18 am

Water Golem, Ice Golems... Ent and Ent spirits... ...lots of eye candy in this one. Lots of new effects and materials.


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NeOmega
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Re: So NeOmega was an ideas guy... ...then he disappeared...

Unread post by NeOmega » Wed Dec 05, 2018 7:48 am

Ill stop spamming my own thread for a bit... ... after this.. SD... but check out the terrain I just got started implementing.



Also, this thread seems broken, I can only see the OP when I view it.

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