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Protopop

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About Protopop

  • Rank
    Advanced Member

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  • Website URL
    http://protopop.com
  • Twitter
    https://twitter.com/protopop

Profile Information

  • Gender
    Male
  • Location
    Montreal
  • Interests
    Biking. Games. World design with a focus on nature.

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1173 profile views
  1. Thanks Curdula:) I'm glad you enjoyed it and took the time to write. When I was a kid a made a fantasy world map, plasticized it and everything, and threw it out later which I regret. I'm kind of doing the same thing now as when i was a kid - creating worlds is fun and it's the Dungeon Master in me. I'm working on some interesting updates for 2016 also. I hope you'll check back in.
  2. Cool - thank you! I find recommendations from people is one of the best ways to learn about new things:)
  3. I get it:) Its like code is DNA and the more you clean it the tighter it feels. We're kind of connected to our computers through our eyes and fingers and ears - they are like extensions of our nervous system in a really primitive way. And when something has its code cleaned i can "feel" it when i run it. Your suggestions led to me also update last night to version 1.0.5 which includes a new loading screen and process and a BIG bug fix that was there for a while that sometimes froze your character - so im really happy about that, and i just downloaded 25ios smaller app to combine my css and js
  4. Hi WombatTurkey, Thanks again for these suggestions. I wouldn't have thought about this and you pushed me to start removing some of the upfront preloading and get rid of loaded items that were not there. I hadn't used the HTTP request inspector until now but i figured out how to use it based on your screenshots:) I saved a few mb of useless downloading, and am learning to defer some of the asset loading to later in the game when they appear, so i can speed up the initial loading process. Im working full time on updating my open world 3d game Nimian Legends BrightRidge, but im also updating N
  5. Update 1.0.2 It includes a sidebar that contains Omnipedia information about the world. up until now i was preparing a separate omnipedia website, but i wanted a way to integrate the information inside the Nimian Legends website so that the player has faster, closer access to world lore. Now you can click the LORE button on the right of the page to access the information in site. Its a version 1.0 sidebar. I would like to include more game pertinent information in the sidebar in the future, and connect it to the game so that you can se at a glance who you have helped, which citizens youve
  6. BTW ive also added a link on the homepage to the old version, in case people are nostalgic:) and also so i can keep a record close at hand. There's a few things from the old version that i like better than in the new one, so its a good way for me to contrast and compare, and also to see how much has changed in the new version. Its been more than a year since i created the original and sometimes its surprising to see how much things have changed:)
  7. Thanks for taking the time to upload those screenshots:) Its really helpful to see things from another viewpoint and the images help explain what you mean. The screenshots also showed me that there are some images from the old version being loaded. Ive made a note to go over the images and cull the ones i no longer need. I like the volume slider idea a lot. Ive added it to my update list. I don't know too much about sprite sheets but i can figure it out. Part of the reason i keep the images separate is so that i can update them easily (just drop in a new separate beast etc), and the leafle
  8. There's 2 things i did to make sure this procedural rpg version of Nimian Legends would be easier to update: 1. Procedurally Assisted Design Aside from the terrain, all elements of the world are procedurally generated. I also override parts of it, so ive added custom citizens, cities and names where i feel it makes more of an impact. Wherever i don't override things the game generates the rest on its own, allowing me to populate large section of the world with relative ease. BTW as far as im concerned the future IS procedural. Its jut a question of creating algorithms that are as effective
  9. Thanks WombatTurkey:) The animations are just CSS transitions - using jquery to add and remove classes (like adding a .pop class to cards when you click them so that they popup and removing the .pop class on close) I also use setTimeout to apply the classes one after the other in some cases after a moment of delay. I use Leaflet for the map itself. http://leafletjs.com/
  10. Thanks Hilary:) I hope you like it. Ive already updated it in the last couple of days. I built it so that i can make updates without disturbing all of the code, so if you have any feedback, good or bad, please let me know.
  11. One of the biggest changes I made late in development ws the card decks. For most of the time i was using a system with 3 decks, and you could hold 3 cards in each and switch between them. I think i was very obsessed with thepower of 3 developing this game:) Earlier version with 3 seperate decks you switch between A playthrough with 2 friends told me i needed to fix that. So i rewrote the subsystem in a long evening. Now you can collect up to 9 cards of any kind and they go in 1 deck (or really your hand) along the bottom. No more switching and it makes much more sense. A good thing
  12. Merci Neoprofessor. I'm sorry I took so long to thank you. I was swamped finishing version 1.0. It's live now if you want to check it out: http://nimianlegends.com/ It's semi procedural, so: Things that dont change: The map continent shapes and terrain Causes (national goals like Abolish Slavery are preset) Citizens that I overide the procedural ones (i have handcreated many citizens i have in my imagination and placed them in certain cities) Nation and kingdom names City Names Beast names and images Things that are procedurally generated: Quests Weapons, magic, perks and armor Non
  13. Very excited with my AdventureGen engine, its almost complete. It creates adventures procedurally. every citizen in the world has a set of values, and the places they live in have a set of values as well. They look at each other and where they live to find their enemies and friends, and then generate quests based on that and their values. A coldblooded citizen might ask you to assassinate their competition or bribe an official. Honorable characters may ask you to hunt down chaotic beasts to restore law and order. Humane characters will never ask you to kill, but might ask you to donate charity
  14. I'm working on the procedural quest part of Nimian Legends Empires. Because a large part of the world is generated procedurally, it already has a handy backbone to ride the quests on. I'm basically expanding inside the procedural algorithm and the world gets more detailed. in this case i am able to generate procedural citizens for all the cities. But i have alot of hand made hero citizens from the Nimian lore, so ive made it possible to override the procedural stuff on a node by node basis. For the quest generation i did a lot of thinking about how to generate quests that had impact. Deci
  15. UPDATE: Nimian Legends Empires is live. Play it here: http://nimianlegends.com/ Nimian Legends Empires is a semi-procedural HTML5 RPG, and the followup to the Original Nimian Legends. I'm releasing it Fall 2015 and wanted to share some of my motivations and process for creating it, and maybe get some community feedback:) I've also posted a some gameplay on You Tube here: https://www.youtube.com/watch?v=2Kz5NL7rrXY Please excuse the bad audio - it was recorded using the built in mike:) AdventureGen Engine™ After creating Nimian Legends I wanted a way to deliver more of the world fa
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