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RPG Street Posse Showdown, Modern Urban SRPG

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TSSethmaster
post May 15 2016, 12:28 AM

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Mid May Devlog

I just finished a significant part of the graphical overhaul and there is still more work to be done.
Regarding the character sprites, since my audiobro prefer realistic proportion rather than the cutesy type (TO and FFTA2), I decided to use back my OC design with significant improvements. Legs are thicker. Necks shorter. Animations are improved to give the characters a bit more jazz and gaiety.
I am still bitter about losing two weeks’ worth of hellish work just to go back to my own design in the end though. A hard lesson to have.

One more new mechanic that is added into the game is the alignment mechanic.
Everyone who has played any D&D game before knows a bit about it. To put it simply, alignment is basically indication of how a person who react and behave towards others and situations he is in. Will he be a nice person and be an incredible dick? Obedient or a free thinker?
In the game, alignments will affect how relationship between characters in your party progress. Characters with similar alignment will like each other while those with opposite outlooks toward life will grow to hate each other.
Moreover, it also affects how characters react to your various decisions in the game, for good or ill.
Naturally, alignment will also operate as gatekeeper to various advanced techniques and classes in the game.


A gif of the new shopping UI.
» Click to show Spoiler - click again to hide... «


A gif of the new character model walking like an idiot.
» Click to show Spoiler - click again to hide... «


Several images of the new battlefield placement UI.
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TSSethmaster
post May 21 2016, 11:56 PM

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I forgot to mention that surnames are in. With that in, it should more fun and interesting as some of your enemies will get their names and surnames generated from established pools that I have filled. Needless to say, you can use your own, of course.

Moreover, the previous rifle school is divided into two new different school, assault rifle and sniper rifle school. One goes for mid range multi hit style while the other goes for the long range high crit one hit style.

For now, the game development in still chugging on the new customization of the new character models, as all other graphical overhaul is completed. As of now, 52 different options for eye-wear and 70 different options for hairstyle have been completed. Current working on the rest before finishing chapter 1 and releasing both the early access and its demo together.

A gif to demonstrate the current new customization options.
» Click to show Spoiler - click again to hide... «


This post has been edited by Sethmaster: May 21 2016, 11:57 PM
TruthHurts
post May 23 2016, 03:54 AM

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From: SOVIET SARAWAK
What game engine you are using ?? I know a lots of game engine at STEAM being sold.

But from my point of view, your game is

- heavily pixelated.
- Character design have no appeal to it. Thin, blocky and bland.
- Turn base RPG battle attack / defence/ magic / item use have no visual appeal
- Turn base attack are the same.

My reference is from your trailer. Sadly i cant download any game as company line won't let me. But still, i have play a lot of game in similar genre to see this one will fail. Game will end up in the 90% steam discount.

TSSethmaster
post May 23 2016, 11:41 AM

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QUOTE(TruthHurts @ May 23 2016, 03:54 AM)
What game engine you are using ?? I know a lots of game engine at STEAM being sold.

But from my point of view, your game is

- heavily pixelated.
- Character design have no appeal to it. Thin, blocky and bland.
- Turn base RPG battle attack / defence/ magic / item use have no visual appeal
- Turn base attack are the same.

My reference is from your trailer. Sadly i cant download any game as company line won't let me. But still, i have play a lot of game in similar genre to see this one will fail. Game will end up in the 90% steam discount.
*
Yeah, I should make a new trailer.

You should try to read through the thread first though if you can't be arsed to play the game before commenting on the game mechanics.

Also the game is a SRPG.
TruthHurts
post May 23 2016, 10:03 PM

On my way
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653 posts

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From: SOVIET SARAWAK
QUOTE(Sethmaster @ May 23 2016, 11:41 AM)
Yeah, I should make a new trailer.

You should try to read through the thread first though if you can't be arsed to play the game before commenting on the game mechanics.

Also the game is a SRPG.
*
I can easily group your game under Final Fantasy Tactics. Still i don't see the appeal in the game. Update the trailer then we will see if the trailer can peak my interest.. then again i doubt it.
TSSethmaster
post Sep 23 2016, 09:35 AM

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Been too long since I update this thread. Here's an update.

In developing the game, one of the new features of Street Posse Showdown is Activities. To put it simply, all your characters can do activities outside of beating the living shit out of everyone they dislike in Oaksville.

Many activities cost effort and some also cost money to do it. Moreover, each of your character has a number of effort points per rest, to indicate how much activities they can perform. And of course, lazy people get less effort points to use. There are many activities to do and let's delve into them.

Resting

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In the past, Street Posse Showdown utilizes a similar feature in other SRPG that after a mission (series of battle and actions) is over, the entire party health, stamina and recovery points are replenished. This currently changes to a resting feature which pretty much is similar to other RPG. To put it simply, your posse need to rest to recover their health and everything else.
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The cost of resting would be decided by the player depending on what he believes the posse lifestyle should be. Are they are homeless hobos dining in soup kitchens? Or are they enjoying life by spending frivolously? The total cost is calculated by the base living expense of the lifestyle multiply by the number of your posse members.

Individual Activity

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This type of activities is pretty self-explanatory. Each of your characters can take individual actions as long they have the minimum effort required remaining. While the list of these activities is pretty small in the beginning, as player continues with the game, new rooms, alliances and encounters will unlock more activities for your characters to choose from.

Revise Job

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One of the beginning individual activities. As explained in previous article, each character has a job. When your character learns a new job, the old one isn't simply removed forever. The character in question can go back to his old job at any given time, provided he still has the effort to do so. This encourages players to invest job training for their characters and switching as the situation demanded.

Revise Techniques

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Similar to above but for techniques. Any technique removed from going over the maximum limit still remains with the character and he can relearn it back at any given time. This ensures none of the player education investment on his characters will ever be wasted while removing some of the drastic cost of switching technique loadouts.

Collective Effort

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This type of activities involved all of the characters in your posse. All of your characters can pool their effort in order to conduct the activity. Typically, they have a great benefit but the benefit is only given once all of the cost have been paid and not a moment sooner. You usually can do this type of activities as often as you like as long as your posse have some spare effort remaining.

 

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