Welcome Guest ( Log In | Register )

Outline · [ Standard ] · Linear+

RPG Street Posse Showdown, Modern Urban SRPG

views
     
TSSethmaster
post Nov 9 2015, 08:26 PM, updated 10y ago

Casual
***
Junior Member
301 posts

Joined: Jun 2008



user posted image


user posted image


As it is with every city, crime is unavoidable in Oaksville, but the situation has gotten worse over the recent years. It was bad enough that most of the wealthy residents have left, fleeing for greener and safer pastures. Without the income or taxes from those people, the city cannot afford to maintain the size of the existing police force. Therefore, with great pain, they downsize the cops to less than a quarter of their previous number.

Without most of the cops, the crimes have increased and the situation on the streets has gotten more chaotic as various groups struggle for dominance. At present, whatever your past and reason is, you have decided to fight back with a group of people dissatisfied with the current situation. How will you fight? Whom will you let into your posse? And what future will you decide to pursue?

That’s up to you, leader. Welcome to Street Posse Showdown.


user posted image

The decaying city centre of Oaksville.


user posted image


Highly Tactical Battles.
Mission-Based Gameplay.
Full Party Creation At Start.
Character Job System.
No Permadeath. However, Injuries Are In.
Replaceable and Relearnable Techniques.
Faction Knowledge Is Crucial To Success.
Single Player Story-Driven Campaign.
Combat & Dialogue Log Included.
Changeable Clothing.


user posted image

Assault Rifles and the likes are in this game. Train in their use to wreck havoc upon your victims.

user posted image

For people with short term memory or strategists.


This post has been edited by Sethmaster: Sep 24 2016, 11:06 PM
TSSethmaster
post Nov 9 2015, 08:28 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



EDITED: Reserved post.

This post has been edited by Sethmaster: Sep 24 2016, 10:57 PM
TSSethmaster
post Nov 9 2015, 08:30 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



EDITED: Reserved post.

This post has been edited by Sethmaster: Sep 24 2016, 10:56 PM
TSSethmaster
post Nov 14 2015, 10:31 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



Wah, no feedback one kah? biggrin.gif

In other news, I just updated the demo with some extra stuff.
fotosintesis
post Nov 15 2015, 01:48 AM

So which of the favors of your Lord would you deny?
******
Senior Member
1,002 posts

Joined: Jul 2009
From: Cney ya..


what made u decide on pursuing game dev career?

how ur life after the turningpoint?

whats you objective with the development of Street Posse Showdown?

*ive always ask such question even on reddit
TSSethmaster
post Nov 16 2015, 09:45 AM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



QUOTE(fotosintesis @ Nov 15 2015, 01:48 AM)
what made u decide on pursuing game dev career?
*
Because the current crop of SRPG is either too simple or too grindy with nothing in between. I decided instead of complaining to try to see if I can change that. Of course, seeing that there are other SRPG indie devs before me help a lot in bolstering my confidence that this can be done despite knowing that FFT have at least 25 people in the team.

QUOTE(fotosintesis @ Nov 15 2015, 01:48 AM)
how ur life after the turningpoint?
*
Eh no difference?
When all say and done, this is just a hobby for now, albeit a very time consuming one.


QUOTE(fotosintesis @ Nov 15 2015, 01:48 AM)
whats your objective with the development of Street Posse Showdown?
*
Make a great and fun game and demonstrate that a handcrafted SRPG with a lot of mechanics and player options is still a viable game in the market.
No need every single indie game to be roguelike, procedural and open world. Sometime handcrafted game that is designed to be properly challenging is better.

This post has been edited by Sethmaster: Nov 16 2015, 09:46 AM
TSSethmaster
post Dec 6 2015, 11:37 AM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



Finished some stuff. Here are the highlights:
  • Upgraded the AI schematics to allow AI to take account of elemental advantages and affinity. In this new setup, the AI will compute all possible flow of actions of a single turn while taking account of its personality, AI type, movement focus, action type favoritism, target priority, tag team and elemental knowledge to calculate the final value of each flow. After all is calculated within nanoseconds, thanks to all the necessary variables are already inside data tables beforehand, the AI will always choose the flow of actions with the highest value and enact it.
  • Change the existing initiative system which is "roll every character's initiative at the start of each battle" to a new one which is "roll every character's initiative at the start of each round in battle". This make agility boosting and lowering techniques significantly useful in battle for adjusting turns, since initiative is calculated based on agility + initiative dices.
  • Game trailer is being worked on by audiobro. The visuals for it are done.
  • Removed unsupported Linux and Mac build of the demo after being unavailable to troubleshoot some issue that people have with them.
  • New demo uploaded with the top two features added to it.
  • Working on making chapter 1 visual assets.
  • Finished the design for a new character class called Outcast. Specialized in attacks with nasty special effects attached, specially the type that screws both enemies and allies.

user posted image
An unhinged person that nobody want to be caught associating with. The strong BO doesn't help either.
TSSethmaster
post Dec 16 2015, 01:47 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



Alright, time for Mid December Update.
  • New Dialogue Font
    Changed the old dialogue font, which is 04b03 to PF Tempesta Seven Compressed. Should make the long ass dialogues in the game more readable. Changed the dimension of all dialogue boxes to compensate for the increased size of the font.
    » Click to show Spoiler - click again to hide... «

  • Dialogue Choices Get Scrolling Functionality
    Dialogue choices now use the same scrolling functionality that all lists in the game used. About time. This also enable me to use give, theoretically unlimited choices as there is no limit in space.
    » Click to show Spoiler - click again to hide... «
  • New classes
    Finished the creation of Dealer and Merchant classes. Dealers are extremely strong when they are packed with items that they can exploit and most of their techniques revolved around item usage. Merchants are very proficient buffers and debuffers that use the power of greed to influence both enemies and allies in amusing ways.

    user posted image user posted image

  • New districts
    Finished three new districts, Maple Tree, Oaksville Central and Truman Hill. Each of these district have their own unique locations and things to offer to the player.
    user posted image
    Oaksville Central - The decaying heart of the city.

  • Chapter 1 still being worked on
    Finished characterization of the several early important NPCs. Finished creating the early antagonist and his rag-tag gang. Still working on finishing the chapter 1 storyline and resolving the mission paths.
  • Trailer progress
    The audio is still being worked on.

Again, for the top two features, an updated demo is already uploaded with those two features in place for demonstration. You can download the demo through the link in the third post of this thread.
Enjoy yourself.

This post has been edited by Sethmaster: Dec 16 2015, 02:33 PM
0300078
post Dec 16 2015, 02:31 PM

Regular
******
Senior Member
1,447 posts

Joined: Mar 2006


Impressive, always a fan of SRPG especially those Japanese one! Any demo or beta to test?
TSSethmaster
post Dec 16 2015, 02:32 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



QUOTE(0300078 @ Dec 16 2015, 02:31 PM)
Impressive, always a fan of SRPG especially those Japanese one! Any demo or beta to test?
*
Third post, bro.
0300078
post Dec 16 2015, 02:35 PM

Regular
******
Senior Member
1,447 posts

Joined: Mar 2006


oh... that was a link. I thought it was a banner pic. Will try it out and give you some comments

TSSethmaster
post Dec 21 2015, 06:44 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



I planned to do a update a bit later than this but finally the trailer has been completed.
So, without further delay, since the game have past the alpha stage a while back, I have put the game on Steam Greenlight.
If you like what you seen so far, please take the time to vote for it. Thanks in advance.



Steam Greenlight Link

To celebrate the completion of the trailer, I have also pushed forward an updated demo, which features:
  • Instead of just skin color selection during randomization of generic characters, I have implemented hair color selection too, instead of just everyone having brown hair.
  • During character creation, the player options are increased by a great deal in selecting appearance due to me unloading every character assets that I have created so far into the demo.
  • Game load instantly instead of having a loading bar during the start of the game. That was because I am preloading the audio assets beforehand. That is stupid and unneeded since the audio assets are right there with the game, not half a world with high ping away. Changed the setup to streaming, as it should originally be.
  • Some small fixes and improvements.
Currently, the game development will be on hold for a short while so I can make an effort for my game to clear Steam Greenlight.
This is will be hard since turn based tactics game is pretty niche and the pixel art graphics is not improving my game chances either.

This post has been edited by Sethmaster: Dec 21 2015, 06:44 PM
puppeto4
post Dec 23 2015, 08:04 AM

New Member
*
Junior Member
21 posts

Joined: Feb 2008


Just found the game on my greenlight queu. It has pretty good chance actually to be greenlighted. Pixel arts are quite tolerated these days on greenlight, even generic rpg maker had favourable votes lately
TSSethmaster
post Dec 23 2015, 08:18 AM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



QUOTE(puppeto4 @ Dec 23 2015, 08:04 AM)
Just found the game on my greenlight queu. It has pretty good chance actually to be greenlighted. Pixel arts are quite tolerated these days on greenlight, even generic rpg maker had favourable votes lately
*
Cool rclxms.gif
Remember to vote and tell your friends to vote too.
TSSethmaster
post Jan 26 2016, 05:03 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



Been a while since I posted an update.
There are a lot of things changed and improved since the last update.
You can experience it yourself by downloading the demo from the image link on the third post as usual.
Chapter 1 still haven't finished yet due to previous development efforts were shifted to the changes shown in this update.
If you have any questions, feel free to ask.

user posted image
user posted image
user posted image
user posted image
user posted image
user posted image
user posted image
user posted image

This post has been edited by Sethmaster: Jan 26 2016, 05:25 PM
TSSethmaster
post Mar 11 2016, 08:13 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



Update for March.
As usual, you can experience it yourself by downloading the demo from the image link on the third post as usual.
If you have any questions, feel free to ask.

user posted image
user posted image
user posted image
user posted image
wingwp
post Mar 11 2016, 09:52 PM

On my way
****
Senior Member
639 posts

Joined: Jan 2003


support
EarendurFefalas
post Mar 31 2016, 03:26 PM

Getting Started
**
Junior Member
155 posts

Joined: Sep 2012


intersting, downloading now
averagehumanbeing
post Apr 2 2016, 11:28 PM

Getting Started
**
Junior Member
51 posts

Joined: Apr 2015
From: Utah, US of A
This post has been overwritten by a script.

This post has been edited by averagehumanbeing: Jul 20 2017, 08:10 PM
TSSethmaster
post May 2 2016, 12:56 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



Everything is going pretty slow as the game is currently undergoing a large scale graphic overhaul.
The native resolution of the game is currently going from 480x270 to 640x320.
The intent behind the move is to give more screen real estate for the UI elements to use.

For its effect in the battlefield, it should be a nice balance between SRPG close up sprites and Western CRPG stickmen.
Moreover, while pixel art is still being used, the style is changed from painting to pop-up style which make key gameplay sprites and features more visible.
Character models are changed from my own OC to Tactics Ogre inspired designs since it look far better than my previous ones.

Moreover, a relationship mechanic is introduced into the game. Characters that risk their lives together often will naturally bond together over time. Or hate each other.
In battle, characters grant people they like or treasure, bonuses when they are nearby them and attempt to sabotage people they hate or dislike when those assholes dared to step near them.
Naturally, better relationship will also introduce new story content, especially for NPCs.
Two warnings however.
First, everyone hate being the "acceptable casualty" for an AoE attack.
Second, this mechanic not only apply to your characters, but also the enemies, especially in later parts of the game.

While the chapter 1 is nearly finished, the early access release will be delayed until the overhaul is finished.

Here's a gif of a revamped UI for your viewing pleasure.

» Click to show Spoiler - click again to hide... «


This post has been edited by Sethmaster: May 2 2016, 12:57 PM
TSSethmaster
post May 15 2016, 12:28 AM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



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.
user posted image
user posted image
user posted image


TSSethmaster
post May 21 2016, 11:56 PM

Casual
***
Junior Member
301 posts

Joined: Jun 2008



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

On my way
****
Senior Member
653 posts

Joined: May 2011
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

Casual
***
Junior Member
301 posts

Joined: Jun 2008



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
****
Senior Member
653 posts

Joined: May 2011
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

Casual
***
Junior Member
301 posts

Joined: Jun 2008



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

user posted image
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.
user posted image
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

user posted image
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

user posted image
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

user posted image
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

user posted image
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.

 

Change to:
| Lo-Fi Version
0.0260sec    0.68    5 queries    GZIP Disabled
Time is now: 30th November 2025 - 11:24 AM