Jump to content

Unplayable Playable Character

Member
  • Posts

    133
  • Joined

  • Last visited

Everything posted by Unplayable Playable Character

  1. Spirit could be demon. But I double checked and realized that the golem I was thinking of is in G2. You find him somewhere around Elrah's tomb, I believe. It's a demon trapped inside a golem that lives in a series of caves with a bunch of other golem-minions. Someone please confirm this. Originally Posted By: The Mystic Probably. But since it wasn't aware enough to notice 200 years passing, it might not have even had a clue as to what the island was used for, so the shapers could've found a use for it somewhere. I agree that it probably didn't have any idea as to the purpose of the island, but there are a few reasons for why the shapers wouldn't let it live. 1) It had been out of control for 200 years, which deems it rogue. 2) It had outlived the normal lifespan of minds in shaper control. 3) The Shapers probably wouldn't stop to talk to it, unless it's someone like Zakary and Barzahl. 4) It's pretty stupid, it couldn't be that useful, and a newly created mind would be more effective. In fact, the only reason for anyone to keep it alive is if they though that it knew secrets about the island, and it obviously doesn't.
  2. Well, farms would be the resource generator and thorns and living tools would be the resource. Those are too specific, I was thinking more general resources. @Random Good point, I'm surprised I haven't though of that.
  3. Originally Posted By: I need no introduction the shapers killed off all forms of magic that was to powerful for them to contain (necromancers and demon worshipers). Yet you still find them here and there, in places out of the shaper's reach. (anywhere in the rebel lands really. Or close to them. Remember the cultist hideout in GF4, or the secret necromancer's lair in GF3 on the second isle?)
  4. Sent Jeff the email, still waiting for reply. So I'm close to completing the basis for map view, for now movement will be restricted to arrow keys since path finding is not my forte. I would like some suggestions as to what I should use for resources. Like what they are used for, and where you would get them. Here are my ideas: Gold: Gold is used as currency in the Geneforge world, collected from mines Crystals: Collected from mines (ie: Drypeak mine), used for Shaper equipment Wood: Pretty self-explanatory, collected from lumber mills Stone/Ore: Used in making structures, collected from mines I'll need a few more resources. Also, my current computer only has GF5, so could anyone email me the preGF5 drakon graphics?
  5. Originally Posted By: The Mystic Originally Posted By: Hypnotic In G1 the "Stupid" servant mind. It didn't realise it had been abandonded 200 years ago. I remember that mind. I wonder whatever happened to it? Probably the same thing that happened to the rest of the creations on the island. Originally Posted By: Student of Trinity I liked the demons in G2. All three of them were quite cool. It's kind of too bad Jeff phased demons out of Geneforge. They didn't really fit in the world, but Jeff does a good demon. There were THREE demons in G2? I only found like one. Wait, is the demon trapped in the golem in G2? I can't quite remember. I think demons could fit in the geneforge world. I mean, ghosts and necromancy do, why not demons? A memorable moment for me was ruthlessly killing Khyryk on my first playthrough in G3, because I was so eager to get to the next island, I didn't even glance at any other dialogue option other than "I'm here to kill you". Then, on another, more attentive playthrough, I realized that you can let him live, and even convert him, and still go pro-rebel. I quite liked him, he was one of my favorite characters. Also, attacking Master Hoge on the second island and killing him (using cheats to heal myself) then not being able to progress because he would not appear at the inn.
  6. When I read this topic, I absolutely had to say that I had made geneforge-themed maps with both SC and WC3. I then went on to talk about those maps, and fifteen to twenty minutes and a trip down memory lane later I hit the submit button only to realize my connection cut out. There's twenty more minutes of my life down the drain. I just got a vision of myself on my deathbed, my life flashing before my eyes and getting to this part, and my older self is specifically regretting THOSE twenty minutes. Perhaps my ghost has come from the future to make me feel bad about myself.
  7. Battle for Wesnoth, eh? *Looks it up* Seems interesting, the selection of races does resemble Avernum (well, Exile) to some extent, so in that aspect it would be easier. But is easier more fun? @Azuma Not the first fan game, or not the first attempt to combine geneforge with something like homm? Anyway, just got to working on it tonight. I intended to use a square grid for the map view, but realized that it's too awkward to work with, so switched to iso. Oh, and Merry Christmas everyone!
  8. Hello. The first thing I would like to say is to compliment you guys on your nice little community here. I've frequently visited these boards before and I'm impressed at your ability to keep all of this up. In fact I'd like to become part of this community, but I just don't have that level of dedication necessary to do so (I'll probably make a few post here and there before fading out with the rest of the less frequent visitors). Now to get on to the point; here it is: I would like to make a fangame. I know this may seem like an ambitious thing to say, especially in a first post. I know many people do that on game forums. We play this game that we think is seriously awesome, and we think "I'm gonna make one just like this, but better!". I know how that is, I used to think like that too (I think every twelve year old thinks like this when they first discover Flash or Gamemaker, the later in my case). Of course that was a while ago, when I was that age I learned that once you actually sit down and TRY, you realize it's not quite as easy as you expect. I know some of you are expecting me to list some impossible-sounding goals, talk like I'm gonna get them done, then not be able to get past the first step. Some of you will sigh and shake your head when I say that I will be using gamemaker, for that is what I'll be using. I'm pretty proficient with it; I've using it to make stuff for about 6 years. I want to keep it simple, one step at a time, because I don't know how far I'm going to be able to get through with this, So, on to the nature of my fangame. No, it's not a Geneforge clone. I'm sure a fair number of you know what HOMM (Heroes of Might and Magic) is. Basically what I want to do is make a game with the system of homm and the theme of Geneforge. Armies of creatures in stacks are carried around by "Heroes" who run around collecting resources, conquering towns, and fighting rival armies of creatures in stacks. It's as much of a HOMM fan game as it is a geneforge fan game. So why do I want to use the Geneforge theme specifically? I could definitely use another fantasy setting, and it'll probably be easier to work with. The thing is, I want to capture the strategic aspect of geneforge. I want to make a game that simulates control over an army of mutant creatures instead of just a group. Also, because I know someone will suggest that I use Avernum (or something to that extent), with Geneforge I have many of the resources that I need, so I don't have to worry as much about that and can concentrate more on programing (and I've never played Avernum, only Exile 3). Yeah, I'm gonna use the graphics that come with the game. It may not look pretty, but this isn't about looking pretty. Now to get on to the fun stuff. As in homm, the game will feature a map view, a battle view and a town view. Getting each of those started is going to be my first step. If I'm starting to sound over-ambitious then I should point out that I've done programs similar to each of those before and that this won't be something new to me. The map view shows your heroes and things things that they can interact with, such as towns, creatures, resource mines, etc. The town view appears when a hero enters a town or when a town is selected. In the town you can build buildings, hire troops and distribute them either to heroes or the garrison. As I've said before, I want to use the graphics from the game, which makes the global POV more or less the same, except map view would show more. For town view maybe I'll come up with something simple with 3d stuff, such as with Bryce, instead of using game graphics. The game will have one map with three factions fighting over it. The player may play as any of the three. These factions are: 1) Loyalists Self explanatory if you've played the game. They will have more powerful spells, troops, and creations, but also more expensive. 2) Separatists An independent group not loyal to the rebellion or the shapers. Something like the Barzites from the second game. Will have access to both Shaper and Rebel spells and creations, but not to the same extent as the corresponding factions. Will also have some unique features. 3) Rebels Also pretty self explanatory. Mostly controlled by Drakons, will have access to illegal spells and creations such as spawners which are cheaper but more chaotic. Possibly have geneforge which creates Unbound, but at a high cost. The plot is stand alone and isn't directly related to the plots of any of the games, though would take place after GF3 but before GF5. Combat will be turn-based, similar more to HOMM, but each creature may attack before or after being moved, and if it doesn't attack it may move again. "Units" of creatures will be placed in stacks, though unlike HOMM, there is a limit to how much each stack holds. An infantry stack, for example, would hold up to (more or less) 50, while an eye beast, being a fiercely independent creation, would be limited to one per stack. There will also be more room on the combat map than in HOMM. In the town population affects what and how much of you can build, town population can be increased through building and decreased through attacks on the town or rebellions. Your popularity with the town decides certain factors also; a town more loyal to you will produce more troops than one that is less, and a recently conquered town may rebel in which case you put it down with your army or gold, or the town goes out of your control. You can increase your town's capability to produce troops through buildings, and you may also appoint shapers/lifecrafters to create and control creations. You collect resources via resource generators found across the map, and also some you may find yourself. I would like some suggestions as to what to use for resources, because I don't remember exactly what materials they use in the games. That's basically an outline of what I'm hoping to get accomplished. If you would like to know more about some aspect specifically, just ask. To prove that I'm actually serious about attempting to do this, I'll work on a prototype of the "map view", having a character walk around on a map and collect stuff, and I'll try to post it for download ASAP. I would really like to hear your suggestions, opinions, ideas, whatever you have to say about this. I know I wasn't that specific about everything, and that's because some things I just don't know what to do with, but I'll work it out along the way. One question: is it fine with Jeff that I'm attempting to make this and that I want to use the graphics and such? Hopefully I'm not breaking any legal bounds, but if I am I'll just stop working on it and won't mention it again.
×
×
  • Create New...