I was trying the game a few days ago and I found myself thinking: "Hell! This game is the most boring thing I've ever played!" - and yes, it really was.
Having a turn based RPG means (IMO) you need to have a good background story or a good gameplay to make it interesting. And we hadn't. We also had to remove some features to end within the competition end, which made the game even more boring.
So what's the conclusion of this? I adapted the engine a little bit to make a turn based strategy game, instead. Very simple. The idea is this: you have a (hopefully large) set of battles, played in smaller maps (from 20x20 to 30x30 tiles); each battle has a fixed starting situation (e.g. you have some fixed units in fixed position, as well as your enemy) and can be played either between human and computer or between two humans. No inventory, no recruiting, no resource, just battle. Think of it as if you were playing chess on an unusual board with unusual pieces.
I know it might be too late to make such changes to the game, but we will try...
...oh, and I made the editor run again! It had been broken for a few time, since I had left it to work on the game engine... It has terrible interface (practically, command line + mouse) but it has been done on a hurry
Windows users will find the editor packaged in the downloaded zip archive (see link in post above); linux users can build it;
the make.sh file doesn't contain the command to build it, but just replace line 46 with
I added a bash script file (make.sh) which should check for required SDL packages (the game shouldn't require anything else to run), give the option to install them if they aren't there, and then builds the game.
I guess this isn't exactly the most "professional" solution, but should be fine for the moment, if you want to try our game... And though I tried it and it was working for me, I'm not really sure it does for everyone, so feedback about it (and bug report of course) is very appreciated!
What's more, we're dealing with the last couple of engine issues (one of which - a real AI - is actually pretty big) and we can work very hard on adding content and making our game playable and fun
Thank you! Too many time spent on Windows programming makes me forget of this simple stuff...
One more thing I want to ask you: SDL_rotozoom.h and SDL_gfxPrimitives.h contain only the prototypes of their functions, while actual definition is inside SDL_rotozoom.c and SDL_gfxPrimitives.c - on Windows I included the directly .c files, but I've seen in Linux (at least in Ubuntu) those aren't downloaded with the package (or at least they're not placed inside include directory)... This means I have to put them inside my source folder and share them together with the code? Maybe it's a noobish question but I'm not an expert in linux programming..
I agree with you 'bout needing more weapons (not only heavy stuff)... While we have plenty of clothes among the submissions there are just a sword, a dagger, a staff and a spear... More variety (also the mace above!) would be really appreciated
@shirish: I know... still sorry but very busy on almost any other thing... I promise I'll do it :) (I'm actually forced to let the game run on a free platform, so I'll do it ASAP)
Just quick updates on what we've been working on lately.
We found out that many features we had wanted to implement won't probably be added to the game due to lack of time (we intend to add them once the competition has ended).
There probably won't be any possibility to trade with NPC (and no gold! - you'll find new items in chests and if we get enough time by killing monsters), no multiple/secondary quests, no crafting panel (we really wanted to add it :(...) and no per-type attack stats.
Of course, we will reintroduce these features in the remote case we have some spare time to work on them :)
Now we started working hard on game content... I attached a first draft of how our main map will probably look like (there's still lots more to do on it... the right side is pretty empty and we will add a village somewhere and possibly many dungeon entrances - the map itself is not that big), we're working on implementing all wulax's clothes (they're really a lot! thanks wulax), weapons, spells... We probably won't release many updates from here to the competition end...
So the right question is: can someone use a license name specifying something different from what the license he/she used says? I guess this goes beyond my knowledge about licensing...
By the way, if I were you, I'd respect what Osmic asked inside the readme-license.txt file (that should be his will about his work) and try to contact him to clarify.
Specifying rules in the attribution different from CC-BY rules doesn't mean you violate the license, but simply that you pick a different one - in that case, you would have nothing more than a conflict between the license specified in the art page and the one inside the license-readme.txt file, and you should clarify with the author (maybe sending an e-mail if he doesn't answer to your post in the art page).
In any case, I guess that the author has complete rights on his work, so you will have to follow his will to use his work.
Radical changes!
I was trying the game a few days ago and I found myself thinking: "Hell! This game is the most boring thing I've ever played!" - and yes, it really was.
Having a turn based RPG means (IMO) you need to have a good background story or a good gameplay to make it interesting. And we hadn't. We also had to remove some features to end within the competition end, which made the game even more boring.
So what's the conclusion of this? I adapted the engine a little bit to make a turn based strategy game, instead. Very simple. The idea is this: you have a (hopefully large) set of battles, played in smaller maps (from 20x20 to 30x30 tiles); each battle has a fixed starting situation (e.g. you have some fixed units in fixed position, as well as your enemy) and can be played either between human and computer or between two humans. No inventory, no recruiting, no resource, just battle. Think of it as if you were playing chess on an unusual board with unusual pieces.
I know it might be too late to make such changes to the game, but we will try...
...oh, and I made the editor run again! It had been broken for a few time, since I had left it to work on the game engine... It has terrible interface (practically, command line + mouse) but it has been done on a hurry
Windows users will find the editor packaged in the downloaded zip archive (see link in post above); linux users can build it;
the make.sh file doesn't contain the command to build it, but just replace line 46 with
and run it. You can find the basic instructions in file README_editor
Note: the editor hasn't been tested a lot, and never on Linux, so feedback is welcome
Linux build is there, at last! :)
I added a bash script file (make.sh) which should check for required SDL packages (the game shouldn't require anything else to run), give the option to install them if they aren't there, and then builds the game.
I guess this isn't exactly the most "professional" solution, but should be fine for the moment, if you want to try our game... And though I tried it and it was working for me, I'm not really sure it does for everyone, so feedback about it (and bug report of course) is very appreciated!
I also updated the Windows binaries (http://sourceforge.net/projects/talesofgydia/files/tales_of_gydia.zip/do...) with the latest changes (if game runs in italian, open file data/cfg/settings.cfg and change "locale = it;" to "locale = en;" - translations might be not complete...)
What's more, we're dealing with the last couple of engine issues (one of which - a real AI - is actually pretty big) and we can work very hard on adding content and making our game playable and fun
Thank you! Too many time spent on Windows programming makes me forget of this simple stuff...
One more thing I want to ask you: SDL_rotozoom.h and SDL_gfxPrimitives.h contain only the prototypes of their functions, while actual definition is inside SDL_rotozoom.c and SDL_gfxPrimitives.c - on Windows I included the directly .c files, but I've seen in Linux (at least in Ubuntu) those aren't downloaded with the package (or at least they're not placed inside include directory)... This means I have to put them inside my source folder and share them together with the code? Maybe it's a noobish question but I'm not an expert in linux programming..
I agree with you 'bout needing more weapons (not only heavy stuff)... While we have plenty of clothes among the submissions there are just a sword, a dagger, a staff and a spear... More variety (also the mace above!) would be really appreciated
@shirish: I know... still sorry but very busy on almost any other thing... I promise I'll do it :) (I'm actually forced to let the game run on a free platform, so I'll do it ASAP)
Just quick updates on what we've been working on lately.
We found out that many features we had wanted to implement won't probably be added to the game due to lack of time (we intend to add them once the competition has ended).
There probably won't be any possibility to trade with NPC (and no gold! - you'll find new items in chests and if we get enough time by killing monsters), no multiple/secondary quests, no crafting panel (we really wanted to add it :(...) and no per-type attack stats.
Of course, we will reintroduce these features in the remote case we have some spare time to work on them :)
Now we started working hard on game content... I attached a first draft of how our main map will probably look like (there's still lots more to do on it... the right side is pretty empty and we will add a village somewhere and possibly many dungeon entrances - the map itself is not that big), we're working on implementing all wulax's clothes (they're really a lot! thanks wulax), weapons, spells... We probably won't release many updates from here to the competition end...
Thank you for the icons! they look amazing!
So the right question is: can someone use a license name specifying something different from what the license he/she used says? I guess this goes beyond my knowledge about licensing...
By the way, if I were you, I'd respect what Osmic asked inside the readme-license.txt file (that should be his will about his work) and try to contact him to clarify.
Specifying rules in the attribution different from CC-BY rules doesn't mean you violate the license, but simply that you pick a different one - in that case, you would have nothing more than a conflict between the license specified in the art page and the one inside the license-readme.txt file, and you should clarify with the author (maybe sending an e-mail if he doesn't answer to your post in the art page).
In any case, I guess that the author has complete rights on his work, so you will have to follow his will to use his work.
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