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The Masters Eye - Part V - Showing gameplay

by Richard Marrevee · 02/20/2012 (1:03 pm) · 12 comments

It is more than half a year since the last blog about the development of my game The Masters Eye, which is mostly caused by a very, very, busy daytime job as a COO of a production facility, but fortunately the project didn't come to a complete stop.

The project now has evolved to something which is playable, and has most of the functionality added. Some of this in a very simple way like climbing ladders and riding horses, others in a more final way, but hey, it's in there and working. Furthermore I have the GUI of the inventory and personal stats build to a satisfying representation, so I can say that this part is completed too. Another part that was refurbished was the dialogue-system (I use the YACK-pack), because I wasn't happy with the way the dialogues where presented to the player. I also changed some of the interiors with PureLight-generated interiors.

I didn't made much progress on the character-development part, mostly because I don't know how I will use it in game. This might sound strange, because I feel that this is a real important part of the game, but that is also the reason that it should feel good and does add things to the game which I think it should do.

So how about the missions?

The first 2 missions will be a prelude to the game, and should learn the player the feel of the game. The first level is final, just need to add some small functions to some of the AI's in the village, the second level is for 85% ready, just need to add some dialogues and different characters. I did spent a lot of time thinking and creating the continuing levels. The plan here is that the player arrives at the capital city after mission 2. In this city the player can accept quests, gain experience in, or learn some skills and so on, and can ride out to complete the accepted quest. This will be the center part of the game. So I have started to build the city and 3 of the quests (you can see this in the last vid).

Now how do I see the future?

The main goal right now is to launch a playable demo around summer, which consists of the first 2 levels, and maybe a sneak-peak of the city.

You said this was vid-heavy but I only see words?

Yes, you are right, but let's change that. The first vid will show you the launch of the game, main-menu and start of a new game. Then vid 2,3 and 4 will show you a lot of the gameplay of mission 1 and a part of mission 2 (just one note: the title of the 4th vid is the same as the 3rd vid, so don't skip this vid).

The last vid gives you an impression of the city mission and a preview of 2 quests.

And just a final note: the vids are over 6 minutes, so yes vid-heavy, and also in HD.

The vids:

Vid 1: Start of the game & gameplay part I


Vid 2: Gameplay part II


Vid 3: Gameplay part III


Vid 4: Gameplay part IV (and yes, the vid say it is part III)


Vid 5: Preview of the next missions


Have fun watching the vids I hope you can stay awake, hope you like it.

Richard

About the author

Started programming in 1984 on an Oric, when time progressed switched to MSX, Amiga and finally the Windows PC with T3D. Now developing an epic fantasy game: The Master's Eye. Creator of the DoorClass pack and VolumetricFog pack @ richardsgamestudio.com


#1
02/20/2012 (1:53 pm)
Quote:
The project now has evolved to something which is playable, and has most of the functionality added. Some of this in a very simple way like climbing ladders and riding horses, others in a more final way, but hey, it's in there and working.
Huzzar!

Also nice music.

I'm always interested in a nice brew. :)
More games should let you run around and steal drunks' booze!

Does the horse work as a standard vehicle?
#2
02/21/2012 (3:51 am)
Quote:More games should let you run around and steal drunks' booze!

I totally agree with you Steve.

The horse is a somewhat strip-down Player class set up as a vehicle, with changes to the standard animations for walking/running and removal of non horselike animations, and added a few required nodes to be able to find the required pose of the horse when standing on a ramp (at least that is supposed to be doing this, but not yet working). Also there should be added some functions to control the horse more like a horse and not like a car (although it is a lot of fun driving the horse and gliding throug curves). But I'm happy with the start.
#3
02/21/2012 (7:16 am)
Maybe you shouldn't be too concerned with horses being horse-like ...
bbsimg.ngfiles.com/15/23594000/ngbbs4ef8e44ead9ce.jpg
#5
02/21/2012 (4:52 pm)
@ Steve, yep and remember if your horse defies all physical properties of horses, you get "best game ever" on most review sites!

@ Richard Great work! You have really come a long way with the game mechanics! Keep up the good work.
#6
02/21/2012 (6:43 pm)
Just checking on the spelling. Should it be The Master's Eye?
#7
02/21/2012 (9:31 pm)
Very good looking game. I look forward to following your progress and the end product. being new to T3D and Game Development in general, it is encouraging to see all the cool things you and others are doing with T3D.

Thanks for sharing.

Robert
#8
02/23/2012 (3:46 am)
Thanks guys.

@Steve:
That picture could be taken when I first added the bl***y horse, but it didn't seem right from players perspective ;)

@Leathal Grody:
You are right, it should be the Master's Eye, but I did it on purpose.
#9
03/10/2012 (1:51 am)
@Richard - Did you make the melee system yourself?
#10
03/11/2012 (8:52 am)
@Robert:

There is a resource somewhere a long time ago that I used as a base for the melee system, here is the link

http://www.garagegames.com/community/resources/view/19509
#11
03/29/2012 (4:18 am)
@Richard - Thanks
#12
03/30/2012 (11:21 am)
@Steve - did you find the ebony deposit up there? You're right on top of it if I recall.