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Voyeur City

PostPosted: Fri Jun 05, 2015 9:33 pm
by flashpgames
Latest News
The next large update will be in around two weeks. v0.03 will have:
Experience
Day Visualiser
Inventory
Character Poses
Character Dialogue (similar to events)
Character Clothing Overlay


Reserving a little spot for a project I'm working on in AS3 at the moment.

You're looking at a large cityscape. You can set up various cameras & bugs around the city so that you can see through certain walls. You'll be able to listen into conversations, view events, keep an eye on randomly generated characters. Sometimes there will be specific events and dialogue that activate after modifiers have been achieved.

The most important feature will be that the majority of the game can be modded so that people can create their own dialog, characters, clothing & buildings.

Map data & settings will be edited using externing json files
Dialogue options will be parsed in XML - specific tags in the XML files will allow the modder to also set the scene, pose and set the modifier for specific dialogue (i.e. modifier 5 to view one possible dialogue tree).

Lots to be done, I'll post up the first draft tonight. 0.01 pre-alpha will have buildings with floors, foreground walls. The user will be able to define how many buildings, floors, etc. Eventually I want to be on par with Akabur / Breeding Season, but also make everything incredibly mod-friendly as I feel that this is exactly what will drive a popular game.

How will modding work? There are two possible ways, the easier is that the user will append a settings url to the SWF url, for example http://www.swfurl.com/?www.modurlJSONfi ... tings.json. The game will download all of the external assets, including dialogue, scenes, etc. Another method is to download the file structure and place the mods in a mod folder. Below shows how the content is structured in XML so it will be reaaaaallly easy to set up your own story/dialogue - and even change the buildings.

Code: Select All Code
        <wallTextures>
                <ImageLoader name="creamstriped" type="wall" url="../assets/buildings/walls/creamstriped.jpg" estimatedBytes="2000" load="true"/>
            <ImageLoader name="brick" type="wall" url="../assets/buildings/walls/brick.jpg" estimatedBytes="2000" load="true"/>
            <ImageLoader name="graybrick" type="wall" url="../assets/buildings/walls/graybrick.jpg" estimatedBytes="2000" load="true"/>
            <ImageLoader name="striped" type="wall" url="../assets/buildings/walls/striped.jpg" estimatedBytes="2000" load="true"/>
        </wallTextures>


This is an example of how you will add more wall textures to the game.

Code: Select All Code
   <LoaderMax id="1" name="INTRO EVENT" type="scene" modifier="start" load="true">
      <text title="Example title">
            Welcome to Voyeur City, this is an example of event text
      </text>
      <text color="red">
            Use the xml data to change the text color of text - eventually certain text can be highlighted
      </text>
      <text camera="shake">
            You can also add camera effects
      </text>
      <text speed="2">
            You can also set the speed of text, speed is set in millisecond*100, 1 being very fast and 10 being very slow. Defaults are set by the settings.json file
      </text>
      <text portrait="events" position="left">
            You can set an event portrait by using the 'portrait' tag and matching it with a corresponding image in the portraits folder. I'm using 'events.jpg' in this example
      </text>
      <text portrait="events2" position="right">
            You can set the position of a character to the left and right of the screen using the position tag
      </text>
   </LoaderMax>


This is an example of how you can add your own custom events to the game.

Checklist for v0.01
☑ Create randomly generated city scape
-add windows
-add dividers
☐ Create randomly generate room types
☐ Create randomly generate character types
☑ Look 'through' walls
☑ Hours / Day mechanic (its not a bug that the background changes colour, I just need to make it more obvious and slow down the time)
☑ Set up dialogue box at the bottom of the screen
☑ Load in external XML dialogue
☑ Parse XML so the system understands it
☑ event image
-character image
-handle different section of speech
-create modifier scenes - i.e. scene 5 plays half way through day 6
☑ explore scenes
-scenes will contain dialogue, large character images on screen
☐ Load in external JSON settings
-json files will contain
☐ Explore modding logic
-create a modding structure so people can add their own content easily
-early mods will include adding scenes, characters, clothing, dialogue and being able to place things on screen

Latest Version
0.02 - Added an observer that updates the Scenes list per game tick. Scenes can now be added with associated characters / images - you can position images to the left or right. Text can now be cycled through. Text data is stored and cycled through - the game world pauses whilst this happens. Camera shake effect has been added to the text foreground - could be fun to combine this with specific events / dialogue.
Previous Versions
0.01 - The initial world generator & basic loader

Re: Voyeur City

PostPosted: Sat Jun 06, 2015 9:33 am
by KaijuImp
very ambitious, I'm interested in seeing how far you get :) good luck!

Re: Voyeur City

PostPosted: Sat Jun 06, 2015 11:30 pm
by flashpgames
Anyone know the best way to host multiple files? My swf file relies on external data to make modding possible, but I need to upload a file structure to the post for it to work. Unless anyone knows a way of embedding the external xml/json data into the swf? In the mean time you can check progress here www.flashporngames.com

Re: Voyeur City

PostPosted: Sun Jun 07, 2015 12:07 am
by VintageBass
flashpgames Wrote:Anyone know the best way to host multiple files? My swf file relies on external data to make modding possible, but I need to upload a file structure to the post for it to work. Unless anyone knows a way of embedding the external xml/json data into the swf? In the mean time you can check progress here http://www.flashporngames.com

My suggestion would probably be either Dropbox, Mediafire or MEGA, which each have their own services that you can check out.

Re: Voyeur City

PostPosted: Sun Jun 07, 2015 3:58 am
by Biles
flashpgames Wrote:Anyone know the best way to host multiple files? My swf file relies on external data to make modding possible, but I need to upload a file structure to the post for it to work. Unless anyone knows a way of embedding the external xml/json data into the swf? In the mean time you can check progress here http://www.flashporngames.com

So long as it's cross-platform

Re: Voyeur City

PostPosted: Sun Jun 07, 2015 9:06 am
by Terrantor!!!
Hey, there, welcome to the forums. You will get by the approval phase of your enrollment a lot more quickly by posting in other threads. That way your edited topic won't have a delay. :)

Re: Voyeur City

PostPosted: Sun Jun 07, 2015 11:54 pm
by flashpgames
Thanks for that - I don't have time at the moment but I will try to over the next week or so :)

Re: Voyeur City

PostPosted: Tue Jun 09, 2015 11:44 pm
by lukazil
alrighty, looks promising, can't wait for more, just one question: is there going to be an overall plot/ objective? or is it going to be like watching an ant farm, but with boobs?
I think it'll be pretty fun either way, just curious

Re: Voyeur City

PostPosted: Wed Jun 10, 2015 7:44 pm
by flashpgames
There will be a storyline, in fact I hope to create different acts for this game once the engine is built, but this will take a bit of time. Let me flesh it out a bit:

My Own Stories:
Once the engine is complete I will be hosing 5 different games made with my engine, each with my own art, dialogue and sound. I will talk more about these at a later date - this is a very big on-going project
These will be made in the exact same way as anyone else can make a game using this engine - external XML files pointing to external assets that the engine loads up
My site will host these.

The Engine:
The first engine will have the following:
Player Modifiers (money, experience)
Dialogue
Events (already implemented)
Inventory
Cityscape
Characters
Layered Outfits
Camera
Optional Dialogue Options (pick option a, b, or c)
Day / Night cycle (already implemented)
Game Manager (this is based on the World time - every 'tick' will check for new dialogue, events, etc)

If anyone would like to request any other features that you'd really like to see in a game, let me know

Modding:
To play a mod simply append a url to the end of the link, for example http://www.flashporngames.com/?www.moddataxml.xml
The XML file will basically be a file telling the engine where to download any external images / sounds
This makes sharing your own creations with the community much, much easier - if the modding part kicks off we can share mods on this page.
Mods will allow users to upload their own characters, dialogue, buildings, inventory items

Once this engine is completed, I plan on doing other mod-friendly engines

Re: Voyeur City

PostPosted: Sat Jun 20, 2015 4:27 pm
by lukazil
Sounds promising, can't wait to see more