Dwell - The Survival Sandbox ORPG (Colonies)

General discussion and socializing.

Dwell - The Survival Sandbox ORPG (Colonies)

Postby Jungletoe » Sun Mar 10, 2013 1:31 am

Hey hearthlings!

I'm the developer of a game named Dwell. I'm an ex-HnH addict (I used to play for 8-12 hours a day back in the w3 days), so I wanted to make a game that would return me to the days of HnH's prime (in my mind). What ended up happening is a retro themed spinoff in the survival genre. I took HUGE inspiration from HnH, Civilization IV, and many classic SNES RPGs.

I aim to make this a slightly more political game than HnH-- with more in-game mechanisms for government and village survival. I also wanted to make it a bit more simple than HnH, which is the reason I made a skill-based combat system and simplified stats. I do not aim for this to be an HnH clone, but I do hope to recreate the wonderful world of HnH inside of a retro themed game.

Here is the description:
Uniting the elements of creativity, horror, and adventure, Dwell promises to deliver a unique and ever-changing ORPG experience. In this open world, you have the freedom to settle your own villages, to defend your friends from the creatures hidden within the dark of the forest, and to cultivate and transform the land for your own purposes. To survive is your ultimate goal; how you achieve this is up to you.

Unlike many ORPG titles, your actions, friendships, alliances, and accomplishments in Dwell truly make a difference to the in-game experience; politics, the ever shifting web of contacts and connections, your social standing and presence, can allow you to quickly make friends from other villages, or rapidly develop a legion of fearsome enemies. Who will be the face, the voice, of your people? How will other villages perceive you? How will trade and your economy develop? It’s up to you, the community.

If the threat of creatures and other aggressive villages wasn’t enough, then the mysteries of the darkness will be. Ghosts, the souls of lost children, and other dark forces will wander into your villages and cross you during your adventures…how will you survive?

Defend your friends, erect your village, hunt and cultivate.
And hopefully, thrive and survive.


Here are some screenshots (some graphics still WIP):

Image
Image


Here are some links:
IndieDB
Blog
Youtube
Website


Thanks!
Jungletoe
Last edited by Jungletoe on Thu Jun 19, 2014 12:39 am, edited 7 times in total.
Thanks,
Jungletoe
User avatar
Jungletoe
 
Posts: 121
Joined: Wed Jun 23, 2010 4:47 pm
Location: Washington DC

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby painhertz » Sun Mar 10, 2013 1:34 am

Omg! Kickass! We are all FULLY behind you. Come back when we can actually play your game, until then? Shoosh.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
painhertz
 
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Location: Louisiana

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby TeckXKnight » Sun Mar 10, 2013 1:43 am

Looks really neat. I wish you luck on the game. =)
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby saltmummy626 » Sun Mar 10, 2013 2:11 am

I really like the simple look of your graphics, they definitely have that SNES feel. keep at it, looks like something I would play.
Want to touch my fibula?
Image
Gulgatha, place of the skull.
User avatar
saltmummy626
 
Posts: 1165
Joined: Sat Apr 03, 2010 11:24 am

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby tempwad » Sun Mar 10, 2013 2:49 am

i like it.
client seems is on java. server is java too?
trapped? masturbate.
User avatar
tempwad
 
Posts: 383
Joined: Thu Feb 10, 2011 1:03 pm

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby dra6o0n » Sun Mar 10, 2013 2:52 am

Getting the GUI and map working is one thing... You have 70% more work to go in networking, security, game mechanics, scripting, sound, animations, balance, and debugging.
Plus there is always more stuff needing work than what you generally see or is aware of.

The looks like its build on vb6.

I had ideas on a more horror based survival RPG. But the player size may make it less scary than usual.

For a mmo scale... You need to make the world 100x a typical single player orpg would be.

A multi level labyrinth With randomization in areas work...
dra6o0n
 
Posts: 481
Joined: Tue Aug 24, 2010 3:11 am

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby Jungletoe » Sun Mar 10, 2013 3:26 am

dra6o0n wrote:Getting the GUI and map working is one thing... You have 70% more work to go in networking, security, game mechanics, scripting, sound, animations, balance, and debugging.
Plus there is always more stuff needing work than what you generally see or is aware of.

The looks like its build on vb6.


What if I told you I was doing it all in C++ and already have all of that completed? I already tested it with my whole development crew and a few others (10 in total) and there weren't any problems. I frequently allow testers to come into the game and find bugs. If you still don't believe me, add me on Steam (xbradywx), Skype (brady.welch), or watch some of my old videos on my blog.

Don't go around spreading bullshit. Why would you automatically make the assumption that it's made in VB6?

EDIT
Thanks to the rest of you, I'll keep you updated :)
Thanks,
Jungletoe
User avatar
Jungletoe
 
Posts: 121
Joined: Wed Jun 23, 2010 4:47 pm
Location: Washington DC

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby Eemerald » Sun Mar 10, 2013 4:08 am

looks cute:)

would be nice to see it up and running.
Image
A (bad) Haiku
I heart Emerald
She hates villagers with lives
Leads with iron fist
Eemerald
 
Posts: 2777
Joined: Mon Jan 10, 2011 5:58 pm

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby dra6o0n » Sun Mar 10, 2013 4:26 am

Jungletoe wrote:
dra6o0n wrote:Getting the GUI and map working is one thing... You have 70% more work to go in networking, security, game mechanics, scripting, sound, animations, balance, and debugging.
Plus there is always more stuff needing work than what you generally see or is aware of.

The looks like its build on vb6.


What if I told you I was doing it all in C++ and already have all of that completed? I already tested it with my whole development crew and a few others (10 in total) and there weren't any problems. I frequently allow testers to come into the game and find bugs. If you still don't believe me, add me on Steam (xbradywx), Skype (brady.welch), or watch some of my old videos on my blog.

Don't go around spreading bullshit. Why would you automatically make the assumption that it's made in VB6?

EDIT
Thanks to the rest of you, I'll keep you updated :)


That's just you jumping to conclusion.
Genusis told me you took a few open source libraries to cover those implementations.

The vb6 is because of its basic looks. Generally because some older 2d mmo programmers used to use them.

I generally skim through lots of news and information on games, indie and retail alike, and poke around to see if it'll deflate.

Topia kind of led to a depressing development though.
dra6o0n
 
Posts: 481
Joined: Tue Aug 24, 2010 3:11 am

Re: Colonies - The Survival Sandbox ORPG (I'm the developer!

Postby Jungletoe » Sun Mar 10, 2013 4:53 am

dra6o0n wrote:That's just you jumping to conclusion.


I already have the game 90% completed. Don't tell me what I have or have not done. This is my game. I've had to deal with enough of you naysayers already and I'm getting tired of everyone's attitude. What experience do you have that qualifies you to tell me what to do? Have you ever finished an actual game?

dra6o0n wrote:Genusis told me you took a few open source libraries to cover those implementations.


So? Is there a problem with using a sound/graphics/networking library that the majority of the Indie community uses? Is there a problem with it being open source? If there is, I guess I shouldn't be developing for Linux then, right? It's not like this library does everything for me. I use OpenGL graphics instead of SFML's prebuilt ones so that I could get a lower level control. Should I also not use OpenGL?

Genusis talks trash about all other languages besides C even though he can't do shit with it. Genusis hasn't completed ONE solid game, nor has he ever had a finished product. He leeches off of Stephan and Anthony's code and takes all the credit for it (they actually wrote him an entire tile engine!). There is no problem with C++ and I refuse to change languages because some autistic 22 year old can't adapt to new standards and libraries.

dra6o0n wrote:The vb6 is because of its basic looks. Generally because some older 2d mmo programmers used to use them. I generally skim through lots of news and information on games, indie and retail alike, and poke around to see if it'll deflate. Topia kind of led to a depressing development though.


That's completely irrelevant. Remove yourself and your uninformed opinion from this thread. I'm tired of people telling me what I can and cannot do. You and Genusis need to stop hopping on the hate train of any game that resembles the one you guys attempted to make. Just because you guys failed doesn't mean that I will (and I havent!).

I have videos and the stats to prove everything I've done. What more can you possibly want from me?
Thanks,
Jungletoe
User avatar
Jungletoe
 
Posts: 121
Joined: Wed Jun 23, 2010 4:47 pm
Location: Washington DC

Next

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Claude [Bot] and 1 guest