SO!

It’s been WAY too long since my last post. I’ve been mostly playing Starbound.

A couple posts ago, I talked about how I would have made Spiral Knights, and after that, hinted at an interesting idea for a single player game with a shared world. And I’m back to inform you that I’m working on a Spiral Knights spinoff game featuring both. I’ve got a chunk of the framework down, so I’m not all carrots and no hamburgers.

It is going to be a text-orientated game: the programming is a lot deeper that anything I have ever done so I didn’t want to screw myself over by needing to develop a functioning physics and collision engine and a snazzy GUI, not to mention spriting it all.

The plan is to be able to flexibly load character bios into the game to give the NPCs a stronger character presence. Treasure Vault community, I’m looking at your hyperlink :)

Anyway, despite there being little to no graphics, that doesn’t mean I haven’t considered the possibility of having art scenes show up at certain events. It just isn’t a high priority yet: I want to get a game right for once instead of biting off more than I can masticate.

If you’re in a bad mood, I hope this makes your day like it did mine

It’s just so cute, the tune and the animation :3

Ready for Winterfest, everyone? That frosty occasion where we get together and sing Echoes of Silent Knight, Deck the Guild Hall and Randolph the Red-Nosed Devilite for a few minutes before quickly escaping the cold by jumping back into our warm toasty Ready Rooms that sit directly above above the King of Ashes run.

Hmm. Pondering over making a game that:

  • Is multiplayer
  • Uses a synchronized world
  • Doesn’t require the players to be online at the same time
  • Doesn’t connect to a server
  • Played via forums or email
  • Supports drop-in, drop-out play

It seems pretty ridiculous. It kinda is. I realized that even though there’ll be a synchronized world, each client’s world will appear different. Then it hit me: the Clockworks. It excuses the fact that every player’s world appears different, and even allows me to change the world around every time you play.

You could leave items and recon modules for other players to find, and you could collaboratively work together towards the core (for example, opening up radio-comms and asking someone nearby who’s on a Power Complex that you can’t reach to shut off the security systems for that Gremlin Sentry

Blast Bomb Schematics

(From top-left, down.)

Scanner: The scanner is a ring-shaped part attached to the top of the bomb’s shell, fastened with the skull bolt. It is responsible for identifying friend from foe. Some particularly tech-savvy (or downright lucky) knights have been known to hack this device so that it puts a higher destruction priority on certain scans, skewing blasts to increase damage to the specified entities.

Shell: The shell is made out of a specially treated and electronically charged section of adamantium. The adamantium has polarized “pores” that do not allow energy and matter to pass until a certain energy threshold is met. Upon meeting this threshold, the pores discharge, letting the built up energy through.

The outside of the shell is also painted with a microscopic thermographic network of diodes, and the shell is wired at one point to the internal systems of the bomb. When the internal systems drop in energy levels, the thermographic paint automatically begins to absorb heat and light from outside the bomb to recharge the core.

CPU: The internal systems of the bomb control detonation, bomb recharging, and also pyrotechnic adjustment. To trigger the bomb’s core overload, a specific electronic signature must be input. This signature, generated by the Knight’s power armor, is very long and complex. The complexity ensures enemy forces are unable to utilize the bomb, and the reason it is so long is because it also contains the matter configuration of the user and the user’s allies which the bomb’s computers use to adjust the explosion of the bomb just enough so that no friendly damage is caused. Certain armors are specifically designed to transfer this signature faster, and some Knights can afford advanced bomb systems so the computer can process the signature at a more rapid rate.

Skull Bolt: The skull bolt is given a positive charge, so that it is attracted to the core, which is negatively charged. When the core gathers electrons during its critical stages, the attraction force increases, preventing the bomb from flying apart even when it is at its most unstable point.

Energy Core: The core is a very complex component and its construction and operation is only fully understood by the most elite Spiral Technicians. It functions off the basis of a flexible energy in, energy out system, similar to a rechargeable battery. When the core is set to overload, it begins to undergo a controlled nuclear reaction. Once the core has overloaded enough, it stabilizes by releasing all the built up energy simultaneously.

Chassis: To allow easy retrieval of a recently detonated bomb, the chassis is not only made out of reinforced adamantium to prevent the bomb from blowing out the ground underneath it, but it also has an energy lens at the very center. This energy lens rapidly converts a large amount of the core’s critical mass and energy into a very dense matter, rooting the bomb in place with its sheer weight. It also prevents the core from losing all energy in the blast, and the matter is converted back into the core as energy shortly after the blast.

Tumblr REFUSED to let me save this as an image post. Any other image it would accept except this one.

Shameless deviantArt plug

Tumblr refuses to let me URL link one image from my deviantart. All my other images I can link but this one freakin’ image, it’s being a pain in the ass about. Keeps just saying “Error Saving Post”

I’ve been thinking about something. The Clockworks, as the story and lore goes, is supposed to be a hella dangerous place, girders and modules shifting around with traps and monster sentries at every corner. Segments of levels are pulled apart and rebuilt elsewhere very rapidly using a combination of the swift, numberless, genius and risk-taking Gremlins, and heavy machinery such as cranes, cargo trains and skydome gear-mounted scaffolding. The very world acts almost as its alive and attempts to trap the knights whenever it can.

But where is this reflected in the real game? The only places I can think of are the airlock monster arenas (kill all enemies to continue), the randomly generated levels (that don’t change once you’re on them) and the rotating “next level”. Of course, it’s an action RPG game, where the player is supposed to be able to crush anything in his path to level up and get gold, but I wonder if the game could have been something else.

If I were to ever remake Spiral Knights as a fan game, I’d want it to be close to the original lore as possible. I’m thinking needing to find a safe place to sleep, finding resources and materials to create tools to continue, avoiding Gremlin patrols and Gun Puppy entrenchments. Where “alarm sounding” doesn’t mean “lots of crowns coming my way”, it means “get the hell out before I’m turned into a wrench-salsa”. A place where devilites, and Trojans, are REALLY freakin’ scary, and Zombies are numberless. A place where the lights could go out at any time and you’ll be left standing in the dark on metal bridge being slowly tilted 90 degrees as it’s prepared to be shifted somewhere else. Hey, that’s pretty much all the criteria of a survival game, isn’t it?

Note that the keyword there is “if”. :P