Development of Blake's 7 (was OASIS development)

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Symoon
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Re: Development of Blake's 7 (was OASIS development)

Post by Symoon » Sat Jul 01, 2017 12:35 pm

Chema wrote:
Sat Jul 01, 2017 12:08 pm
It would be much better to have a proper mouse on the Oric, but that is not a reality yet and probably will never be for most users. Besides that hardware did not exist back then, and I like to stick to supporting only the hardware that was available. Using a joystick does not benefit the gameplay too much, as it is the acceleration thing of the mouse, which makes it convenient to move the cursor comfortably.
This has probably been already discussed (forgive my bad memory and lazyness of re-reading th whole thread ;) ), but two ideas:
- could be cool, as in Sierra games, to move the character on screen with keys. Sierra used the arrow keys, which are used here for the cursor, so why not for instance IJKL keys? Assuming it could be done in 43 bytes ;)
- about Joysticks, the PASE interface had two ports. One joystick for the cursor, the other for the character ? :mrgreen:

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Re: Development of Blake's 7 (was OASIS development)

Post by Chema » Sat Jul 01, 2017 1:08 pm

Yes, Symoon. This idea comes up from time to time :) but I am quite reluctant to implement it. In Lucas games, and in this one too, you do not direct the character. You tell him to walk to a point (or to perform any other action) and it moves there automatically, finding the proper path to reach its destination.

it is a single click over a point in the screen, so you don't tell him "go left" and repeat until he arrives... Not sure if I Explained properly :)

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Re: Development of Blake's 7 (was OASIS development)

Post by Symoon » Sat Jul 01, 2017 3:41 pm

Ah yes, true Lucas games didn't use keys, and you explained the way the characters were moving, so I guess it would have to be a complete new system to code.
Ok, see you in a few months when I ask again for it :lol:

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Re: Development of Blake's 7 (was OASIS development)

Post by Chema » Sat Jul 15, 2017 8:46 pm

Hi guys! Just a quick note to let you know that the game is progressing quite well.

I have already put in 11 screens for Episode III, and I will still add a couple more at least. About 50% of the episode's story and puzzles are already in the game, and the plot is almost finished.

I am not sure what to share without spoiling anything, but you'll have to find out a combination to enter a site, deal with a stubborn robot, fake your identity to get rid of a guard and avoid failing on Travis' trap!

And end up with all your team safely in the Liberator.

As I said, I want to have it finished (including manual, clues, and walkthrough) before the end of the year. And I hope to work on it hard on my holidays so stay tuned!
:D

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Re: Development of Blake's 7 (was OASIS development)

Post by ibisum » Sun Jul 16, 2017 12:00 pm

To say the anticipation is so thick I could cut it with a knife would be an understatement. Can't wait! :)

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Re: Development of Blake's 7 (was OASIS development)

Post by Chema » Tue Jul 18, 2017 9:44 am

Patience :) I'm almost there... :)

But to help you deal with the anticipation, let's share a pic of the 12th room for this episode. What about entering a detention block?
cells.png
cells.png (4.45 KiB) Viewed 841 times

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Re: Development of Blake's 7 (was OASIS development)

Post by ibisum » Tue Jul 18, 2017 3:12 pm

*drool*

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Re: Development of Blake's 7 (was OASIS development)

Post by Symoon » Tue Jul 18, 2017 9:11 pm

Really nice!
Hoping you have long holidays :mrgreen:

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Re: Development of Blake's 7 (was OASIS development)

Post by Chema » Tue Aug 01, 2017 3:21 pm

My holidays are going pretty well.

I have corrected a good number of hidden and hideous bugs and put more of the adventure inside the game.

I've made more room so I can now breathe knowing I have a few bytes for new additions or tweaks, and almost 70% of the last episode is programmed and tested.

There is still a long way before the game is finished because I need to solve some bits on the plot, create new graphics, and I have something planned as a small introductory tutorial for the player. And I want to add a guide, a walkthrough, and maybe a clue sheet or something similar, but things are going pretty well and I'm very happy.

Stay tuned!

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Re: Development of Blake's 7 (was OASIS development)

Post by Chema » Mon Aug 21, 2017 7:59 pm

Ok only the following are missing:
- A small part of the puzzle needed to make something work.
- A kind of small tutorial I want to add to the beginning of the game showing a bit of the mechanics of the shortcuts for the actions.
- Tweak a bit the credits at the end of the game, at least make a small tune.
- A lot of beta testing.
- Documentation.

Show this is how things are: almost finished !

8)

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Re: Development of Blake's 7 (was OASIS development)

Post by Symoon » Tue Aug 22, 2017 6:22 am

Cool news as always ;)
So is there hope for Christmas? ;)
(I mean: to have the game released for Christmas... 'cos I'm confident in the fact that there will be Christmas at the end of the year :lol: )

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Re: Development of Blake's 7 (was OASIS development)

Post by Chema » Tue Aug 22, 2017 5:01 pm

:lol:

Yes. I'd love to release it for Christmas. We'll see...

It depends a lot on the beta testing results.

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Re: Development of Blake's 7 (was OASIS development)

Post by coco.oric » Tue Aug 22, 2017 9:00 pm

Christmas is at the end of 2017, 2018, 2019 ...
So we're sure to get this jewel for Christmas

Thanks Chema, it'll be a wonderful gift for Oric Community.

However i wanted to pin that we should have with the Blake's delivery a slowdown in Oric games production.
So Chema, keep Blake's 7 in your computer is better for the oric life :)
coco.oric as DidierV, CEO Member
Image Image

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Re: Development of Blake's 7 (was OASIS development)

Post by Chema » Fri Aug 25, 2017 2:57 pm

Beta testing's just begun ! 8)

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Re: Development of Blake's 7 (was OASIS development)

Post by iss » Fri Aug 25, 2017 4:50 pm

Great news!

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