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    posted a message on Barrou Climate

    I fixed the problem with "what is" and "what's" that you encountered, Sephiex. It's done for "is/'s", "are/'re", "did/'d" and "have/'ve" variations. If I missed any, please tell me so I can add those.

    You'll find these updates along with the Exo-suit feature in the next preview, which I'll probably have ready in a few days :)

    Posted in: Project Workplace
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    posted a message on Barrou Climate

    I'm well aware of the complexity of that system. The possible chats in this preview are very limited and are only to show how the system will work. I know there will be a LOT of time required to make it acceptable quality and I'll probably need a lot of input from different people on how they would express something.

    For the time being, I'll be continuing on other systems to give a preview for, which right now is the Exo-suit system. Everybody who's been experimenting with the pulldown list items should know I'm going to have some annoyances with that :P

    Posted in: Project Workplace
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    posted a message on Barrou Climate

    Added the first preview of Barrou Climate, featuring the glossary (through the menu with Esc) and a part of the tutorial. The tutorial will guide you through the controls and IE system.


    KNOWN BUGS:

    The first time you open the menu and try to close it, it won't work. Open the glossary first and then everything works fine.

    Posted in: Project Workplace
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    posted a message on Barrou Climate

    Barrou Climate

    is a futuristic single player action RPG for Starcraft II with multiple brand new features.



    Lore

    The year is 1386 by the Barrouan calander. As you start the game, you are a little kid on planet Garros that is simply curious about what is behind the guarded gate of the local power plant. The power plant is build next to what appears to be a bottomless abyss that's many, many miles broad in diameter. This abyss is very unknown, but it is definitely not made by nature and it's a huge source of power. That power is harvested by the power plants for the use of the colonies surrounding them.
    A lot of history was lost when colonists went to Garros. All we know now is that the planet they originally came from was becoming overpopulated, and the government was looking for new planets to colonize. However, only 2 other planets were found that allowed human life. They were very small, and soon those were overpopulated as well. Then, scientist came with a solution to populate some of the planets that did not initially allow human life. Those planets would be habitable due to a strange power source from abysses. With the power from these abysses, exo-suits can be powered to provide human beings with everything they need to survive. After several successful tests, the project was initiated at large scale, and multiple planets were colonized with metropolises build around the planet's abysses.
    However, the colonies were self-sustaining and since interstellar communication across these distances was not possible, the colonies were gradually separated from eachother and the original home planets. But it was alright: The overpopulation problem was solved for many millennia to come.
    To find out what happens after you start your little exploration as little kid, you'll have to play the game.




    Gameplay

    Barrou Climate will have gameplay features that no other game has. These features will allow the player to guide the game more to his own bidding then he was able to do before. You are not bound to play alone, with a small team, or with an entire army. You are not bound to preset choices or tactics. Barrou Climate breaks these limitations and will allow YOU to choose what you want. And this is how you get it done.

    Extra-interactive system

    How many times did you play an RPG and thought 'Hmmm... Shall I beg him to join me? Shall I threaten him to let him join me? Or shall I play hard to get and ask him later to join me?'. Well, I don't know about you, but if I don't want him to join me, he doesn't join me! That's how we do things with the new extra-interactive system. You are not limited to choose between 3 possibles ways to say yes. In Barrou Climate, you don't get 3 options. Instead of buttons who tell you what to say, you say everything first-hand. It's a very simple way of communicating, just like you would communicate with anybody else (if they played a game with you): You type in chat! All you have to do is select the unit you want to talk to and type in the chat a question for him to answer or an answer to a question he asks you! Person #1 knows things that person #2 doe not. So if you ask person #1 about where you can find George Bush's house, he may have no clue, while person #2 points you in the right direction. Talking to people gives you info about many key objects, events, places, people, etc.
    Obviously, if you talk to a stranger, you don't know his name, his profession, his day-to-day stuff, etc. If you care to know, all you have to do is ask! There might be something useful in there or simply gives you reference points.

    Allies and enemies

    Just like in real life, anybody can be your friend or foe. Make as many as you want! With a good chat, you can convince most people to help you in battle, even if they're not combat-experienced at all! Currently, the plan is to limit the number of possible brothers in arms to 50, but this might change. It is entirely your choice to use every spot available, to take only a handful of companions or even go completely solo. Everything has it's pros and cons. More people means more manpower, but also means you have to equip more, which forces you to leave them with crappy stuff that might not get the job done. With the various unique situations, a certain setup has a larger advantage then another.

    Exo-suit

    As read in the lore, life is only possible in your exo-suit. These suits are the exact same for everybody. But since everybody needs something different for their job, the suits are made to automatically modify to a state that's set up through a lay-out chip. The default suit lay-out is that of a civilian. It has default clearance to public buildings and area's. People who need a different lay-out for their jobs will get their chip from the company they work for. Their new lay-out may be required to handle special tools or carry heavy material. Scanners at area's which require certain clearance will detect if a chip with proper clearance is active in a person's exo-suit when he wants to enter the area.
    As you progress, you will be required to possess a chip to get to certain area's. Other chips allow you extra slots for tools, upgrades and weapons, which are very useful in certain combat situation. However, more slots doesn't always mean it's better. Each slot might only accept a certain type of equipment or weapon, and some are not allowed to be combined in 1 lay-out.




    Combat

    With the different ways of communicating and equipping, you're given the same large freedom in your battles. If you go by yourself, you will just control everything like you're used to do. but if have some good friends, you can give them complete protocols exactly the way you want them to handle in a situation. You may decide who does what at what moment, on which target under which conditions. People who are known with GUI triggering will notice that this protocol system is very similar to that. The protocols will be divided in 3 steps:

    1. Unit following protocol
    2. Start signal
    3. Performed actions

    You first select which allies form a unit that you will give a protocol to follow. Then you give them a start signal. This can range from the moment you enter the area where the battle is about to start to when a certain opponent is taken down by another one of your units. You are never again limited to preset combo's. The boundaries are as far as your own imagination.




    Credits

    Special thanks
    The World Is Flat - For helping me come up with an interesting storyline.








    Should any more info become available about this game, you will be updated. Any comments, discussions or criticism on this game or its systems are allowed, as long as it is properly motivated/constructed.

    Posted in: Project Workplace
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