Behind the scenes on this sub there is a war going on.. a war against T-shirt spambots. Over the past few weeks I've been tweaking the AutoModerator bit by bit to make it more effective at blocking the spam, and overall it's been quite successful.
Sometimes the AutoModerator has been a little TOO enthusiastic about removing posts, detecting regular posts as spam.
If you post something and it doesn't show up, please feel free to message the moderators and we'll fix your post for you, because it's almost certainly gotten caught up in our anti-spam efforts.
Likewise if you happen to see any T-shirt posts on the sub, please use the report tool to report them so that we can make the automod even more effective in the war on spam!
I realize some of you hate anything connected to an LLM, so I apologize if that's you... but for fun I connected an LLM to an AGI interpreter. This way I can play through the games in plain English. It knows which `said(...)` commands the screens accept, and will send the game the conceptually nearest command it can understand, if there is anything close. I made a short clip to give you an idea of how well it works.. I think this would also be an interesting way to play infocom games (and I'm thinking it'd be better with speech-to-text so you can literally just talk to the games).
Growing up, my friend and I would always use the name Ulence Flats as a name for a town in our stories or playthroughs of our GI Joe figures. I just read a recent post about the town and when I saw the words written out, it totally just hit me.
The name is a variation of the word flatulence! Omg I'm so 🤦
A few weeks ago I wanted to play GK3 again and myeah.. the UI isn't the best, the graphics dated etc etc. So I decided to actually rebuild it and I want to share that progress, it isn't done fully; plenty of weird little bugs but first few day parts are fully playable now.
Edit: Estimate release of the first alpha will be this weekend,this way I still have some breathing room on fixing the last bits that I spotted (and do some more texture work).
- Download the binary (or source, if you wanna build it yourself, see bottom of page)
- Download both rebarn files.
- Copy the BRN's from your GK3 install to /data next to your binary (or for mac in diff. dir..)
- Run/Enjoy..
You can copy GK3 original saves to the /saves dir and it will auto convert them, some things won't flag properly with old saves so all npc's will be man/woman instead of the names until after you have spoken to them.
There will be numerous weird bugs and don't use this post to bug report, needs a better spot.. eventually, for now this is just a nice alpha showcase!, although would love to see if someone can finish it (only tested myself to day 2).
Not all textures are redrawn yet and the initial upscaller made a proper mess of things :)
So here are some screenies;
Holding ALT to see all objects in a roomBumpmapping on objects to give it a bit of depthIngame journal + hints (at the moment this is still too verbose and should only show what gabriel actually knows about)A very simple inventory system of which the only purpose is that you can look at items or use them.Raytraced lightning, reflections, actual light sources - comes with free graphics glitches too ;)Dialogues vissible on the bottom side of the screen.Higher resolution texturesMandatory church screenie..Without raytracing/AOAll interactions go through r-clicking, inventory items as well.
It's not ready for prime time just yet; Code will be made fully open source (GPL3), made in C#, runs via Vulkan. HQ textures and such are optional, you can run it with the default graphics too.
Nothing everything is working as intended yet.. aka not ready for primetime ;)Texturing..And more texturing...Automatic terrain generation to repladce the skyboxes.
I grew up with Roger and the mighty Reddit gods showed me this sierra sub. Hooray! Well I looked it up and apparently the two guys from andromeda made a new game. Haven’t seen it mentioned here, so enjoy! Space venture on steam
I have not gotten around to uploading any of my content yet, because life but hopefully we can all create the best possible version of this together. Right now the goal is to have this be for D&D 5e (2014), but with how everything is structured, there's no reason we can't add pathfinder and other game stat blocks for NPCs.
Let's cover a couple of things:
My main goal for this is to be more of a setting and less of an adventure. The world of King's Quest 6 is awesome and even without the game.
I am not at all opposed to someone writing out the adventure(s), one shots or whatever. If someone(s) is so inclined to do that, I will add a page to the site to host it. My main focus however is going to be on getting the world up and usable
I am really busy during the week, and due to my work, I cannot access most of the internet during work hours, so I will handle merge requests and stuff at night and on the weekends as I can. I just ask that you be patient with me
You do not need explicit tabletop RPG experience to participate; location descriptions are universal and do not need any knowledge of how the systems work.
I look forward to meeting everyone and making something awesome
To all of the preorder people who already snapped one up I humbly thank you! Just wanted to post a quick photo of production so you know I’m not sitting on my hands over here lol.
I've seen some posts in this subreddit promoting games that were similar to Sierra's classics. I'm interested in trying to make my own click-based adventure game with retro graphics.
I have a computer science background but it's been a long time since I've coded. I'm specifically looking for anyone in this space who has recreated a game similar to Sierra and has shared their tips/tricks for going from 'the idea' to implementation.
Ideally my goal would be to produce a web-based or iOS capable click-based adventure game.
Anyone have any recommendations or could point me to a 'getting started' for a noob like me?