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[Release] Street Posse Showdown

17
Posts
8
Years
  • 6JrOrN0.png



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    As it is with every city, crime is unavoidable in Oaksville, but the situation has gotten worse over the recent years. It was bad enough that most of the wealthy residents have left, fleeing for greener and safer pastures. Without the income or taxes from those people, the city cannot afford to maintain the size of the existing police force. Therefore, with great pain, they downsize the cops to less than a quarter of their previous number.

    Without most of the cops, the crimes have increased and the situation on the streets has gotten more chaotic as various groups struggle for dominance. At present, whatever your past and reason is, you have decided to fight back with a group of people dissatisfied with the current situation. How will you fight? Whom will you let into your posse? And what future will you decide to pursue?

    That's up to you, leader. Welcome to Street Posse Showdown.

    Spoiler:


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    • Highly Tactical Battles
      The distance, positioning, class, available techniques and elements of your troops have a huge effect on how well your posse will fare in the battlefield. Be careful in how you move your people as the enemies have zero moral issues in ganging up on them. Buffs and debuffs will play a huge role as they are not simply small percentage increase or decrease, but affect stats majorly.
      Spoiler:

    • Mission-Based Gameplay
      Instead of fighting just a single battle each time, now your posse has to fight a series of battle in a mission before being allowed to rest and refresh. Your men may have start each mission with a full tank, but will they expend it all in the first battle and go on empty into future battles? Or will they be stingy and conserve their stamina for next battles? Will this cost them in surges? It's your game so you decide.
      Spoiler:

    • Large Amount of Forces
      You may start off capable of only bringing 6 of your members into the battlefield, but that number may reach up to 12. So too will the number of people you can bring into each mission increased as the game goes on. Do note that this escalation of force is not only privy to the player, but also to the enemies.
      Spoiler:

    • Distinctive Elemental Attributes
      Inspired by Pokemon, each character and their attacks have elements. The interaction between these elements will decide how strong will the attack be and how well will the character use the attack. Going with a diverse cast of characters with different elements will help you against most foes than going in with everyone in the same class and element. But, hey, it's your game and it's your call.
      Spoiler:

    • No Permadeath But Enjoy Your Injuries
      There won't be any permanent death when a character is knocked out on the battlefield. Instead the said character will get an injury which may be permanent or temporary. To get rid of a permanent injury, the character need to have quite a long visit to the St. Thomas Hospital, which charge a hefty price for their services. Will you spend money on your men health or you just ignore it and fight on with your personal army of injured cripples?
      Spoiler:

    • Replaceable Techniques
      While your members can learn new techniques by leveling, some of the best and most suitable techniques are only available outside of growth. Those are available through either training or items. Be it equipping a gun to shoot bullets or training in a dojo to learn how to deliver an uppercut, everything is available as long as you got the dosh.
      Spoiler:

    • Knowledge Is Power
      When fighting someone, knowing what he is weak against, what moves does he have and how much punishment can he take before he fold is quite important. This is represented by a knowledge level of what you know about each of your enemy posse. When you reached a new level of knowledge, you gain more details about the posse and their members. At maximum level, you get even to know the enemy characters' traits, personalities and quirks.
      Spoiler:

    • Randomize Recruits
      The people that you can recruit into your posse, with the exception of special NPCs, are randomized in terms of stats, name, gender and characteristics. Who knows, you may be lucky enough to get Bubba, the very friendly ex-prisoner or Sasha, the strong independent woman who need no man.
      Spoiler:

    • Single Player Story-Driven Campaign
      This game development is focused solely on creating a fun story-based campaign based on the exploits and decisions of your character. Most of content are handcrafted and there will be no grind whatsoever just to pad the gameplay time.

    • Changeable Clothing
      This game character sprites is developed using Spriter character maps. This in turn, allow player to customize the clothing of each of their posse members as much as they wanted, with exception of special NPCs. Never underestimate the joy of dressing up your posse with a theme in mind.
      Spoiler:

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    I started developing SRPG after I get tired of whining and complaining about the absence of good SRPG in the market. The western SRPG I found the gameplay element is too lacking and simple while Japanese SRPG is too grindy for my taste. Even so, I enjoyed them but believed that I could do better given a chance. By making a SRPG that have robust gameplay elements while ensuring all battles are handcrafted, without any grind. A game that I and my friends would enjoy playing. And so began my hard journey into the world of gamedev around 3 years back.

    I have created many prototypes and many systems before. Some are as simple as the ones I complained about before. Some are simply too hard and require the players to read a 200 page manual before being able to understand the mechanics due to my effort of translating tabletop rules into video game. Despite all that setbacks, I like to believed that I learned, improved and absorbed all that is good in those system.

    And so, 3 years have passed and here I am, bringing you a game with a ruleset that is hopefully, simple to understand and yet have a depth for those who want to master it.

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    As requested by the rules in the section, let's talk a bit about the software I used in developing the game.
    • Construct 2
      The main game engine of my game. It is simple to use and yet hard to master. This software is the main reason I can gamedev at lightning speed compared to my SRPG gamedev colleagues who forced to take weeks to implement what I could do in days. Since it use HTML5 and OpenGL, I have capability to deliver the game on all three OS; Linux, Windows and Apple through desktop executable called NW.js.
    • Spriter
      My 2d skeleton animation software of choice. And yes, it could also be used not only for digital hi def art, but also for pixel art. Very helpful especially for SRPG which have numerous characters sharing animations despite looking differently.
    • Microsoft Excel
      This software is extremely helpful in making database regarding all of the game information such as classes, item, status effects, personalities and such. Exporting the tables as csv which is then turn into arrays which is used in the game is not difficult once you get the handle of it.
    • Photoshop
      While I understand GIMP is the most popular graphic software of choice, due to my work, I have a license for Photoshop, which I am more than happy to use. Help me a lot in doing pixel art despite my inexperience in any kind of art when starting out as a gamedev

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    Usually it's just me. But I have an audiobro helping me in this project. To ensure my ability to keep him focus on the project, I will go for crowdfunding sometime in the future. My previous project died after I wait for months for audio from an audiobro who is too busy with upfront paying jobs and too embarrassed to tell me that fact until I confront him about the months of delay. I do not wish to repeat the same experience.

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    The demo is completed. It is available through the link below. I will continue working on the assets of the first chapter of the game while awaiting feedback.

     
    Last edited:
    17
    Posts
    8
    Years
  • Finished about half of the shop functionalities for the game.
    Let's talk about the finished portions.
    First part is training.
    Certain places in Oaksville offer training either in techniques or traits in exchange for money. As said before, access to those locations with sometime be decided by your relationship with different factions in the game.
    I think the functionality is pretty much done. If a character learn more techniques than he could hold, he have to drop one of his existing techniques. You can see this through the gif below.

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    Second part is recruiting.
    Unlike most games, there is no one place in Oaksville where you can simply recruit any classes. The availability of classes in shops will be determined by the type of shop, the wealth of the district, whose turf is it and others.
    In this example, since the place is a gym, you can only recruit brutes from there. The level which the recruit have is also determined by location.

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    I will work on the buying and selling of goods after this.
     

    averyindahouse

    Creator of Pokemon Sigma (Coming Soon)
    41
    Posts
    9
    Years
  • I don't believe this game is allowed to be posted in this section? Considering that this is the area for the development of Pokemon themed games made with RMXP or some such program, this doesn't seem like the most appropriate place for this game to be posted. I could be wrong, however.
     
    17
    Posts
    8
    Years
  • I don't believe this game is allowed to be posted in this section? Considering that this is the area for the development of Pokemon themed games made with RMXP or some such program, this doesn't seem like the most appropriate place for this game to be posted. I could be wrong, however.

    I am not that sure myself.
    All I can say in my defense is that my game mechanics is influenced by Pokemon.
    Seeing that the mods approved the creation of my thread manually, I guess that they approve of it?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    I don't believe this game is allowed to be posted in this section? Considering that this is the area for the development of Pokemon themed games made with RMXP or some such program, this doesn't seem like the most appropriate place for this game to be posted. I could be wrong, however.
    It's the Game Development section. This is a game that is being developed. There's nothing wrong with its placement. I don't know where you got the "Pokémon only" idea from.
     
    17
    Posts
    8
    Years
  • Just finished the last two of shop functions, buying and selling items.
    In this game, buying and selling work differently from most other games in that the price of each item is not fixed nor is it the same in every shop.
    Some shops may sell cheaper potions but be more expensive in other items such as grenades or guns.
    Some shops will refuse to buy any potions from you while willing to pay above market price for your guns.
    Moreover, certain characters and "limited time" shops have only a number of a rare item for sale, making you unable to purchase a huge number of the said item.
    As said before, relationship with different groups in Oaksville will also alter the behaviors of certain shops.
    The same also goes for recruiting and training, of course.

    The intent is to make every shop and district unique and memorable.
    Perhaps, in the industrial district, you will find cheaper industrial products and related services while in the commercial district, fashionable items are vastly more cheaply than in other districts.
    And there are always wandering dealers and street traders willing to make a trade for the right price...

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    On the side note, I change the colors of the general UI for the game to invoke a fresher and lively look.
    I think it does the job well.
    For comparison, a before and after image are in the spoiler below:

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    Going to work on improving the look and feel of info boxes in the game next.
     
    17
    Posts
    8
    Years
  • The audio still haven't finished so we still have to wait for quite a while. Still left a few BGMs and SFXs to do, according to my audiobro.

    On the side note, I finished several classes and the sprites to represent them.


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    Fullback
    This heavily armored fella finally bring his formidable skills to the streets.
    Role: Defender Major, Physical Striker Minor


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    Technician
    Handy to have when your appliances are broken yet again.
    Role: Debuffer Major, Defender Minor
     
    17
    Posts
    8
    Years
  • Upgraded the saving functionality to allow for custom slot names.
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    It is surprising the amount of work needed to code and polish some features that we taken for granted in AAA games.
    In case you are wondering, it's a hell lot.

    On the side note, also finished yet another class.

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    Chemist
    A sadistic f++ker who use his knowledge of chemistry to screw with others.
    Role: Special Striker Major, Debuffer Minor
     
    17
    Posts
    8
    Years
  • Finished some stuff. Here are the highlights:

    • Upgraded the AI schematics to allow AI to take account of elemental advantages and affinity. In this new setup, the AI will compute all possible flow of actions of a single turn while taking account of its personality, AI type, movement focus, action type favoritism, target priority, tag team and elemental knowledge to calculate the final value of each flow. After all is calculated within nanoseconds, thanks to all the necessary variables are already inside data tables beforehand, the AI will always choose the flow of actions with the highest value and enact it.
    • Change the existing initiative system which is "roll every character's initiative at the start of each battle" to a new one which is "roll every character's initiative at the start of each round in battle". This make agility boosting and lowering techniques significantly useful in battle for adjusting turns, since initiative is calculated based on agility + initiative dices.
    • Game trailer is being worked on by audiobro. The visuals for it are done.
    • Removed unsupported Linux and Mac build of the demo after being unable to troubleshoot some issue that people have with them because I simply don't have machines running those OS.
    • New demo uploaded with the top two features added to it.
    • Working on making chapter 1 visual assets.
    • Finished the design for a new character class called Outcast. Specialized in attacks with nasty special effects attached, specially the type that screws both enemies and allies.

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    An unhinged person that nobody want to be caught associating with. The strong BO doesn't help either.
     
    17
    Posts
    8
    Years
  • Alright, time for Mid December Update.
    • New Dialogue Font
      Changed the old dialogue font, which is 04b03 to PF Tempesta Seven Compressed. Should make the long ass dialogues in the game more readable. Changed the dimension of all dialogue boxes to compensate for the increased size of the font.
      Spoiler:
    • Dialogue Choices Get Scrolling Functionality
      Dialogue choices now use the same scrolling functionality that all lists in the game used. About time. This also enable me to use give, theoretically unlimited choices as there is no limit in space.
      Spoiler:

    • New classes
      Finished the creation of Dealer and Merchant classes. Dealers are extremely strong when they are packed with items that they can exploit and most of their techniques revolved around item usage. Merchants are very proficient buffers and debuffers that use the power of greed to influence both enemies and allies in amusing ways.

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    • New districts
      Finished three new districts, Maple Tree, Oaksville Central and Truman Hill. Each of these district have their own unique locations and things to offer to the player.

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      Oaksville Central - The decaying heart of the city.
    • Chapter 1 still being worked on
      Finished characterization of the several early important NPCs. Finished creating the early antagonist and his rag-tag gang. Still working on finishing the chapter 1 storyline and resolving the mission paths.
    • Trailer progress
      The audio is still being worked on.

    Again, for the top two features, an updated demo is already uploaded with those two features in place for demonstration. You can download the demo through the link in the first post of this thread.
    Enjoy yourself.
     
    17
    Posts
    8
    Years
  • I planned to do a update a bit later than this but finally the trailer has been completed.
    So, without further delay, since the game have past the alpha stage a while back, I have put the game on Steam Greenlight.
    If you like what you seen so far, please take the time to vote for it. Thanks in advance.



    Steam Greenlight Link

    To celebrate the completion of the trailer, I have also pushed forward an updated demo, which features:
    • Instead of just skin color selection during randomization of generic characters, I have implemented hair color selection too, instead of just everyone having brown hair.
    • During character creation, the player options are increased by a great deal in selecting appearance due to me unloading every character assets that I have created so far into the demo.
    • Game load instantly instead of having a loading bar during the start of the game. That was because I am preloading the audio assets beforehand. That is stupid and unneeded since the audio assets are right there with the game, not half a world with high ping away. Changed the setup to streaming, as it should originally be.
    • Some small fixes and improvements.

    Currently, the game development will be on hold for a short while so I can make an effort for my game to clear Steam Greenlight.
    This is will be hard since turn based tactics game is pretty niche and the pixel art graphics is not improving my game chances either.
     
    17
    Posts
    8
    Years
  • It has been a while since I posted an update.
    There are a lot of things changed and improved since the last update.
    You can experience it yourself by downloading the updated demo from the first post.
    Chapter 1 still haven't finished yet due to previous development efforts were shifted to the changes shown in this update.
    If you have any questions, feel free to ask.

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    ptisnjunk95

    Made in Portugal
    129
    Posts
    11
    Years
  • Oh god!! This game looks so awesome!!! I will definitely give a try at this.

    I think you could add more decoration to the shop, looks like too empty. Keep up the good work!!!
     
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