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Street Posse Showdown - Urban Isometric Tactical RPG - Out on Steam Early Access

Roqua

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This game does look really good, but on the first page it seems it is extremely controller focused. I cannot abide that. Is it limitations of the engine (like rpgmaker) and you are not capable of making working PC GUI or is the controller scheme your choice? If it is your choice, sorry, I don't support savages.
 
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This game does look really good, but on the first page it seems it is extremely controller focused. I cannot abide that. Is it limitations of the engine (like rpgmaker) and you are not capable of making working PC GUI or is the controller scheme your choice? If it is your choice, sorry, I don't support savages.

It is my choice, because it's more comfortable for me playing games using a controller or keyboard after a day of using the mouse for work. Also I am inspired by Tactics Ogre: Let Us Cling Together UI and its quick control schematic.
 

Roqua

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I support everything about this game besides the savage and uncivilized caveman controller focused nonsense. People that can make a real PC UI with civilized keybinds and normal input device support have no reason not to. I understand that you have a preference, but you want other people to play this game so you make it civilized for them.

Look, I absolutely hate wearing pants. Its fucking stupid. I hate them with a passion. But, I still wear them to work because other people would be bothered if I walked around in my underwears. I like getting a paycheck so I suck it up and put pants on every fucking day. Buttoning my pants and putting my socks on are awful. My belly is just not made for pants wearing and socks-putter-oning. But I do it.

Don't add civilized elements to your game because of you. Do it for science and civilization.
 

Siveon

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Alright so this new classless system has officially thrown my brain in a loop when making characters. First of all, I think there needs to be a description of what each School is meant to be used for. Especially since this is using fairly original sources like Academia or Street Fighting. I can assume what they're for, since some are more easy to classify than others, but some information about the schools and what they're for during the character selection screen (especially with all that space) would be very useful. Just as well, I think accessing the tutorial/manual in the main menu (Strategy game style) could help grognards not gimp themselves when creating their party/themselves.

Now, nit picks. The UI is very similar to JSRPGs, which I'm okay with (owning a gamepad). However, a few things kind of rub me the wrong way and I think could be easily fixed. For one, backspace when writing down names shouldn't delete the entire name, but just a letter. Another one is that when you're choosing the clothes for your characters you are always forced to move forward in the list. That's incredibly annoying, and it would be much better if you just pick from a large box with a preview of the item, or y'know, just be able to move back. Also, for the turn list, it would be helpful to display the name of the characters since the graphics may be hard to distinguish many of the common/generic characters you have.

And the gamepad compatibility is a bit off. For one, when I use my 360 controller, only the horrendous D-Pad works for movement. I don't know how the Xbox One controller is on that department but at least being able to use the stick would be helpful. I'm gonna play this on my PS2 controller anyway, but I'm sure someone else will complain about it. Oh yeah, and for the opening dialogue box when it asks who I am, I can glitch it where the dialogue options move off the screen using the D-Pad.

I would suggest including a more mouse-focused UI, since not everyone is interested in Final Fantasy Tactics (sadly) and owns a gamepad. I hope this helps and doesn't seem too whiny, I love what you're going for here.
 
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No problem. It is just that mouse oriented UI on top of the keyboard/gamepad current version will take quite a lot of time and effort though so that may or may not be done since their logic is different and may break each other. For other issues that you have pointed out, let me see if I can do something about them.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
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Alright so this new classless system has officially thrown my brain in a loop when making characters. First of all, I think there needs to be a description of what each School is meant to be used for. Especially since this is using fairly original sources like Academia or Street Fighting. I can assume what they're for, since some are more easy to classify than others, but some information about the schools and what they're for during the character selection screen (especially with all that space) would be very useful. Just as well, I think accessing the tutorial/manual in the main menu (Strategy game style) could help grognards not gimp themselves when creating their party/themselves.

Now, nit picks. The UI is very similar to JSRPGs, which I'm okay with (owning a gamepad). However, a few things kind of rub me the wrong way and I think could be easily fixed. For one, backspace when writing down names shouldn't delete the entire name, but just a letter. Another one is that when you're choosing the clothes for your characters you are always forced to move forward in the list. That's incredibly annoying, and it would be much better if you just pick from a large box with a preview of the item, or y'know, just be able to move back. Also, for the turn list, it would be helpful to display the name of the characters since the graphics may be hard to distinguish many of the common/generic characters you have.

And the gamepad compatibility is a bit off. For one, when I use my 360 controller, only the horrendous D-Pad works for movement. I don't know how the Xbox One controller is on that department but at least being able to use the stick would be helpful. I'm gonna play this on my PS2 controller anyway, but I'm sure someone else will complain about it. Oh yeah, and for the opening dialogue box when it asks who I am, I can glitch it where the dialogue options move off the screen using the D-Pad.

I would suggest including a more mouse-focused UI, since not everyone is interested in Final Fantasy Tactics (sadly) and owns a gamepad. I hope this helps and doesn't seem too whiny, I love what you're going for here.

In my opinion people who plug controllers in PCs should be shot. If I were ever able to become a despot controlling the world I would have everyone who plugs controllers into PCs shot, along with people who cruz in the passing lane and fail to yield to faster moving cars, and people who own big trucks but never or very rarely ever utilize the bed of the truck. Why would you buy a truck if you don't need a truck? Because you should die that's why. Why would you cruise in the passing lane when there is a cruise lane? Because you should die. Why would anyone ever plug a controller into a pc that already has the most civilized and superior input devices ever invented? You guest it, because you shouldn't be breathing.

Just FYI for the savages who were not taught correctly. The far left lane is always the passing lane and in every civilized state and/or country it is illegal to not yield to faster moving traffic. If it is a 3 lane highway far left is passing, middle is the cruise lane, and right is the exit lane. Also, since I see it more and more now from fucking idiots, it is illegal to change lanes in intersections in every civilized place in the world that I know of. Do not change lanes in an intersection, do it before or after like you are supposed to.
 

Siveon

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No problem. It is just that mouse oriented UI on top of the keyboard/gamepad current version will take quite a lot of time and effort though so that may or may not be done since their logic is different and may break each other. For other issues that you have pointed out, let me see if I can do something about them.
Awesome!

In my opinion people who plug controllers in PCs should be shot
You feeling alright, buddy? Might want to lie down, drink a cup of water, perhaps?
 

Roqua

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I'm doing fine, thank you for asking. I can see why you may think I would not be okay so let me articulate. PC gamers are like civilization. Console players are monkey-savages that literally ruin PC games with their console monkey-savageness and controller UIs. So, they can are okay as people, like the jungle tribals in Brazil. I'm sure they are honest, down to earth, hard working people with good hearts. But they are definitely not civilized. People who plug controllers into PCs is kind of like an Attorney that lives in a city but wears a grass skirt, no shirt or shoes, sports some bone facerings, and is covered in tribal paint. Instead of buying and eating food he shoots his blow gun at pigeons and eats them raw. The people that he works with think he is a decent guy but would like him to shower, dress appropriately, and buy his lunch instead of hunting it.

Or, inversely, imagine I join the tribe and show up for work (hunting party) in a suit, and offer cash to someone else's wife for the food her husband hunted and brought back for his family, and they don't use or have a use for cash, and I try to inflict my other ways of civilization on these kind jungle folk?

It just doesn't work. Anyone trying to be half civilized and half savage is just an anomaly that needs to be fixed by being destroyed so others don't try an emulate this atrocious lifestyle that doesn't work and never will work.

Either you're on team Civilization or you are on team Savage. You can't be on both teams. People that plug controllers into PCs are trying to be on both teams and it can't be allowed. And that is why they need to die. Its nothing personal. Its just how it is.
 
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Alright been a while since I released an update ( I blame a significant of games that I like released on February for this).
Working on the content of chapter 1 have been pretty exhilarating and yet draining.
Going back to this thread just reminded me of a lot of fixes I still need to do on top of what is still needed to be done.
But enough of that, let's talk about what I have already completed so far until now.

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You can try the updated demo here https://furiousgamer87.itch.io/street-posse-showdown for a taste of the new stuff.
Damn, still got plenty to do.
 
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Everything is going pretty slow as the game is currently undergoing a large scale graphic overhaul.
The native resolution of the game is currently going from 480x270 to 640x320.
The intent behind the move is to give more screen real estate for the UI elements to use.

For its effect in the battlefield, it should be a nice balance between SRPG close up sprites and Western CRPG stickmen.
Moreover, while pixel art is still being used, the style is changed from painting to pop-up style which make key gameplay sprites and features more visible.
Character models are changed from my own OC to Tactics Ogre inspired designs since it look far better than my previous ones.

Moreover, a relationship mechanic is introduced into the game. Characters that risk their lives together often will naturally bond together over time. Or hate each other.
In battle, characters grant people they like or treasure, bonuses when they are nearby them and attempt to sabotage people they hate or dislike when those assholes dared to step near them.
Naturally, better relationship will also introduce new story content, especially for NPCs.
Two warnings however.
First, everyone hate being the "acceptable casualty" for an AoE attack.
Second, this mechanic not only apply to your characters, but also the enemies, especially in later parts of the game.

While the chapter 1 is nearly finished, the early access release will be delayed until the overhaul is finished.

Here's a gif of a revamped UI for your viewing pleasure.

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Mid May Devlog

I just finished a significant part of the graphical overhaul and there is still more work to be done.
Regarding the character sprites, since my audiobro prefer realistic proportion rather than the cutesy type (TO and FFTA2), I decided to use back my OC design with significant improvements. Legs are thicker. Necks shorter. Animations are improved to give the characters a bit more jazz and gaiety.
I am still bitter about losing two weeks’ worth of hellish work just to go back to my own design in the end though. A hard lesson to have.

One more new mechanic that is added into the game is the alignment mechanic.
Everyone who has played any D&D game before knows a bit about it. To put it simply, alignment is basically indication of how a person who react and behave towards others and situations he is in. Will he be a nice person and be an incredible dick? Obedient or a free thinker?
In the game, alignments will affect how relationship between characters in your party progress. Characters with similar alignment will like each other while those with opposite outlooks toward life will grow to hate each other.
Moreover, it also affects how characters react to your various decisions in the game, for good or ill.
Naturally, alignment will also operate as gatekeeper to various advanced techniques and classes in the game.


A gif of the new shopping UI.
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A gif of the new character model walking like an idiot.
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Several images of the new battlefield placement UI.




 
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Severian Silk

Guest
I don't like a modern/contemporary setting in games usually, but good luck!
 
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I forgot to mention that surnames are in. With that in, it should more fun and interesting as some of your enemies will get their names and surnames generated from established pools that I have filled. And yes, Anthony is in the male names pool and Burch is in the surname pool, for anyone interested to know.

Moreover, the previous rifle school is divided into two new different school, assault rifle and sniper rifle school. One goes for mid range multi hit style while the other goes for the long range high crit one hit style.

For now, the game development in still chugging on the new customization of the new character models, as all other graphical overhaul is completed. As of now, 52 different options for eye-wear and 70 different options for hairstyle have been completed. Current working on the rest before finishing chapter 1 and releasing both the early access and its demo together.

A gif to demonstrate the current new customization options.
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Update? :3

Fine. Wasn't ready to do an official one and holding most of the details for when the EA is ready.

Until recently, most of the work done is to revise the sprites that compromise the characters. Mainly to ensure that it still run smoothly on moderately old toasters. A lot of experimentation and tedious work since most of the stuff is new territory for me.
Now, let's talk about the new stuff have been done or planned in the game development.

New schools
The old explosive school have been changed to fire arts to accommodate the new Explosives school which is mainly about using consumable grenades to deal strong damage to your targets. Another new school is White Arts is about is pretty much filled with long range healing and support techniques to fill the gameplay niche that the close range Medicine school couldn't. As you might expected, these schools are also open to your enemies.

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New items
Some new stuff is in the game or planned to be in including the new class of items, grenades, as shown on the image above.

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New Battle UIs
The Battle Arrow is changed to calculate predicted damage, predicted accuracy and predicted crit chance while showing the additional effects of the technique used.
For your information, the prediction will be more accurate and will take account of more details the better your knowledge of the target is.
As an example, to even have the arrow predict damage correctly in relation to element advantages and disadvantages, you at least need to have a knowledge level of 1 on the group you are fighting against.
What is not shown on the pic above is that on the top will be a symbol displaying your posse knowledge of the target, if you are targeting your enemy instead of your own ally.

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Character creation updated with so many options that next 100 options buttons are a necessity.
As stated in the title and shown on the pics above.

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Overworld conversations and events is in.
Work as normal dialogues but happened right in the overworld instead of jumping to a new map. Since this method save me a hell lot of work, I will use it for inane dialogues and side quests to build up story immersion and to highlight the effects of your actions.

Morale is a thing
Your characters now have mood swing and sometimes may garner a mission-wide status boost if they are treated well or may get slapped with bad mood debuff if they are treated like a third world sweatshop employee. To put it simply, most of your characters are normal people, a.k.a lazy bums. FYI, forcing/buying them new techniques, schools or jobs depress them as they have to work far harder than normal, double that for extremely lazy characters. So is making decisions that they don't like due to their alignment. Or teaming them up with people they dislike or hate for a mission.
In short, many ways to piss off or massage your characters' mood.

Base building Planned.
Base building will be a thing for chapter two, with how well the graphical implementation of it depending on the outcome of this game early access. Gameplay-wise, the base give the player a myriad of options and majority of those options give plus and minus to the morale of certain characters. In example, business characters will love it if you decide to develop your base to be a mostly posh office while street characters rightfully feel uneasy and unwelcome in it. Within those options, you can choose to pander to all of your characters using generic options for minor pluses or go hog wild with a specific theme, giving specific characters you pandering to huge pluses to their morale.

Well, that's all for now.
 
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Been too long since I update this thread. Here's an update.
In developing the game, one of the new features of Street Posse Showdown is Activities. To put it simply, all your characters can do activities outside of beating the living shit out of everyone they dislike in Oaksville. Many activities cost effort and some also cost money to do it. Moreover, each of your character has a number of effort points per rest, to indicate how much activities they can perform. And of course, lazy people get less effort points to use. There are many activities to do and let's delve into them.

Resting

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In the past, Street Posse Showdown utilizes a similar feature in other SRPG that after a mission (series of battle and actions) is over, the entire party health, stamina and recovery points are replenished. This currently changes to a resting feature which pretty much is similar to other RPG. To put it simply, your posse need to rest to recover their health and everything else.
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The cost of resting would be decided by the player depending on what he believes the posse lifestyle should be. Are they are homeless hobos dining in soup kitchens? Or are they enjoying life by spending frivolously? The total cost is calculated by the base living expense of the lifestyle multiply by the number of your posse members.

Individual Activity

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This type of activities is pretty self-explanatory. Each of your characters can take individual actions as long they have the minimum effort required remaining. While the list of these activities is pretty small in the beginning, as player continues with the game, new rooms, alliances and encounters will unlock more activities for your characters to choose from.

Revise Job

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One of the beginning individual activities. As explained in previous article, each character has a job. When your character learns a new job, the old one isn't simply removed forever. The character in question can go back to his old job at any given time, provided he still has the effort to do so. This encourages players to invest job training for their characters and switching as the situation demanded.

Revise Techniques

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Similar to above but for techniques. Any technique removed from going over the maximum limit still remains with the character and he can relearn it back at any given time. This ensures none of the player education investment on his characters will ever be wasted while removing some of the drastic cost of switching technique loadouts.

Collective Effort

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This type of activities involved all of the characters in your posse. All of your characters can pool their effort in order to conduct the activity. Typically, they have a great benefit but the benefit is only given once all of the cost have been paid and not a moment sooner. You usually can do this type of activities as often as you like as long as your posse have some spare effort remaining.

Coming to post more information in the coming days or so. Chapter 1 have been completed and now I await my audiobro to finish the new trailer storyboard so I can create a better trailer for the game.
 
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I got great news for people whose hands are welded to their mouse or is a cat in their previous life.
Since I am bored and Chapter 1 is done and I am sitting on my arse waiting for my audiobro to finish the trailer storyboard, I am currently working on non-buggy mouse controls for the game.
Below is a gif demonstrating how it works. Spoilered for the convenience of low data users.

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Timeslip

Timeslip Softworks
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Tried your game out. It seems to have a nice bit of complexity behind it, something I appreciate in a game. Is there mouse control? Edit: I see you're working on this - nice!

Just a couple of observations:

1. I'd consider simplifying the first encounter down to a 3v2 - it feels a bit long and overwhelming
2. Controls feel cumbersome, like it takes longer than it feels like it should to do something

There's potential though!
 
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