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Metal King Slime
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 PostThu Jul 04, 2013 8:54 am
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Mapping Update

The catacombs beneath the palace of the capital city of the bad guys. This is probably the largest map I've made so far (161×142) and 82 doors.






As you can tell, the map is pretty bland right now. I've got the basic structure that I want done, and the next step will be populating the map with decorations and stuff. This time around, instead of doing it by hand, I'm planning on using a script to randomly generate clutter, furniture, etc... Fingers crossed that I'll be able to pull it off satisfactorily.


BMR out.




EDIT: I need to get out of these catacombs and crypts. Perhaps I should do some forest-y areas next... Or at least some place that's not so dark.
Being from the third world, I reserve the right to speak in the third person.

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Blubber Bloat
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 PostThu Jul 04, 2013 3:37 pm
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the map doesn't look too bland too me.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal King Slime
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 PostThu Jul 04, 2013 5:16 pm
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Meowskivich wrote:
the map doesn't look too bland too me.


Seems a bit empty for me. Considering it's a deep, dark, and damp area. Sure, storywise, this is an often visited area by priests/officials and whatnot, but I feel there should be more to it. Like some litter, furniture, plaques, statues (definitely statues), etc...
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Slime Knight
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 PostSat Jul 06, 2013 8:57 pm
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All of your maps on their own look quite impressive. I'm starting to think that over the course of the game they might get a bit too "samey." Why not tint the stone in one blue? or give one a layer of slime on the walls?
Metal King Slime
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 PostMon Jul 08, 2013 12:55 pm
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crowtongue wrote:
All of your maps on their own look quite impressive. I'm starting to think that over the course of the game they might get a bit too "samey." Why not tint the stone in one blue? or give one a layer of slime on the walls?


Fear not, most of these look samey because the last few have all been catacombs and crypts. Later on, when I start working on other areas (temples, palaces, caves, etc...) there'll be a lot more variety. I've got literally hundreds of wall sets to choose from, so no worries there about redundancy (I hope, hehe).
Being from the third world, I reserve the right to speak in the third person.

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Blubber Bloat
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 PostMon Jul 08, 2013 1:20 pm
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sounds impressive
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal King Slime
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 PostTue Jul 09, 2013 9:52 am
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Combat Update

So, this is what I managed to accomplish over the past three days or so.




Legacy was always meant to use this sort of combat, but back during HotOHR and when I was developing it back then, I didn't have enough confidence in my scripting skills to attempt something like this. I've learned quite a lot since then, so I thought it would be a good idea to attempt this. Thus far, things are looking good.

A few notes though:

Right now, combat is initiated through the menu. This won't be the case later on. I've already got AI detection (it was in the HotOHR release. Buggy, yes, but it exists and it'll get some work done on it) down already, but I'm not implementing it yet here because I needed a quick way to start combat.

It's obvious that AP doesn't really decrease the way it should. This is especially apparent when going around obstacles and stuff. I'm still thinking of a way to fix this, and I'm open to any suggestions.

The sprites are all placeholder graphics using the base sprites from my HotOHR release. These will eventually be updated with new sprites based on the templates I've shown recently.

Enemy movement isn't implemented yet, but now that I've got the basic movement for the party in place, getting the AI to go where I want it to go shouldn't be too difficult. It'll mainly be scripting a way for the AI to figure out where it wants to go, then I'll just call the "PATH TO(x, y)" script that's used for moving the players around.

Anywho, that's all for this update, I'll be working on AI next.

BMR out!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Blubber Bloat
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 PostTue Jul 09, 2013 4:52 pm
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lookin' smooth
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal King Slime
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 PostWed Jul 10, 2013 1:25 pm
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On a related note, if anyone wants the code that I'm using to get the npcs to move from point A to point B and around objects, just ask. It's fairly simple to use, just "PATH TO (x1, y1, x2, y2)" and the script takes care of most of the rest. It's not perfect, and the code is a little messy, but it works.



EDIT: Hmm... Perhaps I'll add it to the sample scripts section of the wiki.
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal King Slime
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 PostWed Jul 10, 2013 8:44 pm
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I would love to see the script! :)
Slime Knight
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 PostThu Jul 11, 2013 2:26 am
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I second that you add it to the wiki. Seems super useful.
Metal King Slime
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 PostThu Jul 11, 2013 11:28 am
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Here we go!


It's still a bit noodly and messy, but for the most part it works. As is, it'll only work with NPCs, but it's easily modified to work with heroes as well. I'm also pretty sure that it could do with a lot of optimization, but for now, I'm fairly happy with how it works.
Being from the third world, I reserve the right to speak in the third person.

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Metal King Slime
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 PostThu Jul 11, 2013 5:34 pm
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I think I'll make a Perlin noise generator or something next... Might be useful for overworld maps. Or I could just stick with my diamond-square algorithm, but that doesn't quite get the results I'd like. Ah well, experimentation is needed.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostTue Jul 16, 2013 12:06 pm
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Combat Update


The engine is coming along nicely. So far, I've gotten enemy AI to target and attack the closest hero. How they move and when they attack is affected by their AP. Currently, the AI only targets the closest hero, but later on it'll be easy to implement other types like hunting down the weakest, or challenging the strongest, etc...





Currently, no damage is actually being dealt. That'll come later, as I was fixing the to-hit code and animations. In the future, I might actually have graphics of the characters attacking or casting spells or whatnot. But for now, it'll stay this way.

Any comments/critique/whatever will, as always, be much appreciated.

BMR out, cheers!


EDIT: Incidentally, there actually is sound when attacks are made. The sounds are different for a missed, deflected, or connected attack. My recording software just doesn't seem to want to play nicely with me.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostTue Jul 16, 2013 5:31 pm
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Combat Update

So, since uploading that previous video, I've managed to add quite a few other things:

  • Both heroes and enemies now do damage accordingly
  • Health is deducted from both enemies and heroes, the engine now properly tracks both
  • Attacks for both enemies and heroes both calculate AP correctly
  • When a combatant goes down, they will now flash white and then fade to black before vanishing. Done through the magic of palette changes.



The next things I'm going to work on will be:

  • Formations - Placement should matter. Right now it doesn't. I'll most probably include flanking (like in D&D) but also other mechanics. Like if you surround an NPC, you do extra damage and have better to-hit. Or if a combatant is surrounded, he has lower to-hit (to simulate not being able to focus as well on a single combatant).
  • Attacks of Opportunity - Currently, nothing happens if you go past an enemy. I'll have it so that if a character has AP left, they'll attack an NPC who is moving past them. Provided they're on the opposite team of course.
  • Better AI - I want the AI to move more intelligently. They shouldn't get too close the the heroes if they can't attack on the same turn. On the other hand, if they know the hero can't reach them, they should maximize their AP for movement. When faced with multiple enemies, they should try to manoeuvre to a position where they only have one enemy to deal with while still being close enough to do damage.
  • Actual animations - Yeah... maybe in the future, hehe V

Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
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