@Gil Galvanti -
I've got hotkeys already - 'a' enters attack mode, 'm' brings up the runes (I'm going to add a menu button for that, I've not yet), 'i' opens your inventory pack, and 'p' opens your paperdoll. What I need to do though is add the shortcut key to the description, like "Open Paperdoll (p)". I like hotkeys, but I find that they're often a mystery, so I hope that they'll make sense in this game.
@Dr Manette -
Quote: "I think the runes look fine with a very clean look. The item dragging is really cool too"
Thanks! Glad you like it.
Quote: "but I'm confused as to why you can drag items onto the equip screen and leave them there."
At first I planned to change it to a big 2D version, but the paperdoll images are missing pixels on the weapon handles so I'd have had to load separate images. I didn't want to do that, so I just left the paperdoll object dragging as is. You can't put anything else on the paperdoll except for the two weapons, one shield weapon and one attack weapon (or spellbook).
It's a lazy compromise, but I don't think it will matter
@NeX the Fairly Fast Ferret -
Quote: "Hmm... could do with a curvevalue on the movement speed. Looks a little jerky at the moment."
I can't use that command because I use timer based movement for everything. If there is a slight lag then it repositions and animates the object as if there had been no lag, which sometimes causes jerkiness if the framerate is low. If I weren't using timer based movement then lags would smooth out, but everything would slow down temporarily. Worse, if the framerate was lower than the locked rate the game would just run slow. I want everything to run at the same speed no matter what.
You've got to keep in mind though that you're watching the game under fraps, and it runs waaaay slower being recorded than it normally does.
Quote: "The dragging items into the inventory is amazing, though!"
Thanks, that's what I was hoping for
@Alquerian -
Quote: "I don't always agree with Cash"
Yes you do
Quote: "it would be nice if you had some sort of feedback as to what your mouse was over."
That's a good idea. Right now you have to single click an item to see its name, but hovering would just be better. It would let you know you're actually over the item, which isn't always clear if the item is thin (like a sword on its side). I'll see how hard it will be too do, the system is optimized for mouse clicks right now. That is, I don't run Pick Object unless the user clicks. This should be a feature though.
Quote: "Good work on the doors too."
Thanks
My pivot point needs to be modified a bit, right now they hinge from the very center of the door but real doors don't do that at all. Minor fix, but that should finish it.
@Blastwave man -
Quote: "I just started looking through this post, and I have to say this is some high quality stuff."
Thanks! I appreciate that. Glad to have you following GH
@vorconan -
Quote: "This thread is truely inspirational cash. It's good to see how far Dark Basic can actually go with work and determination. I'll be checking the progress of this, absolutely incredible. I especially like your combat system."
Thanks, comments like that really make it feel like my time is well spent on this
I'm glad you like the combat system, I put a lot of love into it. I wanted a fast hack and slash system along with the other real RPG elements - often games have simply one or the other.
Quote: "Also, the performance seems to be very good, am I right? I'm not the best at DBP, but I'm guessing the camera layout you have chosen makes it easier to cull surrounding objects, hope I got that right."
Yeah, you're right about that. Having an overhead view does make the game run more efficiently. I want to have an Oblivion style view for the next version, though. A lot of people don't like the overhead view, so despite its advantages I shouldn't use it.
Quote: "Anyway, keep up the good work, it's given me hope for actually making a full game now, even if I never end up this good."
Just keep working at it, I started from nothing just like everyone else. I just won't ever quit once I've begun something, if you resolve yourself to that and to learn everything you can then there's no reason that you can't be fantastic.
@Bizar Guy -
Quote: "Cash, That last vid really impressed me. It looked very easy to use and well designed. Hot keys would be great, but I know that at least for me, the menu seems so simple and easy to use that I'd probably stick with the mouse and HUD buttons."
Like I mentioned earlier, I've got hotkeys already. I've actually been using them in the earlier videos, that's how I inexplicably go into combat mode without using the menu. I figured I'd use the interface this time to show off the entire thing. Well, almost. Conversation and magic are technically part of this too.
Quote: "I really love that you can pick up whatever the baddie was wielding. I remember you saying you'd implement that, and it looks really nice in action."
I'm pleased with how it turned out too, thanks
It's one of those things that I was able to bring to life exactly as I'd envisioned it.
Quote: "I'm curious though, what would happen if you dragged more than one weapon or shield over to the wielding area? And do you plan on adding stats for what is being wielded?"
It wouldn't work, you're limited to one shield item and one attack hand item. If you have something in a hand you can't drag anything else for that hand onto the window. By the same token, you can't drag anything that's not a weapon onto the paperdoll.
There's a minor bug with it right now though. If you drag an item directly from a container onto the paperdoll, it will transfer it. It won't arm it, but you could fill the paperdoll up with junk. It would still add to your weight so it's not an exploit, but it's something I'll fix shortly. It will probably just take one more test condition.
I'm not sure about weapon stats. Maybe a detailed description would be good, like 'Poorly made broadsword' and 'Fine broadsword'.
@Bush Baby -
Quote: "Geisha house started around 2005. It's probably nearing 2 years old now , and it's in a BASIC language. Seems a little slow to me."
I've not been working on this the entire time. I had two other paid projects that put this on hold. You can't blame me for that, can you? Or being generally busy?
Surely I can get some credit for sticking with this project for so long. It is in a basic language, but that doesn't change how it's coded, and it doesn't change the fact that I'm doing work that would usually be done by a team of programmers.
Quote: "I was just feeling some resentment because it feels like every WIP is full of fools who just say "zomgthatissocool" to the lamest of lame."
I can understand you feeling that way. If you do, then you shouldn't attack one of the good projects, that just doesn't make any sense.
Quote: "I apologize that I acted like a jerk and hope this doesn't come back to bite me in the ass."
It's okay, no hard feelings. I won't hold it against you since you apologized.
I must address a couple things though - if you don't like me, then just don't post here. If you just don't like this project, then don't post here. If you want to offer specific criticism on an area of the game, please do post. That will only serve to improve the game.
This isn't the best DBP project ever by any means. As an RPG, and a game, it certainly stands on its own and deserves some respect. You've also got to understand that the videos show the mechanics of the RPG engine, not the game itself. Everyone knows that, and they evaluate the videos based on that. Soon I'll be able to focus on the game and the videos will be much more interesting.
Bottom line - no hard feelings, I certainly welcome your input in the future.
@Everyone -
Thank you all for your support, both for me and Geisha House. I appreciate it, it means a lot
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I've been gone all day, so I haven't had a chance to work. I'm in an Oceanography class so I spent most of the day at the beach on a project / field trip. Pretty cool.
Except for a few minor bugs to fix, the next thing I'm going to do is add NPC schedules and memory. NPCs need to be able to do things during the day. For example, the bar maid will close the door, turn lights on and off, and serve food and drinks to people. However, her jobs won't interfere with her normal AI, like evading enemies and such.
I'll also give NPCs a 'pissed off memory' of sorts. Basically, the more you piss them off the higher their anger level will rise. At a certain point they'll start saying rude things, then they'll either run away or fight you. If you walk around with your weapon drawn and there's no enemies nearby then it will make them uncomfortable. If you attack someone then they and everyone nearby will turn against you. If you steal from someone then it will turn them against you as well. It will take a while for their anger level to subside, and that will seriously impede game progress or end up with dead NPCs that shouldn't be dead, so it will be in a player's best interest to be good.
I'm going to get to work now. Later!
Come see the WIP!