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Work in Progress / RPG Engine: Geisha House. Screenshots and interface Beta test.

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outSync
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Posted: 24th May 2006 17:35
Hey, Cash - been following this little project for a while now and wanted to leave a quick post saying well done! For some reason, I can't seem to download your latest demo, but it looks like you've really put some thought into the code.

One thing, though Will you be able to "drag" the spell icons from the book and place them on the screen like in Ultima Online? That was one of my favorite features of the UO UI, and it would be a shame to not see it in your engine, unless you plan on figuring something else out to quickly manage spells that doesn't require that.

Anyhow, keep up the good work

Eh?
Bahamut
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Posted: 24th May 2006 19:31
The download worked fine for me. The EXE takes a while to start, though. I havn't got alot of time tonight, so I'll post any comments tomorrow afternoon at the latest. From what I've played so far, though (for about a minute) I didn't find any bugs.

Bizar Guy
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Posted: 25th May 2006 00:13
I can't download it either... It just takes me to the sites main page..

Drew G
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Posted: 25th May 2006 02:29
ugh, stupid pilate
Cash Curtis II
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Posted: 25th May 2006 07:23 Edited at: 25th May 2006 07:32
Sadness. Well, try this link out...
http://www.savefile.com/files/9456783

That one seems to work okay. I tested out the download link...

This one is magically smaller, some 19 megabytes (I don't know why, it just is). The page is a bit weird, once you click "download" it looks like a generic page. Here's where you click on that page...



I also made some coding changes. One problem with the first download was my plain sharing method. If I created a new animation, it used the first available plain. If none were available, it would create one. If one had already been created but not in use, it would use it.

Now, I only reuse a plain if it's the same size. I tried all kinds of complicated scaling methods that all sucked. But, if I keep the sizes multiples of 25, they'll still get reused, and they'll look much better. Blah blah blah.

Quote: "Will you be able to "drag" the spell icons from the book and place them on the screen like in Ultima Online?"

I'm sorry, I don't think I'll be adding that. I figured the spell book would do a good job of that. You can open it up, and leave it open on the screen with the runes displayed. In a lot of the screenshots, you'll see that I stuck it in the corner and cast from it like that.

At this point, I'm pretty much done with the interface. I'm going to add more buttons and controls to the game GUI, and add the music / timing control to the magic system. Then, I need to add conversation. Hmm... since I've barely touched that, it might set me behind a week or two. Then, I'll be ready to combine this with the main engine. They're both huge and scary, like the Titanic and that iceberg. When they finally meet, look out...



Come see the WIP!

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Bahamut
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Posted: 25th May 2006 19:01 Edited at: 25th May 2006 19:16
I just played it, and it seems pretty bug free-you've done a great job fixing them. I really like the magic system. I can't wait to see it develope.

The only real points aren't bugs, but comments.

1) Did you disable the barrel as a container? It was the only one that wouldn't open.

2) I'd love to see the effects of the telekinisis (sp?). I know you said the spells have no effect, but that one's always fun to mess around with.

3) Do you intend to have a quick spell system? Say, 2 or 3 (maybe even just one) ready to cast.

4) If the player accidentally stumbles across a rune-sequence, will it automatically be added to the spell book, or will the player have to remember it?

I'm going to go play it again. There are a couple of things I forgot to try out. If I find anything new, I'll edit this post.

Ok, [edit]

Just realised you mentioned a quickspell system in a previous post

When I played again, I did find several issues.

1) Is the inventroy system supposed to work with this demo? I already mentioned that the barrel doesn't open, but I couldn't move any of the small objects.

2)When I was trying to move the duck, I double clicked several times. Several times, the cursor changed to the magic cursor, but could be turned back again by clicking again. The last time it happened, the change was permanant. Did I trigger part of your quickspell system by accident?

3)The zooming is nice, but you should limit the amount that the player can zoom in/out.

4)As a personal preference, I like to scroll away from the body to zoom in, and towards the body to zoom out. Your system is the other way around-not a problem as such, but sticking with what seems to be convention for camera control is often a good idea. I don't like getting used to different control systems for every game. Just a personal preference, though.

Cash Curtis II
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Posted: 25th May 2006 20:16
Quote: "1) Did you disable the barrel as a container? It was the only one that wouldn't open."

It was never actually a container. It started out looking like a wooden soda can, then it just kind of grew... I'll make it a container for the next release. And I'll fix all of the container graphics to match the item.

Quote: "2) I'd love to see the effects of the telekinisis (sp?). I know you said the spells have no effect, but that one's always fun to mess around with. "

Definitely. I think for this spell, you have to target yourself. Then, temporarily, the distance you can manipulate objects from will greatly increase. Is that kind of what you had in mind?

Quote: "3) Do you intend to have a quick spell system? Say, 2 or 3 (maybe even just one) ready to cast."

Hmmm... maybe so. Right now if you wanted to store 1 spell you could cast it, but not press enter until you were ready. I could make it so that you could store a couple in a buffer. Kind of like memorizing spells. Maybe the more powerful you got, the more you could store...

Quote: "4) If the player accidentally stumbles across a rune-sequence, will it automatically be added to the spell book, or will the player have to remember it?"

They'll have to remember it. I can imagine a game having a puzzle like this, discovering an undiscovered spell. Or perhaps, a spell so terrible it's never been written down...

Quote: "1) Is the inventroy system supposed to work with this demo? I already mentioned that the barrel doesn't open, but I couldn't move any of the small objects."

Yeah... the problem is that some of the items are on the table. In all my previous versions, all items were at Y-0. So, the distance from the character was always accurate. Now, if it's on something, it's not right. I didn't fix it yet because I have to think about it for a while, to get it just right. Sorry about that one, it's kind of an ugly one. You can shove a crate next to the table to climb on top, then you can get the items.

Quote: "2)When I was trying to move the duck, I double clicked several times. Several times, the cursor changed to the magic cursor, but could be turned back again by clicking again. The last time it happened, the change was permanant. Did I trigger part of your quickspell system by accident?"

The duck is usable. If you single click on a usable item, you'll notice its text color is different from non-usable items. Right now, using an item has no effect. I bet that when you clicked, you were in range of the click item, so the cursor vanished. The next time you were probably out of range.

If it were a spell, the cursor would be sparkling, which I gather it wasn't.

Quote: "3)The zooming is nice, but you should limit the amount that the player can zoom in/out. "

Absolutely. Coming right up...

Quote: "4)As a personal preference, I like to scroll away from the body to zoom in, and towards the body to zoom out. Your system is the other way around-not a problem as such, but sticking with what seems to be convention for camera control is often a good idea. I don't like getting used to different control systems for every game. Just a personal preference, though."

Fixed it. You're absolutely right. I always do just the opposite on things like that for some reason.

Were you able to cast the spells? Even though they have no effect, you can still cast them and see the animations.

Hey, I love posts like yours. IMMENSELY helpful. I'll make everything right for the next demo. Thanks!!!


Come see the WIP!
Bahamut
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Posted: 25th May 2006 20:23
Quote: "Were you able to cast the spells? Even though they have no effect, you can still cast them and see the animations."


Yep. They were pretty cool.

Quote: "Definitely. I think for this spell, you have to target yourself. Then, temporarily, the distance you can manipulate objects from will greatly increase. Is that kind of what you had in mind?
"


No, but your way is better. I thought you could target an object and drag it. Please tell me you plan to have this effective on NPCs and enemies, though.

Bizar Guy
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Posted: 25th May 2006 23:37
Very nice, but the camera should be tilted more... Just a preferance though.

Cash Curtis II
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Posted: 26th May 2006 03:57
Quote: "Very nice, but the camera should be tilted more... Just a preferance though."

Using Control+mousewheel to change the angle didn't please you? How do you prefer it work? It really was a fabulous idea to give the user control of the distance and angle, now just to get it right...

Quote: "No, but your way is better. I thought you could target an object and drag it. Please tell me you plan to have this effective on NPCs and enemies, though."

Absolutely. NPCs will automatically manipulate things within their range, their range will just temporarily increase. I'll handle every attribute through an automatic modifier system, so everything should kind of fall into place.




Come see the WIP!
Drew Cameron
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Posted: 26th May 2006 12:26
Tada! Check your email or the link is http://www.mrwaldie.com/cashthing.zip

Sorry it's so late, I just got up here in Milk Paton land.

Cash Curtis II
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Posted: 26th May 2006 14:30 Edited at: 26th May 2006 14:32
Okay, I'm going to repost this, since the first time was kind of ugly, and it probably got passed over by some people...

This is thanks to Drew Cameron, who is hosting it on his site. You're a lifesaver Drew!!!


RPG Interface Demo 1.56, 21 Megabytes



Okay, here are some things you can do...

The spellbook is laying on the floor. Pick it up, double click it to open.
Press 'm' to enter magic mode. You can then cast the spells in the book (the three of them).
I included a console shortcut for spellcasting. Press 'enter', then type either 'a', 'b', or 'c' and 'enter' again to cast spell 1, 2, or 3.

Cast from the spellbook! It's more fun!!! It took a bit, but I got the hang of it...

A magic target cursor will appear. Select any dynamic item (including the character) as the spell target.

Bizar guy, this one is for you!!! You can zoom in or out with the mouse wheel. If you hold down control+scroll the mouse wheel, it will change the camera angle. So now, you can control the zoom / angle however you want. I love it!!

Also, check out the chimney smoke. I'm quite proud of it, it's a single textured plain.

A few problems have been pointed out, and they'll be fixed for the next release. Right now I've undertaken the TERRIBLE task of scripting the character creation. Hopefully I'll get it done tonight. Once I've done that, I'll put in some basic AI (it's already written) along with my timer based animation handler and the combat engine. The next release should be a mini-RPG.

Enjoy! And thanks Drew!



Come see the WIP!

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Bahamut
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Posted: 26th May 2006 17:10
Quote: "Absolutely. NPCs will automatically manipulate things within their range, their range will just temporarily increase. I'll handle every attribute through an automatic modifier system, so everything should kind of fall into place.
"


No, I meant by using the telekinisis on yourself, can you then move NPCs and Enemies as you please? It may be that because of the way you've coded it this isn't possible, but it would be a really fun ability to add if you can.

Cash Curtis II
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Posted: 26th May 2006 17:58 Edited at: 29th May 2006 07:24
Oh, I see. That wouldn't be any trouble actually. Every character entity is classified as an item as well as a character. In one of my previous demos, you could actually drag the characters around.

I'll have to think about it through. That seems a bit powerful... maybe Telekinesis won't have that effect, but another spell certainly could.

If you could, I'd want it to look somewhat realistic. If you could just grab a character and wave him around like a loaf of bread, it wouldn't be good.

I don't think I'll be using DarkPhysics for this game, but I can imagine some weaker physics based spells could be cool. So maybe you can't drag characters around, but it might be possible to influence world physics... I'll meditate on it. If I magically grabbed someone, they'd definitely notice, so it would need to be done right.

Well, I'm done for tonight.



Come see the WIP!

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Cash Curtis II
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Posted: 29th May 2006 07:31 Edited at: 29th May 2006 07:32
I've been scripting the creation of the characters. Their design was the result of much hard coded beauty, so scripting them with the same functionality wasn't easy, but it's done now. The game loads one of each type of character along with all the necessary information, then can create new ones dynamically during the game.

I've been stress testing the system. It's all going pretty smoothly, here's a bunch of angry orcs trying to kill me then getting blasted by a fireball. Blood about to be added, it's not right now because I'm using a different emitter placement system than before.





One thing I'll be able to do to increase the FPS is exclude objects that are outside of the camera view. They can still be positioned, and ellipsoid collisions will still register. The only thing I'll have to change is the combat system for NPCs outside of the view. I still want people and animals to be able to fight and die, so I'll have to use a purely mathematical system when they're too far away.

Work continues!!


Come see the WIP!

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greenlig
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Posted: 29th May 2006 14:44
Brilliant Cash. Great to see you are still going strong with the whole thing. I'm looking forward IMMENSELY to this.

greenlig

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Bahamut
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Posted: 29th May 2006 14:44
Wow, this is looking better every time I read this thread. Do you have the physical attack system working yet, or just the magic?

Cash Curtis II
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Posted: 29th May 2006 15:24
Quote: "Brilliant Cash. Great to see you are still going strong with the whole thing. I'm looking forward IMMENSELY to this."

Quote: "Wow, this is looking better every time I read this thread. Do you have the physical attack system working yet, or just the magic?"

I'm glad you guys like! The physical attack system is done, it was actually finished long before the interface was ready. You can attack, kill and die. The game has floating healthbars for everyone and my blood is ALMOST done. I'm having an odd problem with the positioning of the dynamic blood emitters, hopefully I'll fix it soon.

It looks pretty cool walking past an orc and getting speared in the back...


Come see the WIP!
x1bwork
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Posted: 29th May 2006 15:54
this looks really sweet,cash. it needs intermitten, subliminal messages of "x1b is your daddy" and a first person view.

Cash Curtis II
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Posted: 29th May 2006 16:02 Edited at: 29th May 2006 17:50
Haha. I've already got so many "Cash is your daddy" subliminal messages that it will be hard to squeeze them in...

The first person point of view is pretty functional right now. The only thing I don't like about it at the moment is item manipulation - the more horizontal the camera gets, the more movement shifts over to the XY axis instead of the XZ axis, which I'm not sure if I can fix. That's okay though. People might prefer just walking around in the first person. I like giving the user complete control over the camera, from the zoom to the angle to shifting perspectives completely.

Glad you like it so far. More will follow soon!


Come see the WIP!

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x1bwork
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Posted: 29th May 2006 16:09
Ohh..thought that message said "Cash is your Geisha Girl" my bad.

What about ranged weapons? like bow/arrow, crossbow,etc

Cash Curtis II
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Posted: 29th May 2006 16:39 Edited at: 29th May 2006 16:39
Ah, a new page. I need a new picture to christen it. Here we go, combat with an orc, with the new healthbars and blood...



Haha x1b. Remember, I own the Geisha house
No ranged weapons just yet. I have an idea how I'm going to implement them, though.


Come see the WIP!

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Cash Curtis II
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Posted: 29th May 2006 17:52 Edited at: 29th May 2006 17:52
Combat scenes...


They killed me, so no victory screen...



Haha you stupid orc! Here's a corpse gump. It will hold whatever dude was carrying while alive.



Come see the WIP!

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Cash Curtis II
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Posted: 30th May 2006 20:40 Edited at: 30th May 2006 20:42
A short game video. Some things still aren't right, like the magic alpha blending isn't timer based, nor are the projectiles. I didn't notice until I started using Fraps and it tore up the frame rate. Oh well, it's good enough for now.

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=894314





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Bahamut
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Posted: 30th May 2006 21:07
Looks very nice as usual. Its good to see you have the hand to hand in place. How does that work? Is it traditional click on an enemy and they fight automatically, or a different system?

Character movement seems a bit slow, is that just the framerate? I know fraps is supposed to lower it a bit.

I also noticed that when you used magic at the end, you didn't target any enemies with it. Is that because the system isn't completely in place yet?

Cash Curtis II
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Posted: 31st May 2006 01:58
Quote: "Looks very nice as usual. Its good to see you have the hand to hand in place. How does that work? Is it traditional click on an enemy and they fight automatically, or a different system?"

You enter attack mode by pressing 'a'. The cursor turns red and the character automatically orients to the cursor. You double click on an enemy and you attack. Hand to hand combat checks for polygon collisions against the weapon edge. Shooting will shoot in the direction you're pointing. If you target a valid NPC, you'll attack.

So, it's based not on who you click, but on the direction you're facing. In this sense, it's more arcade based combat than most RPGs. If you notice, when I approached the two orcs, I sidestepped their spears. If the metal blade had touched me, I'd have gotten hurt. The spears are hard to get away from once they've speared you, but if you're fast you can get close. I hope to use the 3D to it's maximum benefit and make the combat fun.

Quote: "Character movement seems a bit slow, is that just the framerate? "


No, the movement speed an animation are timer based. So, I can speed those up. However, I'm just going to add running I believe.

Quote: "I also noticed that when you used magic at the end, you didn't target any enemies with it. Is that because the system isn't completely in place yet?"

I just didn't feel like getting carved up while I tried to cast a fireball. Especially since the fireball doesn't hurt the orcs yet. It will, soon. I have a couple of kinks to work out, and some timer control to add. Then I'll do that.

The next video will be much better. This one was kind of hacked up. Thanks!


Come see the WIP!
Bizar Guy
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Posted: 31st May 2006 03:26
Yeah, all looks good, but the camera tilt in the demo is really flawed. You need to keep the character in the same position on screen when you tilt the camera to make the feature useable. That's my only complaint at the moment. Impresive stuff.

Cash Curtis II
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Posted: 31st May 2006 03:30 Edited at: 12th Jun 2006 19:31
Quote: "Yeah, all looks good, but the camera tilt in the demo is really flawed. You need to keep the character in the same position on screen when you tilt the camera to make the feature useable."


Point taken. I guess it is kind of crazy. I'll meditate on it.

Quote: "Impresive stuff."

Glad you like it! I think it will be much more impressive once I get a few more things added.

Almost every single bug I've had with object diameter has been due to the cloned object size bug. I never knew. I'm implementing a work around now. So many problems will be fixed.


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Flindiana Jones
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Posted: 31st May 2006 15:43
This looks better and better, and I must say thanks Cash. I was going to us tons of data statements to set the enemies stats...I hadn't even thought of using text files. Now I will, which will clean up my code immensly. Thanks!

Saikoro
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Posted: 31st May 2006 16:15
Cash: Is that the type of music that will be playing during your game? If so, I can pick out some very perfect sounds to go with the magic system over some of the stuff I've been experimenting with. I have a feeling it will sound great.

"One World, One Web, One Program" -Microsoft ad.
"Ein Volk, Ein Reich, Ein Führer"(One People, One Kingdom, One Leader)-Adolf Hitler.
Cash Curtis II
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Posted: 31st May 2006 17:49 Edited at: 1st Jun 2006 20:26
Quote: "This looks better and better, and I must say thanks Cash. I was going to us tons of data statements to set the enemies stats...I hadn't even thought of using text files. Now I will, which will clean up my code immensly. Thanks!"


I'm glad I could help you out. Scripting is so much harder to set up than hard coded data, but the payoff is enourmous. I can change pretty much anything with my script now, not just stats, but I can create new animations and particles and assign them to new spells and events. It's certainly a different way of programming. With 10k lines of code, every recompile I save is a God send.

It's also so much easier to make a new game using the same engine if you script the loading of your game. Not to mention, implementing a save game feature in a complex game.

Quote: "Cash: Is that the type of music that will be playing during your game? If so, I can pick out some very perfect sounds to go with the magic system over some of the stuff I've been experimenting with. I have a feeling it will sound great."

Yes it is. I'm glad that you heard it, it will definitely help you pick better sounds. I have a feeling it will sound great.



[Edit]
Wow, that cloned object bug was causing every single problem I was having with object dragging and placement. It's working flawlessly now!!! Oh, I love it.


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Cash Curtis II
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Posted: 31st May 2006 23:00 Edited at: 31st May 2006 23:01
I hate to double post, but I'm on a roll. Item manipulation works like a charm now. In the last playable demo it was difficult to pick things up. That was due to that evil cloned object bounding box problem. I've implemented workarounds, and everything works like it should.

Everything is timer based, from projectile emitters to the magic rune system. I don't know why I just didn't make it timer based in the beginning. Now the rune alpha blending works properly under Fraps.

My wife took a look at it today. She didn't like how the swords and spears went right through the characters like they were made of air. So, with some tweaking, any time a weapon hits a character, it bounces off. It looks fabulous! The blood sprays out right where they've been hit too. Now I can hack away at an orc and it looks convincing. He can jab me with a spear and he shudders back a bit. It also improved the response time for taking another swing. After it bounces off, you can swing again, and you can do some damage quick.



Well, I'm off to bed. A good day, I'd say.

I had a thought - maybe a text parser for the conversation system would be good. I'm trying to capture the pure essence of what makes a game great. Character development, combat, action... Now, text adventures had a magic all their own. It allowed you to get deep into a game.

If it were done properly, maybe it would have a feeling similar to messaging in an MMORPG - you type in a message and other people see it. You talk, they talk. You're in control of what's said, not some dumb menu system.

Is that crazy? Please please please give me your ideas. I'm coming right up on the time that I need to solidify that, because most of the core engine is done.

Well, I look forward to everyone's input. Until next time!


Come see the WIP!

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Bizar Guy
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Posted: 31st May 2006 23:09
The amount of ai you'd have to code to make each npc unique in their responses to key words frightens me, although I'm sure you could do it, as long as you make sure the npcs give hints to what they would say if you had a question you were supposed to ask them. Also, getting them to really carry on a conversation with them would be really tricky, and making sure that npcs that you weren't talking to minded their own business if your message was private.

I love that weapons don't go through the people anymore. Sometimes we get so wrapped up in the code that we miss the most obvious things.

Bahamut
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Posted: 1st Jun 2006 01:32 Edited at: 1st Jun 2006 01:32
Quote: "I had a thought - maybe a text parser for the conversation system would be good."


Sounds good, but Bizar Guy raised the same point that crossed my mind. It will take alot of coding to do that. Maybe highlight key words, and have a list (in a readme file or something) of common commands? Maybe the text adventure compo could give you some ideas.


Quote: "I'm trying to capture the pure essence of what makes a game great. Character development, combat, action..."


For me, character development/story is the most important aspect of an RPG. Games like the FF series and Baldurs Gate got that part perfect. Whether the main character has a personality, or is purely user-created doesn't really matter, but the way the other characters/NPCs react to the player give the games an extra level of depth.

I'll be really interested to see how you handle character development. It seems as though the player character will take the personality of the player, but what are you going to do about NPCs story wise? Will the game be party based, like Baldurs Gate, or will the NPCs be there for story purposes only, like Neverwinter nights or Morrowind? Both types have nice character development, but the approaches are very different.

Zeal
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Posted: 1st Jun 2006 08:23
Looks good bud keep it up. I like all the art you jacked from UO :p, man that was a great game hehe

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Cash Curtis II
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Posted: 1st Jun 2006 20:17 Edited at: 1st Jun 2006 20:42


Here's a new video. It shows the swords stopping once they've hit an enemy, along with some blood. It also shows the effect of a spell explosion. Everything surrounding a blast will get thrown back, pseudo physics style. I also implemented my new reversed animation controller, all blended. The animation of the characters hopping up after surviving an explosion is the dying animation, reversed. Also, everything is timer based now. The runes don't hang out on screen forever anymore.

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=896670


Next I'll make blasts affect items. My explosions are pretty flexible - I'll be able to tweak the characteristics of an explosion in many different ways to create many different magical effects.

Well, hope you all like the video!

Quote: "Looks good bud keep it up. I like all the art you jacked from UO :p, man that was a great game hehe"

Placeholders, my friend, placeholders. It was a great game, though.




Come see the WIP!

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Bizar Guy
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Posted: 2nd Jun 2006 02:43
Nice, but you need to add something like stars or dizzy spirals over their heads so the player can tell if they're dead or not. Also, the weapons seam to be going through the characters still in the non-attacking aniation. A simple way to fix that might to be have the characters hold the weapons closer to themselves, but actualy stopping them from moving into the player would be great.

Cash Curtis II
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Posted: 2nd Jun 2006 15:42
Quote: "Nice, but you need to add something like stars or dizzy spirals over their heads so the player can tell if they're dead or not. "

I've been experimenting with texture blending. What I'll probably do very soon is blend a bloody texture over the base texture of the dead. I'm going to do some more work on it, then test it out in game. I might do stages of health, spell effects, etc.

But, some little dizzy particles could be very nice. Say, especially when you're stunned. And, when you die, I'll make blood spray out.

Quote: "Also, the weapons seam to be going through the characters still in the non-attacking aniation."

Yeah, I don't like that. Part of the problem is mid attack animation, or on the backstroke, the weapon drags through the character's body. Maybe turning the enemy a bit if that occurs would help. They'll automatically turn back anyway, so it might work. I'll just have to base it on which hand the weapon is in.

I've figured out how I'm going to run the spell system. I'm going to code several general classes of effects. A spell can implement any combination of the effect classes, plus any combination of particles and animations.

Here's my breakdown of character modifications...

Game Mechanics
Gravity
Collision
Visibility
Target object position

Stat modifications
Health, strength, item manipulation range, etc.

Explosions / Implosions

These are just the effects and are separate from the particles / animations. I'm still working on the list, too. No doubt I'm forgetting something. But once I set it up I'll be able to script lots of different spells.

I just got DarkAI!!! I'm so happy. My AI was decent already, but now it will be great. I'm going to start playing around with it.

Well, as always, work continues.


Come see the WIP!
Drew G
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Posted: 2nd Jun 2006 20:27
Wow, you have everything under the sun that has a Dark at the beginning of it. I really love your triple posts. Can we have a game demo yet?
Cash Curtis II
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Posted: 2nd Jun 2006 21:12 Edited at: 4th Jun 2006 06:44
No.


Come see the WIP!

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Uncle Sam
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Posted: 4th Jun 2006 04:12
Interesting video.

Uncle Sam
Nvidia Geforce 7600 GS 256MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Need particles? Click here!
Cash Curtis II
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Posted: 4th Jun 2006 06:51 Edited at: 4th Jun 2006 06:53
I've integrated DarkAI into my game, and I'm pretty pleased with the results. I still have an attack / defense range issue to work out, but it won't stop me from continuing. Paul said he'd fix the issue in an update.

My AI is so much better. Now, the bad guys can hear you walking up, hear you if you attack one of them, react to a fireball going off. A really great plugin.

I've been fine tuning the game physics and behaviors. I've been working on getting spears to stop sticking through walls with some success. Those crazy spears are still somewhat of a problem, though.

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=897658



Quote: "Wow, you have everything under the sun that has a Dark at the beginning of it."

People seem to think that game making should be free. It's not. I'll buy whatever I need to in order to make the type of game that I want to.

Quote: "I really love your triple posts. "



Quote: "we have a game demo yet? "

Now, I gave my answer, but let me explain. The jump from interface demo to RPG was quite a big one. The average download of the demos were 5 mb. All of my media is around 100 mb right now. I'm using all of the media that will go in the game, but not to its full advantage. So, while it's fun to run around and kill orcs and blast them with fireballs, I doubt very many people would be that satisfied with the 75 mb download they'd have to endure.

Don't worry though, the engine is so close to done. Once that's complete, I can put the game together. I still have a bit of media to complete for it, like the orc village. However, most of the things I'll be using are ready.

Enjoy!


Come see the WIP!

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DaReDeViL
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Posted: 4th Jun 2006 07:07
looks really cool.

-Tom
Please dont say "Oh christ. Not another Tom."
Death Warrior
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Posted: 5th Jun 2006 08:21
Im Really enjoying, watchin you WIP, Kudos, goes to you. For such great work..

-The Pain is inflicted Upon ones self, Only if your mind allows it - Me
Megaton Cat
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Posted: 5th Jun 2006 18:00
That menu and combat engine is looking very interesting Cash...great coding!


It's like a Megaton Cat radar, 24 hours a day.
Cash Curtis II
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Posted: 6th Jun 2006 04:28 Edited at: 6th Jun 2006 04:30


Well, updates have been slow. Not for lack of work, just for lack of good things to show.

I converted all of the sounds to 3D sounds. It sounds great. All of the game entities making noise at the same volume was just becoming annoying.

I also added some dogs. I'd already coded in the ability to append multiple models into one via script, but for some reason it didn't work. So, I tried it again, and it magically worked. Ah, magic bug fixes...

I've also added static animal scripting. That was a pain. Hours and hours of work. Now I've got various animals, but their behaviors aren't right yet, so they need more work.

I've got a few other minor issues I need to work out before I can proceed. I'm about to have to reorganize my code, again. I've got about 30 unrelated functions lumped together that I need to finalize and move to their new home.

I appreciate the comments guys. I always love seeing someone pay me a visit here. And your post was a pleasant surprise, Megaton. I didn't think you visited this pit of broken dreams and promises called WIP.

Well guys, work continues. Hopefully I'll get everything good enough for a new video.


Come see the WIP!

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TEH_CODERER
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Location: Right behind you!
Posted: 6th Jun 2006 14:33
Watched the videos and it looks amazing! I love the magic system! No real criticisms other than in combat the character seemed to die a little randomly and then stand back up. If this has already been mentioned then sorry.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Megaton Cat
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Posted: 6th Jun 2006 14:48
Quote: "Megaton. I didn't think you visited this pit of broken dreams and promises called WIP."


Nah dude, I'm one of those people that stalks a WIP thread for weeks like a lion stalks zebra, then I sometimes drop by with a comment...but sometimes. Video is promising, I'll wait for a full demo release before I can properly dissect everything and bring back the feedback.


It's like a Megaton Cat radar, 24 hours a day.
Cash Curtis II
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Posted: 6th Jun 2006 15:30 Edited at: 6th Jun 2006 19:35
Quote: "Watched the videos and it looks amazing! I love the magic system! No real criticisms other than in combat the character seemed to die a little randomly and then stand back up. If this has already been mentioned then sorry."

Ummm... oh yeah... I forgot to mention his mutant power... magical regeneration... I just made it so that I could regenerate his health by pressing 'h', just for testing. I didn't realize that it stuck out like that. Next video I'll just give him more armor or something. Thanks for pointing that out!


Quote: "Nah dude, I'm one of those people that stalks a WIP thread for weeks like a lion stalks zebra, then I sometimes drop by with a comment...but sometimes. Video is promising, I'll wait for a full demo release before I can properly dissect everything and bring back the feedback."

Very cool. The interface was in beta for quite a while to work out the kinks, I don't know if you ever saw it or not. It's all pretty solid and stable right now, and it shouldn't be that long before it's done.

Well, time to get to work.


Come see the WIP!

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McLaine
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Posted: 6th Jun 2006 15:46
V.Cool Cash.

I am inspired to make your blood for you.

It's not my fault!

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