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Work in Progress / Mystic Dream coop rpg

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Xenocythe
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Posted: 30th Jul 2006 03:31
Looks nice. I like it, I do.

Can't beleive its not butter.
tadmiral
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Posted: 1st Aug 2006 10:07
Im trying to record some videos of gameplay But i cant get them small enough anyone know how ??
The admiral
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Posted: 1st Aug 2006 10:09
I want to record some gameplay videos but they turn out too big how can i fix this?

The admiral
Cash Curtis II
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Posted: 1st Aug 2006 10:43
Open them up in Windows Movie Maker, then export them as a WMV. They'll be compressed, and a lot smaller. If it crashes, you'll need a more powerful application. I've had mixed results. Now I use Sony Vegas.

You should also edit the clips down to the core action you want to show, because the clips can still get big if you record more than a minute of video, and people won't generally wait on a 20 mb video that's not a final trailer.


Come see the WIP!
The admiral
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Posted: 2nd Aug 2006 07:00
Ok here is a short video not great video quality but is 17 seconds just to show how npc interactions work ill put some more up for combat,magic etc

The admiral

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Cash Curtis II
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Posted: 2nd Aug 2006 10:01
Pretty cool. Simple and solid looking. I look forward to more.


Come see the WIP!
Heckno
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Posted: 2nd Aug 2006 19:17 Edited at: 2nd Aug 2006 19:29
I just released a basic goblin type character on the 3-d section, maybe you could try it out during your build -
The admiral
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Posted: 3rd Aug 2006 04:54
Thanks for the offer here is another video showing melee and magic working together to destroy a roller bug also has rain in background.

The admiral

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Cash Curtis II
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Posted: 3rd Aug 2006 06:24 Edited at: 3rd Aug 2006 06:25
Not so good The rain is crazy huge and weird looking, and it doesn't look like it's raining. Maybe you should increase the fog. Also, you should detect when the y position matches the terrain height, and play a rain splash particle animation.

Also, the animation is a bit slow. And the rollerbug seems to be oscillating fire, which is a bit odd. I guess that's the magic, but it seems like the roller bug is doing that by himself.



Come see the WIP!
The admiral
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Posted: 3rd Aug 2006 08:26
Well its fraps so of course its going to be slow and the rain well i didnt put much time into it easy to change sizes etc and like you said I dont want to waste resources on the effects too much.

The admiral
Cash Curtis II
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Posted: 3rd Aug 2006 09:28
I assumed that the animation was timer based. If it's timer based, it skips frames, keeping everything the same speed. If your game is not timer based, you should fix it so that it is before you continue.


Come see the WIP!
The admiral
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Posted: 3rd Aug 2006 09:34
All npcs and players are timer based but I never thought of the animations. Ive added fog and changed the size of the rain it looks much nicer.

The admiral
Cash Curtis II
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Posted: 3rd Aug 2006 09:42 Edited at: 3rd Aug 2006 09:44
In order to use timer based animation, you advance the frames yourself. I take a time stamp once per loop. It is the amount of time that has passed since the last loop. Let's say 20 ms have elapse.

I have an animation speed for each NPC. Let's lay I'm animating someone at 20 fps. So every second, 20 frames will have elapsed.

So, every millisecond (20/1000) frames will elapse. That's .02 frames every millisecond. So, you multiply the frames per millisecond by the timestamp, or in this case, 20*(20/1000). In this case, that's .4 frames. DBP allows you to advance frames by floating point numbers, and they accumulate as you go. This opens up a whole world of possibilities, including animation interpolation, blending, easily including backwards animations, and non-contiguous animation sequences.

Another thing, I never use the sync rate for timer control. I think that it's a sloppy and ineffective method for doing so.


Come see the WIP!
The admiral
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Posted: 6th Aug 2006 07:46
Yeah as i said im already familiar with timer based stuff just forgot the animations. Well the faction system is my next avenue of development . I added a disscusion option for factions some you will be able to ask an npc to join and they let you in others you can only be invited to and some you can help people out and they will let you in. Within factions there will be various class types and each can be attained and ranked up so this will offer a lot of avenues for the player. Also the coop element will come through when players may want to compete with each other to attain the greater ranks or have faction battles where they bring attack parties of npcs from their quests to capture territory etc. Right now there is little gameplay but this will add a new level of gameplay.

The admiral
The admiral
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Posted: 8th Aug 2006 09:59
Demonstration fog and npc interaction just to keeping you guys going lol

The admiral

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The admiral
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Posted: 10th Aug 2006 08:04
Todays update brings the introduction of some more finalised systems. Each game location has what I call a list file, this list file contains a list of all the npcs in the the area and when the area is loaded it will go through loading and positioning them correctly. I also took cashes advice and made the player animations timer based which worked out well it will need some tweaking and im considering having a new attribute which is speed how fast the character moves which will affect this as well. I havnt been able to really secure someone for the game locations so im open to offers as well more updates soon...

The admiral
Cash Curtis II
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Posted: 10th Aug 2006 15:24
Quote: "im considering having a new attribute which is speed how fast the character moves which will affect this as well."

Every character should have their own movement speed and animation speed, independent of other characters. As you implement other characters, you'll find that they are animated differently, and need their own speed setting. In addition, you'll want some characters to move faster than others.


Come see the WIP!
The admiral
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Posted: 11th Aug 2006 00:25
Yeah it will be more for gameplay affect being able to run away or do faster attacks etc

The admiral
Moondog
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Posted: 15th Aug 2006 20:19
moondog and the admiral join forces yet again to rid evil in the world, well, not really...just to make this game. i'll be doing the graphics for MD, so when i get permission, i'll post some artwork for the game.

later

Moondog
Moondog
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Posted: 16th Aug 2006 20:47
concept art for the races:




subject to change

moondog
Xenocythe
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Posted: 16th Aug 2006 21:45
Nice artwork, your pretty good

Applyby has Flies in his Eyes.
treborguy
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Posted: 17th Aug 2006 01:03
I hope someone's modelling skills are up to the test, those drawings are just awesome, i can imagine what theyd look like modelled and textured. hmm.. i might do some fantasy models sometime, if u need any modelling help anytime, let me know.

keep up the fast progress

Brains are for idiots.
Moondog
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Posted: 17th Aug 2006 01:39
u must be new 3ds max 7 yrs experience..uni degree, and i've been working with db since the beginning of time, lol.

although i've been gone from the forumns for a long time, i dont reconigze most peps on here...

moondog
treborguy
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Posted: 17th Aug 2006 01:56 Edited at: 17th Aug 2006 02:08
haha. ill leave you to it then. i expected you would be a good modeller, the help statement was directed at the admiral, though my offer seems a bit shadowed now in comparison

wings 3d, photoshop, blender and every free program i can get my hands on, tbh.. 3 weeks of (serious) experience, but a lifetime of artistic experience university of someplace yet to be decided and a mouldy graphics card. i guess i joined pretty early on aswell..

having said all that.. don't go thinking im a terrible moddler either

Brains are for idiots.
Moondog
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Posted: 17th Aug 2006 04:53
i never said that treborguy, heh i'd like to see your work, i like to see other modelers, artists work...

anyway, i'm using gamespace and wings3d for this project...can't use 3ds max cuase it's a student copy.

Moondog
The admiral
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Posted: 17th Aug 2006 06:52
Yup moondog goes way back hes got the skills needed to make this a great project.

The admiral
The admiral
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Posted: 18th Aug 2006 08:46
Everything is progressing well the time system which allows 24 hours a day has been implement I changed the rain for an improved speed and look check out the screen. The first race models are in the works more soon.

The admiral

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The admiral
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Posted: 20th Aug 2006 03:53
Basic weighted weather system added it means that the types of weather and for how long they last are controlled by probabilities. Weather data is stored in a scrip for each location and some happen more often than others.

The admiral
The admiral
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Posted: 23rd Aug 2006 13:07
Added days and am/pm changing will now be saving all time data for each character. Attached is a video of the new rain effect it looks much better in game and im still going to tweak it a bit but its good.

The admiral

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Digital Awakening
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Posted: 23rd Aug 2006 21:39
I just downloaded the rain movie and I really liked the rain effect And finally I see a DB made game with a high detail ground texture, those are sexy

One thing I didn't really like was the circle thing in the HUD. That is way too large. It also unbalances the HUD because there's nothing on the left side. I think you should remove that inventory thing you got going around the weapon display. The middle circle with the axe looks exelent and would do great on it's own.

The outer circle is really well made too and would be great as an overhead map if you did it smaler. Or you could make it smaler, put it on the left side and have multiple circles of inventory in it.

It doesn't matter how pretty and well made a HUD is, if it's too large it just clutters up the screen. The general direction of the industry is have been minimalistic HUDs. Although I personally are no fan of hidden or tiny HUDs as those are boring, I think it's important to make a sleak looking HUD that doesn't take up too much space.

The admiral
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Posted: 24th Aug 2006 06:50
I dunno ill fiddle around with it but I think it looks cool and it draws your attention to the items. Anyway its not my focus gameplay is my main attention right now. Josh(moondog) has some great models and art in the works this stuff will knock the socks off you guys but were not ready to show of just yet more updates soon.

The admiral
Moondog
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Posted: 24th Aug 2006 18:04
I'll look at the HUD and come up with something, see what my boss likes(lol, admiral). I have a few ideas that might make it more amanagable, and it might be better to have it user defined.

anyway, the models are coming along great...i did a redisign of the 'shadow' race, and they look 200 times more evil and scary then my previous early sketch.

the shadow head is modeled, plus added features, admiral has a cool character creation idea, so i won't let ya down on the content.

graphics are going great, and i'm hopping to be able to show off some cool screens here soon.

Moondog
Digital Awakening
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Posted: 24th Aug 2006 21:34
Long time no see! Looking forward to see your art as usual Moondog

The admiral
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Posted: 27th Aug 2006 03:51
He me to we have some great stuff planned and were putting it all into motion. The whole game time system is done now and its all saved out with your character so you will always have the right moment when you load in. Ive improved the quest system so that each npc can have more than 1 quest. I have also put some more work into the faction system. The basic advancement code is in place and im working on the duties system which will be slight variation on quests. More updates soon...

The admiral
Moondog
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Posted: 31st Aug 2006 05:46
Ok, after a couple of days of backing up my system, and reformating, after a most infortunate system crash, i'm allready to get back to work.

I've reworked the shadow so their much scarier! HAHA! Heres some pics to show off:

This is a sketch of a Shadow Ruler Class character:


This is a random sketch page from my sketch book..uh, lol..of some variants of the shadow and some equipment:


I'll have the new model done by tomorrow, and i'll be starting on some equipment..then i'm gonna start on the rest of the classes for the Shadow.

Later
Josh
The crazy
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Posted: 1st Sep 2006 07:31
Nice drawings. Cant wait to see the model.

The admiral
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Posted: 2nd Sep 2006 13:48
Thanks we will have some real screenies soon with new content. Sofar ive got basic day/night cycle integrated it could use some improvement though. Faction system is coming along but still lots of work be for its finished. The engine now supports two races so as to take advantage of the shadow.

The admiral
The admiral
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Posted: 3rd Sep 2006 06:54 Edited at: 3rd Sep 2006 06:54
Attached is an screenie of the day/night cycle as you can see its dark at night and light at day. Also the moon and sun do their daily routes heh. The next couple of days we will be integrating one of the shadow models and some equiptment which you can switch out more news soon...

The admiral

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Xenocythe
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Posted: 3rd Sep 2006 06:57
Wow, thats nice.


Crazy Ninja
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Posted: 3rd Sep 2006 15:07
Its really kinda dark...

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Moondog
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Posted: 3rd Sep 2006 17:57
it's night time? i can't see in teh dark, can you?? i think hayden will be adding some sort of torch effect so you can see in teh dark. the games gearing towards realistic fantasy, which i think will make this game stand out. The characters and models i'm building are all in a realistic fashion, with detailed textures and functional content.

moondog
Digital Awakening
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Posted: 3rd Sep 2006 18:08
WoW have been praised for it's non relaistic approach. Among many things it's bright nights have been very welcome.

Moondog
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Posted: 3rd Sep 2006 20:49
WOW is a totally different style then what we're doing...dont get me wrong, i'm a WOW vet. It's just the style of the game we're doing is more realistic. Although, if admiral decides to brighten the night, then thats his choice, lol.

Moondog
Digital Awakening
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Posted: 3rd Sep 2006 21:04
Just pointing out what seems to be popular among gamers

I'm not playing any MMOs as they take up too much time.

The admiral
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Posted: 4th Sep 2006 06:47
Yeah its dark but there will be special light powers and torches so you can see during the night. On top of this citys will have fires and torches around so you can still navigate.

The admiral
Moondog
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Posted: 4th Sep 2006 14:00
after all that time trying to convince everyone WOW looked better then EQ, you never played it!? lol i love WOW, yes i'm addicted to it, to the point where i'm late to work everyday. There should be an addiction clinic for this game..i'd enroll...but i'd probably forget to go becuase i'd be playing.

josh
Digital Awakening
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Posted: 4th Sep 2006 21:01 Edited at: 4th Sep 2006 21:01
I own the Collectors eddition (+ 1 large tauren action figure for preordering) and I've played for 2-3 months. I stoped due to university studies. And yes WOW looked way better then EQ2 back when I argued it did I love the way it looks. I don't know about EQ2 now, does anybody play it?

Moondog
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Posted: 4th Sep 2006 22:55
(HIGHJACK)--
ya, WOW does look better then EQ2...i havn't heard anything about it either, expansions...anything. oh well, can't compete with blizzard when it comes to fun.

moondog
jasonhtml
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Posted: 5th Sep 2006 00:08
fun?.... FUN?!? i cant believe people think its fun.... addicting yes, but fun? i played it for 5 hours and hated it.


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
*New Website Coming Soon*
The admiral
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Posted: 5th Sep 2006 06:49
Lol ok if you wanna talk about wow go make a thread i got to keep this on topic. Anyway Ive begun implementing a more complex conversation system and so far its working. You can talk about specific topics and make replys etc more updates soon.

The admiral

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