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AppGameKit Showcase / miniRPG , an attempt at procedurally generated levels and a basic Disgaea style RPG

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PHeMoX
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Joined: 9th Jan 2018
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Posted: 27th Sep 2018 18:12 Edited at: 27th Sep 2018 18:19
Hi everyone, just thought I might as well start a work in progress thread on this project of mine.






I have fixed spawning issues, so monsters don't spawn on player location and the player never starts in water. Am working on basic pathfinding / movement for the player next.



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Captain Ouais
14
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Joined: 12th Dec 2003
Location: France
Posted: 27th Sep 2018 19:16
Hi, you do not have a video to show to see your game?
I do what i do !!!
Cliff Mellangard 3DEGS
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Posted: 28th Sep 2018 12:29
PHeMoX
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Posted: 28th Sep 2018 19:35
Thanks! Yeah, I will make a video very soon, maybe this weekend. Just want to have a bit more to show than a turning camera and the movement system isn't done yet (read; some bugs in there of course ). I did have some videos, but so much has changed already I need to make a new one.
PHeMoX
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Posted: 29th Sep 2018 20:38
New video will take longer, so for now here's an older one just to show a bit of what is done already:

GarBenjamin
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PHeMoX
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Posted: 30th Sep 2018 11:08
Thanks! Yeah, well not much gameplay in it to show yet. Have to work in a better way of dealing with game states first I think. I'm a rather chaotic programmer, so need to fix that if I want a predesigned world map and random 'dungeons' for the local maps. At the moment there is no real gameplay loop yet, except for the work in progress movement.
As for the general idea, it is intended to become a turn based tile based RPG of sorts. This will be a big challenge for sure, lets put it that way.

By the way, do you think a rotating camera is needed or do you think that just setting a 45 degrees angle towards the player is enough? The player needs to be able to select any of the 9 tiles the player is closest to (on a mobile device), but for that I don't think I'd really need a freely adjustable camera with just the outer limits set. Probably best to simplify controls there and just have two custom buttons instead?
PHeMoX
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Posted: 6th Oct 2018 21:38
Another video of work in progress, some basic movement. It's still lacking the transition to the next tile and pathfinding is ignored. But I have to fix level generation first in terms of connected routes. Also, some sound FX are not final, for example the double click sound right before the player moves etc.




Having a lot of fun with this one!


to do next;
-I think it needs some camera smoothing, instead of 'teleporting'
-transition from tile to tile with some movement / animation
-expand level generation with connected paths
-implement pathfinding
PHeMoX
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Posted: 6th Oct 2018 23:10
Another super tiny update, now moving onto water isn't possible anymore and camera / player movement should be very slightly improved;



..anyway, plenty left to do next.
fubarpk
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Posted: 6th Oct 2018 23:57
Looks really good
fubar
PHeMoX
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Posted: 9th Oct 2018 23:22
The inventory system is done now. Seems to be working so far, although drinking potions currently has no effect yet:




Time to think about how to handle some basic combat next I think.
PHeMoX
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Posted: 11th Oct 2018 13:51 Edited at: 11th Oct 2018 13:53
Thanks!

Have been working on the turn handling for a bit, seems to be working now:



AP usage of movement does not account for distance yet. Will have to fix that later.

Next on the list:
-determining which enemy is in range for attack
-enemy behavior
-basic combat
-player movement determines AP used
-probably should add some kind of 'Enemy Turn' notification on the center of the screen, as people might not notice the enemy AP decreasing?
PHeMoX
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Posted: 11th Oct 2018 17:25 Edited at: 11th Oct 2018 17:26

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PHeMoX
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Posted: 12th Oct 2018 22:35


Some more work done, this time on managing the turns and have the AI make a decision on a move. Still no complex behavior there, but at least the logic itself seems working.
PHeMoX
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Posted: 15th Oct 2018 11:52 Edited at: 15th Oct 2018 12:02
What do you think looks better, a slight gap in spacing of tiles or just them connected no gap???

No gaps:


Gaps:

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Ortu
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Posted: 15th Oct 2018 17:37
I'd say with gaps
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
PHeMoX
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Posted: 16th Oct 2018 08:09
Thanks Ortu, yeah I'm inclined to say with gaps looks better too.
PHeMoX
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Posted: 16th Oct 2018 14:00
Very basic movement for AI is now implemented;

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