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Work in Progress / Monster Farmer ~ RPG

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robo cat
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Posted: 3rd Nov 2005 18:33
This is monster farmer, my RPG. What I've done so far, is built a well structured hex grid turn-based combat engine. The game is intended to be very combat orientated, with no plot.

Concept
The idea is as follows. Capture and raise creatures by roaming locations and battling more random monsters. Sounds like Pokemon (GRR!), but there are differences. Instead of a storyline and quests, with pages of NPC dialogue, there is a central arena. The rest of the game world will purely be terrain based (with trees etc) randomised combat. Upon entering the arena with your monsters, you will be connected to the main server, providing nothing more but a lobby (the simple functions used by my now deceased online survival horror will enable this). When you select your opponent, it goes into the typical turn based peer to peer combat. Winner gains rating, loser loses it etc like multiplayer flash game sites. This system removes the need for towns full of NPCs and a storyline, replacing it with the goal to be the best trainer with the highest rating!

As for combat, its gonna be pretty simple. Simple hex grid based combat; a cross between Final Fantasy Tactics and Pokemon (but a hex grid as its better than square based for 3D). Simple combat based on simple stats like Attack, Defence, Agility and Speed. Another change is that your human character will be in the battle (along with say 4 monsters per side). This adds tactics that you may attack the trainer rather than the monsters, causing the opponent to lose. The trainer will be fairly durable (to prevent this), but will have only a few options: melee attack, use item and capture. To use these, the player must be adjacent to the target (meaning you cant run in for the capture too soon as failure leaves you vulnarable to attack). This also means that to use items (such as a healing leaf) on a monster, you must run up next to them and use it.

Now for some screenshots of the engine so far...

Simple... yet fun!
robo cat
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Posted: 3rd Nov 2005 18:34
Moving...

Simple... yet fun!

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robo cat
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Posted: 3rd Nov 2005 18:34
Ability Selecting...

Simple... yet fun!

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robo cat
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Posted: 3rd Nov 2005 18:35
Healing...

Simple... yet fun!

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robo cat
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Posted: 3rd Nov 2005 18:35
Attacking...

Simple... yet fun!

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robo cat
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Posted: 3rd Nov 2005 18:37
Now the combat system is almost done (minus graphics, GUI and more abilities - all structured as seperate functions) I'm going to do the walking around the world (outside of combat) as well as building up a squad of monsters.

Simple... yet fun!
Shogun Blackbrunei
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Posted: 3rd Nov 2005 18:44
Sounds like a cheap extract from our game Pav-Pav

robo cat
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Posted: 3rd Nov 2005 18:49
Hmm, see no comparisons other than the capturing of monsters (which to be honest aren't original ideas and are being done completely differently in our games). The other comparison is that they are both being promoted in this thread, however, only one of them is actually supposed to be. Thanks for the hiijacking.

Simple... yet fun!
Shogun Blackbrunei
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Posted: 3rd Nov 2005 18:56
David R
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Posted: 3rd Nov 2005 19:13 Edited at: 3rd Nov 2005 19:15
@Shogun Blackbrunei; I think a mod needs to slap you into shape, mate We need a mod down here, stat

@robo cat; Looks pretty cool - and the landscape looks delicious (not in an edible manner of course) May I ask how you got object to wrap 'around' the terrain?

Shogun Blackbrunei
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Posted: 3rd Nov 2005 19:16
@David R -
I guess I'll retire from this thread

robo cat
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Posted: 3rd Nov 2005 19:18
@ David R
Thanks for the reply
To get the hexagon objects to wrap around the terrain I generated them as individual 6 polygon objects using make mesh from memblock. I have a lot of hex grid based math functions and once I get the x,z coordinates for each vertex I position the vertex a little above the terrain by using get terrain ground height.

Simple... yet fun!
Flindiana Jones
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Posted: 3rd Nov 2005 20:32
looks shweet! can't wait for it's completion...sorry about online survival horror though...

robo cat
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Posted: 3rd Nov 2005 21:39
@ Flindiana Jones
Was a shame the online survival horror died, but it had too many bugs and situations that caused it to mess up (what with ragdoll limbs detaching and ending up far from the body). This project is much simpler, and should go without a hitch - its basic to what I normally end up trying to do.

Thanks for the comment.

<<<UPDATE>>>
Made a simple first person terrain walker. It collides based on the data of whether a tile on the hex grid hidden across the map is accessible in combat. Not much, but it seamlessly enters a fight when you press shift, and exits upon pressing shift again. Once I've tidied up this code a bit, it will be let the player roam the surroundings and enter random fights. Then I'll just need to make some creatures / more abilities and make everything look a bit nice and the game should be at a playable state.

Simple... yet fun!
Sergey K
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Posted: 3rd Nov 2005 22:04
nice.. how did u made the image scaling on the map? or its just drawed that way?


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robo cat
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Posted: 3rd Nov 2005 22:17
By the map, do you mean the terrain or the hex grid?

Simple... yet fun!
John Y
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Posted: 3rd Nov 2005 22:17
I would like to know how you did the hex grid, 'tis a sweet look.

robo cat
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Posted: 3rd Nov 2005 22:24 Edited at: 3rd Nov 2005 22:24
Thanks

Each hexagon on the grid is an object with 6 polygons made by using memblocks and the make memblock from mesh. Once you've got the x and z coordinates of each vertex, you just set the height of the vertex (y position) to a fixed value above the height of the terrain at that x and z position. This will cause the hexagon mesh to wrap over the terrain.

Simple... yet fun!
Xenocythe
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Posted: 3rd Nov 2005 22:56
Looks nice, I want a DEMO,
Sergey K
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Posted: 4th Nov 2005 00:55
Quote: "By the map, do you mean the terrain or the hex grid?"

i mean scale an image on object (or terrain).. does it possible?


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Peter H
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Posted: 4th Nov 2005 02:10
Quote: "I position the vertex a little above the terrain by using get terrain ground height."

that's sweet

i to am sorry about the online survival horror game, it was a really cool idea

anyhoo, looking good!

"We make the worst games in the universe."

robo cat
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Posted: 4th Nov 2005 08:20 Edited at: 4th Nov 2005 08:21
@Xenocythe
Demo will probably be out when the roaming, capturing and leveling up is all playable.

@GogetaX
Think you can scale the texture sizes on objects, something like scale object texture or something like that. Haven't used that here though, the hexagons are coloured with colour object and the terrain just uses a texture and detail map as all terrains do.

@Peter_
Thanks

Simple... yet fun!
robo cat
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Posted: 5th Nov 2005 16:21
Been tidying up the code, so it will be ready to generate random fights with enemy monsters (once AI is done) and capture them.

Heres some screenies of the engine so far...

Simple... yet fun!
robo cat
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Posted: 5th Nov 2005 16:22
Roaming the world...

Simple... yet fun!

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robo cat
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Posted: 5th Nov 2005 16:22
Entering combat (no AI enemies to fight at the moment)...

Simple... yet fun!

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robo cat
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Posted: 5th Nov 2005 16:23
Movement, pathfinding and fighting working as normal on the complex shaped generated arenas...

Simple... yet fun!

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robo cat
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Posted: 5th Nov 2005 16:24
Clipping the generated arenas for combat based on the world's limits...

Simple... yet fun!

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MikeS
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Posted: 5th Nov 2005 16:41
Very nice combat system you have robo cat, I'm very very impressed. Keep up the great work.



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robo cat
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Posted: 5th Nov 2005 17:57
Thanks

<<<UPDATE>>>
Designed the AI thouroughly on paper. Just coding it now. It takes the abilities of every creature on the map into account, the positions of everything on the map and is easily expandable for different abilities.

Simple... yet fun!
robo cat
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Posted: 6th Nov 2005 15:51
<<<UPDATE>>>
AI is fully working, and supporting all possible abilities. It looks very very cool, I'll post a demo or video up soon.

Simple... yet fun!

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