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Work in Progress / Dwarven Tales update

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indi
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Posted: 20th Nov 2006 14:25 Edited at: 21st Nov 2006 01:16
This project is well under way.
A mini break down of stuff completed and stuff to be completed.

potions and the handling techniques
mana potions and the handling techniques
compass sorted out, map still deciding


spfc audio is mostly completed
magic items half sorted (sprites cause grief)
AI is after christmas (DARKAI)
statistical output, half sorted.(fastest method search still active)
spell 1 is ready but spells afterwards need improvement



I will write a better plan for what has been completed and what needs to be completed tomorrow.


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indi
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Posted: 20th Nov 2006 14:27
sorry for the large image, this windows machine only has paint bugger. stuffed it up, must sleep fix later

Lucifer
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Posted: 20th Nov 2006 15:10 Edited at: 20th Nov 2006 15:11
wow indi, this looks great!!! looks much like dunegon siege



One is the lonliest number...
Duffer
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Posted: 20th Nov 2006 22:14
@ Indi,

Really good. Seems like years since last saw a post about this?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
greenlig
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Posted: 21st Nov 2006 00:12
Looking good indi! I cant wait for a demo of this.

Whats the gameplay like?

greenlig

Blender3D - GIMP - WINXP - DBPro
indi
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Posted: 21st Nov 2006 01:05
the game play is totally fluid, you gotta think as fast as you can run. on this machine there is tiny hiccups when the sounds are being played, like a milli milli second of a stall.

I will fix that shot this morning, sorry was really tired last night.

indi
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Posted: 21st Nov 2006 01:25
there we go a better shot for now.
The game is currently in MontyHaul mode.

This means that everything is very rich in drop population factor.
EG: rare stuff drops as much as not so rare stuff.
This is a testing phase.

Ive worked out how to make a cool crystal ball fill up with liquid for hps and mana, similar to many rpgs like diablo etc..
Implementing it later this week.


Designed the single player mode so that everything can be organised for multiplayer with UDT's.
Player(1).HPS
Compass(1).DIRECTION
etc.etc.
It by all means wont make multiplayer any faster to code but at aleast it will make it easy in some areas.

Im currently getting about 35 - 40 fps on this crappy machine.

Im serously considering adding the NPCS to the monsters, IE: if you accidentally hit a NPC while fighting a monster he will attack you as well.

NPCS in my game are like walking trade shops, the mechanics for this bit are working outside, splicing it into the main source will be after the item mechanics are implemented.

I control media locations with buffers set currently to 100 unique items. This means that maps can only be around 30 x 30 in size.

I will move the buffers allowing the maps to grow to 100 x 100 having 1000 item space buffers.

Ranged and melee weapons have been cast for all races, dwarves elves and gnomes will both but with varied strengths and weaknesses.

it goes on and on but that will do for now.

indi
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Posted: 25th Nov 2006 04:36 Edited at: 25th Nov 2006 04:37
Update:

Completed the mechanics for the keys and food, I have to build some chests to open later today so the keys can be used.

Working on the Gold Coin Display as wel today, Took a 1800's coin and made an elf Lord from the face shape.

Changed a lot of the dirtpanels but need to contrast the bones so they are more visible.

Cleaned up some routines, slowing some areas down.
Adding barrels from the 3d objects built about a year ago as well.

Restructured the food to act as a mini health potion as well, so if you cant find a potion some food will do, however every day you require one food parcel, so you will have to manage your assets.



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Hobgoblin Lord
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Posted: 25th Nov 2006 05:41
LOVE that gore on the floor Indi.

http://www.cafepress.com/blackarrowgames
Check out my great stuff here
indi
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Posted: 25th Nov 2006 06:14
thanks mate.

Mr Tank
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Posted: 25th Nov 2006 06:30
Looks nice. Any chance of a demo? I quite fancy smashing a giant spider with hammer.


You'll be able to click on this someday.
Hobgoblin Lord
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Posted: 25th Nov 2006 07:08
how about a cool weapon to swing, like a halfling.

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indi
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Posted: 25th Nov 2006 07:26
hehe, I will post a one level demo in late januaray 2007 when DarkAI is here. At the moment the monster AI is nothing but pure distance checks. I have implement the Inventory system before then as well or the keys mean nothing in the game. Its working outside the game but not implemented yet.
working on the chests now so items can be found etc..

Hobgoblin Lord
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Posted: 25th Nov 2006 07:39
hehe chests. I reworked my routine for such recently as each chest has 15 "slots" in it for loot and all the code to drag and drop to different characters, spawn the chest and interact with it took me a few hundred more lines then I would have liked good luck I don't envy that task.

http://www.cafepress.com/blackarrowgames
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indi
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Posted: 25th Nov 2006 10:07 Edited at: 25th Nov 2006 10:08
yeah its getting nasty!

luckily i have the mechanics working with the keys, no key / cant open

What is dropped at the moment will be added when the world items is implemented.



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indi
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Posted: 25th Nov 2006 12:28
alright got some more dungeon dressing objects ready, barrels etc...

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Choccy monster
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Posted: 25th Nov 2006 13:27
Screenies look good.

Geez indie. I said several years ago that this must take the record for longest development time for a game. I go away, come back, and it's still in dev. lol

Top Man.

Mind you, i started a dungeon crawl game a while back, but have sidelined it in favour of other projects.

How about releasing a demo or movie of this. I've seen plenty of screenies over the years but not an actual demo.

A choc a day keeps the doctor away
indi
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Posted: 25th Nov 2006 14:55
Sure in Jan 2007 when DARKAI has arrived, as mentioned above.

I get a whole new monster pc in Jan as well so ill start with a movie i guess until im happy with media security to a decent level.

A new pc will also mean i get to play with shaders and all sorts of goodies, so all this low level work is like my veges and the shaders are yummy dessert.

indi
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Posted: 27th Nov 2006 08:10
update:

audio components

music looping with music switch on/off
Beckett who created some awesome musical scores, if your still around mate? have been implemented.

spfx for most actions ready, some sounds require better tweaking.
ambient sounds like zombies moaning and crickets etc. thread randomly over the top of each other.

I will have to buy a mini disc recorder so i dont break copyright on some sounds as they are sorced from teh intarweb.

Im having a professional guitarist over wednesday for some ye old pub tunes.

3d animations
Started on the 3d world object animations.
chests opens the lid when you have a key and within the right distance.
working on other animations for world objects tomorrow.

indi
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Posted: 27th Nov 2006 14:35 Edited at: 27th Nov 2006 15:24
I had a chance to use FRAPS on my mates pc 2ghz / 9600 ATI.
It absolutely flew at 66fps solid!!!!!!!

The music was disabled as it was f9 same as fraps key switch.

The colours might be a bit off through compression and conversion.
The FRAPS was 150 megs, uncompressed bloated to 400 megs, finally down to something anyone can download 8 megs.

Edit: I cant seem to upload it, I will have to wait for Rich to see whats wrong...

FredP
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Posted: 28th Nov 2006 03:28
Indi,
Here is the file you wanted uploaded.

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indi
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Posted: 28th Nov 2006 03:38
thanks fred, my network must be having trouble with the TGC setup.

indi
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Posted: 29th Nov 2006 01:01
I will make a better video in jan, sorry if its not up to par.

TEH_CODERER
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Posted: 29th Nov 2006 16:37
Vid was awesome! Shame there were no enemies in it but it looks like a very good start.

indi
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Posted: 30th Nov 2006 00:08
thanks mate, there are enemies but the AI is not implemented, all they do is work towards you and attack. in Jan 2007 that will change however.

Chris Franklin
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Posted: 30th Nov 2006 13:51
WOW Great work indi looking forward to see'ing this

indi
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Posted: 2nd Dec 2006 02:01
hey thanks Chris, cheers mate

indi
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Posted: 3rd Dec 2006 02:29 Edited at: 3rd Dec 2006 02:30
Added the 3d panel system for managing player variables
at the moment the panels are coded but can be adjusted later with rpg graphics.

Completed the game object clusters that you collect and use.

potions [ heals]
keys [ opens chests ]
geostones [ opens teleports ]
manapotions [ heals mana ]
lanterns / lamps [ runs players light source ]
ankhs [ an ankh is used when you die, revives in the wild]
food [ one unit consumed per day automatically, can be used as mini potions]

removed an older player variables gui system that was streamlined but not adaptable enough

now i have some carrots to choose to work on next.

interface refinement - always beneficial
world items -complete outside in seperate source
monster ai -very limited start
spells -started
skills -started


oh an some screenage


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Micophone
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Posted: 3rd Dec 2006 12:58
Im impressed indi. It's looking really good. Can't wait to see how it looks when its finished.

Btw, do you have a description of the storyline? Maybe a link to a thread I might have missed?

Thanks mate,

Micophone

(I wonder how the dwarf character looks like from the front)
indi
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Posted: 3rd Dec 2006 13:30
the story line is procedural as well.
every quest will be different with each new npc.
the dwarf looks like this but will probably get changed as i get better with maya.

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TEH_CODERER
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Posted: 3rd Dec 2006 16:59
Looks absultely awesome but possibly a little too much screen clutter. Just my opinion.

draknir_
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Posted: 3rd Dec 2006 18:17
It looks really cool, has a good graphical style to it.
But why have so many items filling up the screen? IMHO you should put a single icon for each item in one corner of the screen with a little "x7" or whatever number. Alternatively have a seperate inventory screen.
indi
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Posted: 4th Dec 2006 00:36
They are on there own screen, with a simple key you can hide them all.
They dont take up much speed either, even if ghosted.
They are 3d panels of 2 polygons each, same with every character stat panel.
They are also smaller when i move to 800 x 600 when the new machine arrives.
currently the engine is in 640 / 480.
once i have all the media elements i will refine it.

Crazy Ninja
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Posted: 4th Dec 2006 12:51 Edited at: 4th Dec 2006 14:01
I love dwarf!
Me want dwarf!
Me doubt me get dwarf.
Edit: Me make own dwarf!

indi
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Posted: 5th Dec 2006 13:11
if you want dwarf help just ask, I based my model from warcraft 3

indi
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Posted: 19th Dec 2006 08:21
Major update of monsters and npcs.
Polygon creation process listed in 3d.
http://forum.thegamecreators.com/?m=forum_view&t=95910&b=3

indi
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Posted: 17th Jan 2007 06:40 Edited at: 17th Jan 2007 06:40
Update:

shadows for the player using CPU software shadows are implemented however I lose 15 fps for one shadow on the character so thats going to be an option in the options page.

infravision is working now, If you run out of lanterns or just want to see in the dark, you can switch it on, but not with a lantern. It will show monsters in the dark as well as NPCS.
the screenshot shows infra on and in the smaller screen infra off and lantern. Ultravision was going to be added as well but its really just overkill.

new 3d angle implemented since the older crappy machine would not allow me to do this.

floor texture improved, wall texture improved but i have to make a 3d object in a 3d package and replace the primitive cube walls so the texturing looks a lot better on the top of the cubed walls.

strafing is now implemented so you can slide around obstacles etc..

spells usage was damaged one version back but i found the bugs and cleaned it up.

matrices are supposed to be frame rate killers, however after testing one for the floor I have experienced no slowdown and gain light source reflection off the floor so go figure! Im thinking about changing the height of some areas to the mazes for a little more dynamic levels.

controls are revised so its easier to play, all of the controls are now handled on the numpad for now, an option to choose your own will be added later.

Spells and Skills are now combined into one feature.
chests used to fly off, now they spin and fade revealing items.

stuff to do

more spell coding later today
monster and npc AI nearly ready to add to main source
players inventory still not added to main source as of yet

I will make another video near the end of Jan 2007 so you can see all this in action.



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Choccy monster
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Posted: 17th Jan 2007 11:51
It's looking quite polished now.

I've been unable to view the video , due to net access but the screenies are really looking nice.

One thing that stands out for me, is what appears to be lack of any static light/shadow map for the level. And as a result looks a tad flat at the mo. Especially the early screens. Any plans to do this, or are you going to rely on soley on the render engine for lighting.



A choc a day keeps the doctor away
RickV
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Posted: 26th Jan 2007 00:53
Hi, please post screen shots of your games into the Gallery if you get chance.

http://www.thegamecreators.com/?m=gallery_upload

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Wiggett
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Posted: 26th Jan 2007 12:12
us aussies rule

Syndicate remastered: Corporate persuasion through urban violence.
Sixty Squares
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Posted: 27th Jan 2007 03:44
Wow that's amazing!

Quote: "I based my model from warcraft 3"


I thought it looked familiar!

Anyway good job on this I want to play it when it's done because I now realize that it isn't 2D.

indi
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Posted: 29th Jan 2007 01:15
thanks guys, sorry Ive had to work a lot recently. Ive completed a few jobs for web based advertising that should appear as adds if you use hotmail in australia.
They have also teamed up with another company that are making tv adds for the same project in Oz. look for the BCITF (building construction industry training fund) adds flying around.

Choccy monster
Real shadows will be addressed when the newer Dx10 machine arrives and will be activated in the options panel. Im using a fake shadow for the character at the moment. Shaders is more what im heading towards, the cpu based shadow slows the game down on the interim speed machine.
Special effects will be switchable in the options so its easier for slower machines to play as well.
I wish to add bump mapping as well for the walls and floor, provided I can keep the 60 fps.

RickV
I will post some screenshots after the next coding session in the showcase area for you mate.

Wigget
oi oi oi

60[][]
There is a difference between my models and warcraft3 content, mainly in the texturing.
It would take a while to achieve that level of cartoon texturing, as opposed to a realistic style.

I prefer the fantasy cartoon-esque style for this game. Not all games have to push realism as some may tend to believe, as the end all be all of modeling and gaming. Anyway thats the genre im aiming for in this project.

The other major difference is that my models have an md2 style of creation. mesh deformation and limb based animations in the one. The legs do not physically attach to the body component, the clothing hides this gap between the body and the legs.

A lot of media in this example is quickly created so I can focus on the whole game and then go back and make some serious media for the game later. Im focusing mainly on gameplay speed and mechanics, once im happy with that, I can rework all the cruddy placement media.

None of the plant life for above and below ground maps has been added as well yet.
A lot of extra media has to be added as well for the dressing, that will come as I get closer to the shine creation phase.

At the moment it still hovers at 60fps.

jumping is now implemented with a cosine wave that works with the collision system, you can jump the traps if you know where it is, jump obstacles if they cant be destroyed, jump over some monsters etc.etc.

multiple spell system on its way. Only 2 spells at the moment but now i have the skeleton to add as many as I can code.

Ive got to focus on a older client tomorrow who could potentially make my company big money ( 100k )over the course of 20-30 projects so excuse me guys If i dont reply for a while or have an update as expected for the 30th of jan. This project is still very much alive, Its just I have to work to pay for the properties I've invested in before anything.

Dynamo
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Posted: 1st Feb 2007 22:26
looking great indi, i remember this project from long ago

looking forward to a demo

Later,
Dynamo

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