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Work in Progress / Pirates of Port Royale: New Thread

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Cian Rice
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Posted: 28th Feb 2007 03:02 Edited at: 28th Feb 2007 03:03
So I made some possible 'concept art'. Take a gander.



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Gil Galvanti
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Posted: 28th Feb 2007 23:55
Lol, looks pretty cool, maybe Heckno could base a character off of it .


Gil Galvanti
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Posted: 2nd Mar 2007 01:39
Quick update, I'll post a bit more later, but I've been working on a rewrite of the combat system the last couple days and equipping and unequipping in the inventory now seems to work perfectly. We also have a new team member, a very talented 3D modeler, Tony. Here is his first and truly amazing IMO model for the project,



Gil Galvanti
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Posted: 3rd Mar 2007 04:43
K, been still working on developing (mostly playing around) with a combat system, trying to figure out how I want it to work. I'll be gone from tomorrow until next weekend skiing in Colorado, so no updates for a while .


Gil Galvanti
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Posted: 7th Mar 2007 00:17
Sorry to quadruple post, but it's been a few days. I'm still in Colorado, so no updates, but they have networks set up for the condominiums that I can connect to with my palm pilot . Anyway, because the combat is going to be highly experimental and unique, I was thinking (from a suggestion by Cian) that I would release a public beta for it, COMBAT ONLY. Do you think I should release it to the public? This would be only the combat, no world, and probably a few simple NPC's to test with. Would you be willing to try it and give feedback and most importantly constructive criticism? I'm wanting to try out some ideas but don't want to release them in the game if they aren't fun, but don't want to release a combat beta if no one will test it .


Darth Vader
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Posted: 7th Mar 2007 00:44
You can count on me Gil!
And I won't just test it for fun I will give feedback!
Please realase it!


Fud
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Posted: 7th Mar 2007 21:38 Edited at: 7th Mar 2007 21:44
Yeah, I'd love to test it out.
Gil Galvanti
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Posted: 8th Mar 2007 02:10
K, good, there's some interest . I don't know when I will release it, but hpoefully fairly soon.

I have some questions that I need some feedback on. I'm probably going to have 5 professions for the first demo, and I was thinking they'd be: blacksmith, doctor, governor, soldier, and I'm not sure on the last (lawyer?). Realize though that these are the only actual professions, and things like pirte are not considered professions. It's kind of like a present day thief. So, my questions are:
1) Do you think those are good professions to start with? Also, do you have any suggestions you would like to see?
2) What type of tasks would you like to see for those proffesions? More specifically in the less obvious ones like governer (*cough*Darth Vader*cough ).


Xenocythe
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Posted: 9th Mar 2007 01:18
1) I guess... but whatever happened to pirates? It owuld be a bummer not being able to be a pirate in a pirate game.

2) Making weapons/tools, healing/making potions, making laws, learning to fight and protecting people.

-Mansoor S.

(Formerly Xenocythe)
Darth Vader
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Posted: 9th Mar 2007 03:31
Hey Gil I really want to help out with this so I'm going to send you a Doc with all my ideas! If you don't mind that is...


Gil Galvanti
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Posted: 9th Mar 2007 06:01
@Xenocythe: I was afraid there would be a misunderstanding with this . To clarify, you CAN be a pirate, but it's not really considered a profession, much like a present day thief is not really considered a profession (at least not one with a standard pay and promotion ). You will be able tohire crew, take ships, etc., but it's not considered a profession, just being a pirate . Good ideas, thanks .

@Darth Vader: Sounds great, love to have some input . I won't be able to get to it until Saturday, but you can send it whenever.


Gil Galvanti
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Posted: 11th Mar 2007 06:21
K, I'm back . Any more comments on my questions?


Inverted
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Posted: 11th Mar 2007 06:30
Good work guys,
keep it up

-inverted


Come see the WIP!
Darth Vader
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Posted: 11th Mar 2007 10:37
Gil I'm still working on that profession document I mentioned! I will definitely have it finished though before the weeks out!
I can't wait for that test combat system!

You don't by any chance need anymore help on your team do you? Drop me an email if you do!


Gil Galvanti
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Posted: 11th Mar 2007 18:41
Quote: "Gil I'm still working on that profession document I mentioned! I will definitely have it finished though before the weeks out!"

Alright, great .

Quote: "I can't wait for that test combat system!"

Cool, I'll try to get it out ASAP .

Quote: "You don't by any chance need anymore help on your team do you?"

Hmm...we have most people we need, but what can you do? Thanks for the offer! .


Darth Vader
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Posted: 12th Mar 2007 06:37
I'm better ag Game Design then actual programming. But that doesn't mean I can't program!

Let me get this document off to you then you can see for yourself!


Kieran
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Posted: 13th Mar 2007 06:23
@Gil Galivanti

oooh this is looking nice good work

@Darth Vader

sorry this is off topic but how did you make that dynamic signature? i want one anyways back on topic now


RPG Engine Work in progress!
Darth Vader
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Posted: 14th Mar 2007 04:53
Kieran FLASH!


PS. Email me your pictures and I can make you one if you want!

Kieran
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Posted: 14th Mar 2007 08:08
hehe figures one thing i cant use, anyways its np i wont bug you about that


RPG Engine Work in progress!
The crazy
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Posted: 14th Mar 2007 08:52
Awesome! Can't wait for the beta!

Gil Galvanti
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Posted: 17th Mar 2007 05:55
Thanks for the comments .
Still waiting anxiously for the design doc Darth Vader .

Okay, I haven't posted much this week in here, but a decent amount of work has been done. A major improvement (though admittedly made easy by a very helpful snippet from RUCCUS' compilation of code) is that there is now practically fully functional collision in whatever map you export from the World Editor. Another thing that I'm in the process of doing is walking from the exterior world and going into the interior of buildings, which partially works (as in, works for one object right now, and many numbers need to be replaced with variables and for next loops put in to make it work for multiple objects). I should be able to get most of it done tomorrow .
A few minor improvements:
-jumping works, taking away fatigue, which regenerates
-deleting objects in world editor works
-fixed a large number of bugs in trading for the main game engine

Now, about combat. I still want to release a beta, but to be honest, I'm partially stumped. Design-wise and programming wise. I don't know what the best route for either is. How can I make the combat realistic yet fun? How can I make it innovative but easy to use and familiar? How do I program this? Pre-made animations? Using limbs attached to a player? How would I swing? Block? Different types of blocks? Attacks? What determines which to use? How do I rotate and carry out an attack not using pre-made animations, but rather something like rotating limbs? A sword doesn't just go up and down, but at a diagonal (try using something and imitating sword movements, and they are rather complicated). What determines if you block? What determines damage? How do I x rotate a limb properly if the camera is y rotated?
So as you can see, I'm faced with a multitude of unanswered questions about the entire thing, so I'm asking for a bit of help. Anyone have any suggestions about it? Would anyone be willing to try to help out with this aspect of the game? Even a few ideas, snippets of combat tests of various types, just a start. And as always I'm open to comments/criticism/questions about the game in general .


Blobby 101
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Posted: 17th Mar 2007 11:14 Edited at: 17th Mar 2007 17:52
this looks really good!
can't wait for a demo.


Projects: zlugs-2%
Jerok
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Posted: 17th Mar 2007 17:22 Edited at: 17th Mar 2007 17:23
For the combat I would use premade animations. I am not sure if this is what you want, but for the game I am working on I decided to use a action adventure/fighting game style combat that used combos of fast and slow attacks to perform moves. I figured this made a good blend of fun, realism, and simplicity. If you would like to do something like this I can explain more in detail what I've done and provide help if needed. I dont know if this is what you are looking for but its there if you need it.
TEH_CODERER
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Posted: 18th Mar 2007 10:20
Lol! That was a lot of questions about the combat! Combat is one of things I kind of specialise in (that and level editors), so if I can help I will. I guess the main questions before I make any suggestions are:
-How big a part of the game is the combat?
-What difficulty level are you aiming for?
-Will it be mass combat or relatively small scale?

Gil Galvanti
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Posted: 18th Mar 2007 16:32
Great, glad to have some help .

Quote: "-How big a part of the game is the combat?"

Overall, not a huge, but for most players, a big part. What I'm saying is, it doesn't have to be a huge part (don't know how much combat you'll see in a profession like blacksmith or governor ), but I feel that most players would want to do something combat oriented.

Quote: "-What difficulty level are you aiming for?"

In controls or actual gameplay? Gameplay, various and able to change, controls, fairly easy learning curve but room for improvement.

Quote: "-Will it be mass combat or relatively small scale?"

Small scale, max of probably 5 on 5 or around there.


TEH_CODERER
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Posted: 20th Mar 2007 20:08
Well by difficulty I meant do you want it to be no skill involved like your average D&D based MMO or like Dark Messiah where you have to block and attack at the right time with the right sort of attack where skill is required.

Gil Galvanti
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Posted: 21st Mar 2007 00:10
Never played Dark Messiah, but yes, where you have to block and attack at the right time with the right sort of attack . Also a lot like Oblivion if you've played that .


Darth Vader
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Posted: 21st Mar 2007 07:46
Gil the desing doc's coming along nicely! I've just had a few family issues that needed ironing out! Sorry. I'm consentrating more on it now so I should have it done in a jiffy!


TEH_CODERER
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Posted: 21st Mar 2007 17:52
Yep! Great game! OK. Well now I know what you are after I'll try and find the time to knock up an example.

Junkrock
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Posted: 22nd Mar 2007 04:41
Hey man, looking good, some of those buildings would look much better with some shadows, if you can afford it you should get 3d world studio, its fantastic and trust me you will notice the diffrence.

DaZ

[href]www.myspace.com/dazdicks[/href]
Gil Galvanti
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Posted: 22nd Mar 2007 04:48 Edited at: 22nd Mar 2007 04:49
Thanks .
Quote: "if you can afford it you should get 3d world studio, its fantastic and trust me you will notice the diffrence."

Yeah, I've been thinking about it for a while, it's just that I already use CS4, so I'm not sure if it's worth the upgrade . And the problem with the shading of world is that because there is not just one world, and it's created in the world builder, you can't just have shadows "burned" onto the models, because a) They may not be facing that direction, and b) The time of day changes . So until I find the solution to those problems, I'll just have to live without them .

EDIT: And just a quick update: I've been working on interior cells this week, trying to get them creatable and linking in the world editor and then translating that into the engine. Going pretty well right now, just a bit complicated .


Bizar Guy
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Posted: 22nd Mar 2007 13:11
The only good looking way I can think of to have moving shadows for everything is to use stencil shaddows. This would kill the game though in dbp. however it might work in the x10 dbpro when it's released...

maybe you could make like 24 texture maps for each hour of the day, and then blend or fade the textures over time, or in relation to the position of the sun...

Torsten Sorensen
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Posted: 22nd Mar 2007 20:20
Hey, I can help with music if you need it. I'm good at doing electronic music, but I'm sure I could get something to fit the theme.

Gil Galvanti
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Posted: 23rd Mar 2007 00:34
Cool, yeah we don't have any music at the moment, so that'd be great . If want to try to do something like a historical type, piraty, "Pirates of the Caribbean", "wandering", type music first (whatever that sounds like, I suck at music, heh) that'd be great .


Cian Rice
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Posted: 25th Mar 2007 23:05
I'm sad to have to say this but Lukas W. has decided to leave the team as he has lost interest in game developing. =(


FOR VICTORY WE RUN... FURY OF THE STORM!
TEH_CODERER
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Posted: 26th Mar 2007 01:02
Nooooo! Well I can't say I don't know that feeling. I'd all but given up for a good few months now but I've finally got my motivation back with a vengeance! Hope the same happens for him.

Xenocythe
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Posted: 26th Mar 2007 01:16
Oh, thats horrible.

-Mansoor
Gil Galvanti
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Posted: 26th Mar 2007 01:21
Yes, he will be missed. It's unfortunate for such a talented programmer to lose interest, even his fairly simple menu system saved me hours of work.


Kieran
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Posted: 26th Mar 2007 08:09
damnit not another programmer gone

Dr Manette
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Posted: 28th Mar 2007 01:16
We are becoming an extinct species, one by one...

Any ways, awesome looking game, it reminds me a lot of Oblivion. Hope you can get this project to a playable point.

Dr. Manette

Heckno
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Posted: 28th Mar 2007 01:31
after more tweaking of the actual game im sure Gil and gang will get around to updated textures;

problem is - right now Gil is developing not only the core engine but the buildings as well and it's a lot to put on one person...

He is doing the right thing by working on the game play vs. media at this time...
Gil Galvanti
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Posted: 28th Mar 2007 07:16
@Dr. Manatte: Thanks .

Quote: "after more tweaking of the actual game im sure Gil and gang will get around to updated textures; "

Yup, as you said, gameplay is first priority, graphics second . Fortunately Heckno can provide low poly and at the same time awesome looking NPC's for the project .


Gil Galvanti
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Posted: 31st Mar 2007 04:42
Okay, I guess it's time for a quick update. Like you know, I've been working on cells lately, which have turned into an engine in themselves. I finally got something (though with bugs), working. Here's some screenshots, though a bit hard to see more progress without a video (maybe I'll make one soon ).

Here's after you create two cells, it lists them to the right in the name that you give them, and you can switch in between them and go to the exterior.


Going back to the exterior, where you can see the two buildings that link to the cells and the "door marker".(only visible for debug purposes).


And now we're back in the game engine, where you can see the two buildings, again with door markers showing for debug purposes.


And after walking up to one of them, you can see that we're inside the cell with the table. Although you can't see it from screenshots, collision works in both the exterior and interiors (including walking up stairs, and getting on the table .


About combat, I haven't heard from TEH_CODERER about combat, so no progress in that area, because, like I said, I'm a bit stumped on it myself .

Cian Rice's team, "Creative Fallout" and my "New Age Games" team are forming a sort of partnership/association, but not really merging. Here's Creative Fallout's forums, please join to help out Cian and now that we are "partners" in a sense, you also support PoPR by joining (since we are represented on those boards). You can read more about the partnership here.


TEH_CODERER
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Posted: 31st Mar 2007 12:26
Oh man! I'm so sorry! I completetly forgot! I'll get on it right away! Oh! And by the way, I'm assuming you want 3rd rather than 1st person. If that isn't the case then please let me know.

TEH_CODERER
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Posted: 31st Mar 2007 14:18
Hmm...thinking about it, I'm not sure how I can help. The only way I can see is to make an example but that means making some character models etc. The thing is, I use my own animation system normally as that supports blenidng animations and a few other things which is really useful for combat to make it look fluent. However, I'm assuming you aren't using my animation system so that leaves the problem of making the combat still looking fluent...
Either way, I can try some giving you some ideas for you now and then see what I can do using DB's animation system later.
The way I would do it I guess is:
W,A,S+D for movement relative to the camera
Moving the mouse rotates the camera
Scrolling the mouse could possibly zoom in a bit
Right clicking blocks
Left clicking does a quick attack
Holding left mouse button charges up a power attack which you then use by releasing
Of course that means you are vulnerable during the charging time so it does more damage but you need to use it carefully
I'd also include that maybe both buttons at the same time or perhaps Q or E on the keyboard causes an attack that does minimal/no damage but knocks enemies back giving you time to heal/charge attack/run etc.
As I said, I'll try to knock up an example but it won't be as good as I would have liked because of not being able to use my animation system.

TEH_CODERER
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Posted: 31st Mar 2007 16:52
OK. Well I have made a 834 line start so hopefully I'll end up with something helpful by the end of it!

Cian Rice
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Posted: 31st Mar 2007 17:59
Right now the game is 1st person Andrew, just to let you know.


FOR VICTORY WE RUN... FURY OF THE STORM!
TEH_CODERER
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Posted: 31st Mar 2007 18:03
Ah! OK! Luckily I haven't done too much that will need to be changed though so its good to know now rather than later! Thanks!

Zombie 20
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Posted: 31st Mar 2007 18:28
that looks wonderful. i'm sorry i can't help you, i'm too inexperienced, but its looking good. Keep it up.

TEH_CODERER
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Posted: 31st Mar 2007 20:32
Well I think I'm going to start again...I tried to do it without using any media or animations but it isn't working out. Here is what I had:

Hold right click to block, hold left to attack. W,A,S+D movement. I'll try again now but using animations.

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