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Work in Progress / Pirates of Port Royale: New Thread

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mike5424
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Posted: 22nd Jan 2010 21:29
Quote: "I'll make a video of progress so far."


Now i have something to be excited about!

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BlueKlayman
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Posted: 2nd Feb 2010 08:44
Come on, let's get the video already!

Your signature has been erased by a mod please reduce it to 600 x 120.
mike5424
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Posted: 2nd Feb 2010 20:03
Quote: "Come on, let's get the video already!"

I second that statement ^-^

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Gil Galvanti
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Posted: 7th Feb 2010 03:56
Alright, done with crafting! At least the functionality of it, still a lot of extra stuff to add eventually, like displaying object info, randomizing stats of crafts based on various factors (quality of resources, skill of player, etc.), polishing things up, etc.

It should be good enough for a video tonight or tomorrow, depending on how much trouble I encounter and how motivated I am to make it . Don't expect a whole lot (no quests or anything like that), and there probably won't be any kind of wow factor since you've all seen it all, it's all just very improved "under the hood". I'll show inventory, crafting, the new talk system, and interiors of buildings.


Satchmo
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Posted: 7th Feb 2010 04:46
Huzzah! Video tonight(possibly)!

Gil Galvanti
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Posted: 7th Feb 2010 21:38
Video is filmed, now to add captions and export and such in the crappy Windows Live Movie Maker! The Superbowl is today though, so I might not be able to actually upload and finish captioning until tonight.


BlueKlayman
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Posted: 7th Feb 2010 21:58
As quoted from Satchmo, Huzzah!

Satchmo
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Posted: 8th Feb 2010 02:54
Quote: "crappy Windows Live Movie Maker"


Not crappy, crippled.

Gil Galvanti
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Posted: 8th Feb 2010 04:20
Quote: "Not crappy, crippled."

Haha, anyone know of a free video editing program that can double the speed of video? Movie Maker used to do that, but for some reason that is beyond me, it was one of the many features they took out for Windows Live Movie Maker. I would just keep using Movie Maker 2.6, but it crashes whenever I start it up now.


Gil Galvanti
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Posted: 8th Feb 2010 08:23 Edited at: 8th Feb 2010 08:24
And it's done!

I ended up not speeding it up because I decided it'd be hard to follow the captions and what I was doing.

So, I hope you're not expecting too much, but here it is, sorry about how fast I do things, I kind of panic when filming and feel like I need to rush or I'll lose people's interest, haha.

It starts with me editing the world, and then ends with showing how the engine works with it. I added some of my music in there as usual so there isn't complete silence, if you don't like it, just mute it, it's impossible to please everyone .

YouTube (okay quality)

High Quality Download (46MB, recommended)


Hopefully you like it, any comments or criticisms welcome.

For the 1 or 2 people that might be interested, here are the scripts used in the video to show you how simple they are:
jacksparrow.txt


Axe.txt


Hammer.txt



Darth Vader
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Posted: 8th Feb 2010 11:01
Awesome! everything looks really streamlined now. But yeah you did go a little to fast (And yellow is incredibly hard to read for the subtitle colours!).

Can't wait to get a playable demo, if you get my drift lol.

KISTech
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Posted: 8th Feb 2010 17:11
Wow, just wow. Incredible stuff.

It inspires me to keep pressing forward when I see a project this good being done by just one person. In fact we started our projects close to the same time. I think you are a little ahead of me in progress though.

Good stuff all around. Now back to work I go..

Gil Galvanti
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Posted: 8th Feb 2010 17:50 Edited at: 8th Feb 2010 17:53
Quote: "Awesome! everything looks really streamlined now. But yeah you did go a little to fast (And yellow is incredibly hard to read for the subtitle colours!)."

Thanks . Yeah, sorry about the speed and color. The subtitle color was tricky, if I did white then it couldn't be read when over the world editor menu's, if I did black then it couldn't be read over the UI's in the engine or when looking at something dark, so I went with gold, which is ugly but you can actually read it.

Quote: "Wow, just wow. Incredible stuff.

It inspires me to keep pressing forward when I see a project this good being done by just one person. In fact we started our projects close to the same time. I think you are a little ahead of me in progress though.

Good stuff all around. Now back to work I go.."

Thanks, glad I could be an inspiration . Good luck with your own project.


mike5424
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Posted: 8th Feb 2010 18:46
Amazing! But one question, What happens if they put a box on the edge of the top of a plank of wood that was stood up? Would the box fall or would it stay there?

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Darth Kiwi
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Posted: 8th Feb 2010 21:15
Good stuff! It looks much more streamlined and carefully managed now. I particularly like the conversation mechanism.

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
BlueKlayman
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Posted: 8th Feb 2010 21:27
Wow, the UI's do look good in game, I love the world editor though. Should be fun.

Gil Galvanti
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Posted: 9th Feb 2010 01:03
Quote: "Amazing! But one question, What happens if they put a box on the edge of the top of a plank of wood that was stood up? Would the box fall or would it stay there?"

At the moment there are no advanced physics in place, just simple fall and stop on a collision, hopefully eventually there will be though.

Quote: "Good stuff! It looks much more streamlined and carefully managed now. I particularly like the conversation mechanism."

Thanks . I am quite proud of the conversation mechanism myself, it makes for much more dynamic interaction with NPC's.

Quote: "Wow, the UI's do look good in game, I love the world editor though. Should be fun."

Yeah they do look good, thanks for doing that for me, I'll probably have more for you to do soon if you're up to it .


FireIndy
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Posted: 9th Feb 2010 01:20
Wow, that video looks amazing! That NPC system you have going looks really really good. Hopefully things now will be a lot easier to work on


Want to work on Desolation?
Email: davekramer@live.com ; MSN: davekramer@live.com http://www.youtube.com/watch?v=8jv73JP8_44
BlueKlayman
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Posted: 9th Feb 2010 07:01
Quote: "thanks for doing that for me, I'll probably have more for you to do soon if you're up to it"


No problem. And yeah, talk to you about it soon as I can.

Hassan
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Posted: 9th Feb 2010 09:04
impressive!

oh and, it loads all models at start? how long does it take to load the editor?

Azunaki
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Posted: 11th Feb 2010 05:17 Edited at: 11th Feb 2010 05:18
very impressive as expected.

but quick question what does

name=Axe
objtype=199
category=Tools
<c=Handle>
amount=75
rscCat=wood

amount and rscCat stand for and c=Handle?(more specifically the c)

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Gil Galvanti
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Posted: 11th Feb 2010 05:33 Edited at: 11th Feb 2010 05:34
Quote: "Wow, that video looks amazing! That NPC system you have going looks really really good. Hopefully things now will be a lot easier to work o"

Thanks . Yeah, they are quite a bit easier so far.

Quote: "impressive!

oh and, it loads all models at start? how long does it take to load the editor? "

Thanks . At the moment it loads the entire exterior world at the start of the engine, eventually it will be segmented and load it a bit at a time depending on your position. It loads interiors the first time you enter them, and then after that it doesn't need to load them again. The world editor takes only 2-3 seconds to initialize everything without loading a world. Loading worlds takes more time, depending on how large the world is .

Quote: "very impressive as expected.
"

Thanks .

The c stands for "component", amount stands for the amount of the resource needed for that component, and the rscCat means "resource category" and stands for which resource category (wood, metal, etc) is acceptable to be used for that component.
So:

Means the handle component of the axe requires 75 of any kind of wood to create.


BlueKlayman
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Posted: 20th Feb 2010 03:47
Any progress reports we should know about?

Gil Galvanti
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Posted: 20th Feb 2010 04:27
Quote: "Any progress reports we should know about?
"

I've started AI, NPC animation, and combat (since they kind of go together). Simple pathfinding using Dark AI now seems to work pretty well, and the very basics of combat (hit detection and swinging a sword is basically all so far) are what I have so far of combat and AI. Animation-wise I'm attempting to animate the NPC myself this time with moderate(?) success. So far I have an idle animation, walk animation, and impact animation implemented into the game. I'm planning on working on it some more this weekend .


BlueKlayman
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Posted: 20th Feb 2010 05:28
Yay, good news. Keep it up Gil.

mike5424
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Posted: 22nd Feb 2010 18:06
Will you add the ability to create dungeons(Or just underground things)?

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Gil Galvanti
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Posted: 23rd Feb 2010 01:15 Edited at: 23rd Feb 2010 01:16
Quote: "Will you add the ability to create dungeons(Or just underground things)?"

That already kind of exists with "interiors". You could just add a door/building that would transport you to an interior, which could be modeled to be whatever you want.


Urist McCoder
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Posted: 24th Feb 2010 23:50
Wow... PoPR is way farther along than last time I checked.

Quote: "Gil is arguably one of the most talent DBPro programmers here."


I'd have to agree with that. I can't wait for a demo to be finished!
Peter H
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Posted: 25th Feb 2010 02:52
well, i like to check in every year or so and... nice to see you're still working on this!

how many years is this now.. 4? 5?

One man, one lawnmower, plenty of angry groundhogs.
Azunaki
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Posted: 25th Feb 2010 06:49
its so four or five years of absolute amazingness!

has there ever been a public demo released for this?

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visit my site.(still in progress)
mike5424
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Posted: 13th Mar 2010 14:57
Quote: "
has there ever been a public demo released for this?"

I don't think there has been but if there was, I want it!

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BlueKlayman
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Posted: 14th Mar 2010 11:56
No, I don't believe Gil ever did release one.

Darth Vader
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Posted: 17th Mar 2010 14:35
Soon, soon...

BlueKlayman
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Posted: 20th Apr 2010 23:31
Its been over a month since the last update, what's happening Gil?

BlueKlayman
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Posted: 27th Jul 2010 09:48
Sorry for the double post.

What has happened to this?

mike5424
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Posted: 28th Jul 2010 19:41
5 Months since the last post?

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Braude Interactive
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Posted: 13th Aug 2010 12:16
Come Back Gil!!!

Haha... this was too cool to ever let it die!
Gil Galvanti
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Posted: 27th Aug 2010 01:37
Hey everyone, sorry for the long break, I stopped working on PoPR and regularly visiting TGC for about 4-5 months for various reasons (school, work, lack of motivation, learning other languages/technical skills, etc.), but started again last week. I'm trying to "solidify" and polish the editor for now, then once I get that to a good point I'll continue with the engine. Again, sorry for the long hiatus, it's happened before and I can't guarantee that it won't happen again . I'll try and post some content sometime soon.


bergice
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Posted: 27th Aug 2010 01:38
Hurray, he is back!

9cdfb439c7876e703e307864c9167a15
Deathead
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Posted: 27th Aug 2010 03:01
Great Odin's Raven! Gil Galvanti! He's back!

Quote: "(school, work, lack of motivation, learning other languages/technical skills, etc.)"

Fair enough, great to have you back Gil.


Gil Galvanti
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Posted: 27th Aug 2010 03:49 Edited at: 27th Aug 2010 03:49
Haha, thanks .

I'm considering releasing just the world builder (full functionality, you just wouldn't have the engine to interpret what it saves) sometime when I get it to a more stable and complete version (anywhere from a few weeks to a few months or more, you never know with me ) so people can find bugs and provide feedback on it before I start building more than just test worlds with it. Anyone think this is a good/bad idea or have an opinion on it?


jason p sage
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Posted: 27th Aug 2010 05:45
I think that is a great idea because folks can start having fun now with your system while giving ya feedback! You got fanz man! Me included!

bergice
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Posted: 27th Aug 2010 13:15
Thats a great idea, you should do that!

9cdfb439c7876e703e307864c9167a15
Ermes
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Posted: 27th Aug 2010 15:26 Edited at: 27th Aug 2010 15:39
i think it's better a project doesn't long two years or so, therefore you can have lack of motivation, another idea suddently brighting in your head and you must put in a corner your previous project, etc...

i'm about 1 year and 2 months about my project, and i'm a bit tired i want to finish it soon.

your game is huge, complicated, needs more people working on it that the 3 you are, or the 1 i guess you are now.

don't loose your motivation, keep it up!!!

ogni scarafone รจ bello a mamma sua.
Gil Galvanti
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Posted: 5th Sep 2010 09:52
Thanks for the encouragement .

I've spent the last week or so working on a terrain editor, and thanks to some very helpful TGC users (special thanks to Omen for the code examples, and Green Gandalf for the shader) it turned out to be surprisingly easy. I haven't yet implemented it into my world builder, but am building it as a separate module that I can just "plug in" to it (I like to build the modules separate, so they are dependent only on themselves and I can make the entire game fairly modular). Hopefully I'll have it implemented into the world builder by Tuesday or Wednesday, then I might post some screenshots or videos.

It sounds like people are in favor of releasing the world builder early on its own, so after I finish up a few more things (not sure on the timeframe, shouldn't be TOO long, but don't take my word on it, it could be anywhere from a week to 2 months, depending on what kind of trouble I run into and how distracted I get).


BlueKlayman
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Posted: 6th Sep 2010 12:09
Great to see you back Gil.

Alfa x
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Posted: 6th Sep 2010 20:36
Hi Gil,
looking forward for it.
Azunaki
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Posted: 7th Sep 2010 05:51
i definitely love the idea of releasing the world builder. can't wait.

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visit my site.(still in progress)
Gil Galvanti
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Posted: 7th Sep 2010 07:52 Edited at: 7th Sep 2010 07:54
Well I've got the terrain about 75% integrated into the world editor, but I probably won't get to finish it for a couple days (got a busy couple days ahead). So here's a little preview screenshot to tide everyone over . It has a bit of everything...the UI for terrain editing, all textures painted, a small ocean/coast, and a small hill.




Gil Galvanti
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Posted: 8th Sep 2010 07:39 Edited at: 8th Sep 2010 07:39
Here's another one showing some of my work that I did today...terrain shading now implemented (thanks to Green Gandalf for showing me how), and a smoother terrain raise/lower function:


Next I hope to smooth out the texture blending.


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