First, let me explain why this isn't in the WIP section: Souls of Aemos (formerly Deathquest) is not by any means ready for a WIP post in the WIP section(even though i said i was going to post one) because this is more of a series of tests that will eventually be compiled into the final product. So, I decided this was more of a design concept because I will be discussing a lot of design factors for the game. But, if the mods think otherwise, move it i guess.
Major Edit:
I updated the first post to make it look more interesting and to show my latest work so that new viewers don't have to go and read through the entire thread. The progress of each test is put into its own section below:
= One of the Tests
= Complete
= In Progress
= Not started
= Buggy, Could possibly be overwritten in the future
Interaction/Combat Test: (Includes: First-Person Combat, Spell Casting, Day and Night Cycle, Cloud Physics, and the GUI)
Inventory sorting and item bags
Item mixing
Loot from creatures and places
Clouds Physics that react to weather controlling spells
Day and Night Cycle
Inverse Kinematic Arm Motions
Wearing Equipment/Customizable Equipment
Advanced Creature Combat (for basic, see the Faction Test)
Environment Test: (Includes: All trees and foliage)
Advanced Terrain with Plant Maps for fast plant placement
LOD Objects (very fast!)
Construction Test: (Includes: Buildings, Building Editor, Physics, and Tunnel Digging)
Support for any number of buildings
Building Editing with 7 different materials
Saving and loading buildings
Collision and Gravity (almost done, just need to account for the head hitting the ceiling
)
Replacment and position/angle changing of materials already placed
Tunnel Digging; I started this a while ago, but had major collision and visual problems
Faction Test: (Includes: Factions(or teams) and flags(the control point of a fort))
Support for any number of factions
Support for up to 4000 citizens total(this is the most tested so far, but it could be more with optimization)
Basic AI for attacking, capturing forts, and fleeing
Support for allied factions
Alpha Test: (Includes: Online Client-Server communication and file distribution, Chat)
Movement
Chat
Different chat types with text colors
Lag (some issues here and there)
Zoning
Server support for all of the other tests above (This will take a loooong time)
Things unaccounted for:
Animation support for various things
Music (My friend and I are writting up songs. I'm also going to try and get them recorded with selected musicians at my school.)
Sound Effects
Some other stuff...
And this was where I had started a long time ago:
Anyway, the first test program i've come up with so far is the combat system for Souls of Aemos. its very different from other games in the fact that you dont just click a button to attack. instead, the mouse is used to swing/stab with the sword(no other weapons yet).
Controls:
WASD - forward,backward,turning
move mouse - aim swing
scroll - forward to slash; backward to ready another swing
how it works is: you start with your sword ready for a swing, but it is oriented to the right of your body. to swing, first move your mouse to one side of the screen(left side looks best currently). then, move your cursor across the screen and scroll forward at the same time. it takes some getting used to. and if you would rather stab than swing, just scroll forward and aim.
download:
http://files.filefront.com/Aemos_Testsexe/;6839999;;/fileinfo.html
and pic:
Image Removed to make the page loading time better...
i would greatly appreciate any feedback. especially criticizism, because i know its not the easiest system to use
and for what i have in mind for the next version of the combat system:
-twisting the sword with the right mouse button after you have stabbed someone
-a left arm for a shield/dual wield (controlled by other means than a mouse, and ill explain it later)