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Work in Progress / [NaGaCreMo 2012] Abeyance

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Seppuku Arts
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Posted: 25th Jan 2012 21:46
Quote: "They was very obvious."


Oh good. I was hoping the use of Old Norse wouldn't over complicate things.

Quote: "Yeah I never got through 30 mins because of that reason. It's still sitting in my closet probably wont touch it anytime soon maybe in the future.
"


It's not THAT bad of a game, it just didn't live up to much. I stopped about 60 hours in, there is a point where the game is a little bit non-linear as you have missions to do and considering how linear the game actually is, I felt the need to really go out on those missions and my play time easily increased. Given it only takes a few hours to do the first disk, it was a little bit redeeming. I'm a little bit wary about FFXIII:2, tried the demo, it looked like it might have some of the improvements FFXIII needed, but the characters are still annoying.

Seppuku Arts
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Posted: 28th Jan 2012 18:30 Edited at: 28th Jan 2012 18:31
I've been going through the process of introducing the Path/Class system. As explained each class will have their strengths to particular stats and be more effective under a particular threshold and have abilities specific to them.

So for example you can see here, the Shadower Path has 270 Agility at Level 50, yet only 10 Vitality. You'll also see how well Thresholds work on your stats, as Keats in one his Curse Threshold he gets a nice Mind boost, hence it almost matches hi Agility.

With the Shadower Path, Keats becomes hard to hit, but he's not very good at taking damage.

Here you can see some of the Shadower's abilities:


Also, the Tormentor's stats. Here you can see how a matched Threshold just keeps on giving. Empowerment gives a Vitality boost, so does being a Tormentor, so the 2 combined makes you really tough. With it, there's also a nice Health boost.


However, stats will probably need tweaking in terms of balance. But those who choose Shadower or Tormentor will find enemies are higher in level, so their defensive/evasive manoeuvres ought to be helpful. Tests currently show that Tormentor is taking less damage at level 5, but not so little to make it overpowered (average of 13) and Shadower is taking more damage (average of 27).

Seppuku Arts
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Posted: 2nd Feb 2012 14:24
New Direction:

The purpose of NaGaCreMo was to see if I could manage this project by making the media easier to produce. One thing I noticed doing it through the sprite approach is that 1) I suck at sprites 2) Animating each frame is still a wee bit time consuming, even when making short cuts. However, 3D modelling low quality character objects that are easy to replicate is less time consuming, as the animation is fairly simple to do and straight forward (just need key frames).

So the plan? I quite like the effect of using 3D rendered backgrounds and 3D foregrounds, for example, Longest Journey and the Playstation 1 Final Fantasy games. Star Ocean 2 does it too, but with sprites as foreground. The battles will be full 3D. The models are incredibly low poly and pretty damn basic - so it should still run on netbooks and when AppGameKit goes 3D and I decide to port this over, hopefully mobile devices will handle it too.



Here is a video also, Keats is unanimated in this video - I just want to demonstrate the effect.




The effect isn't that difficult, for the background you use a sprite object and stretch it to the size of the window and have DBP draw it first. For the 3D you just need an invisible collision model and to align the camera to match it. For overlays(not shown in the above as it's not necessary), just paste an image over the top, like this.

Also, one final thing.

I've got stuff set up on the Abeyance website. It gives more info about the game.

http://abeyance.weebly.com/

MrValentine
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Posted: 2nd Feb 2012 14:32
I like it... also not to forget the early resident evils also did this...

It feels funny knowing that others on here played the same games as I did

Seppuku Arts
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Posted: 2nd Feb 2012 14:51
Ah yes, how could I forget them? And Parasite Eve, I think quite a few games from that era did it. And to be honest, I still play them, I've got FFVIII sat on my shelf, over a year ago I re-completed FFVII and the original Resident Evil, also Abe's Odyssey & Exodus. I think I might go through FFIX again, perhaps VIII. I love the style of these old games and they've not really translated over to modern technology so well IMO.

MrValentine
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Posted: 2nd Feb 2012 15:01
Hehe PE was amazing and one game some forgot Hard Edge was a very well made I believe British game...

I agree those PSOne games were totally original... look at Castlevania SOTN ....mmmm and and and bomberman and and and harvest moon... and and and oh the list goes on...

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Posted: 4th Feb 2012 20:20
Quote: "Hehe PE was amazing and one game some forgot Hard Edge was a very well made I believe British game..."


Never actually heard of that one. But yes, I do miss the old PS1 game, I mean, they had brilliant style. Look at stuff like Resident Evil, I think the fixed camera angle and awkward controls are what helped make the game, I've got Resident Evil 5 on my 360 and it's just not Resident Evil. I don't see why we can't still have something in that style with today's technology...or heck, in the style of some of the Japanese RPGs.

I've been a bit slow as I've been doing other things, but I've done the transitions between 2 rooms. However, I am beginning to feel I'll need to adjust things like FOV to get a more accurate measurement of the scene, as in the second scene I couldn't quite align it right. For example, Keats is taller that the door on the left and shorter than the one on the right.



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Posted: 4th Feb 2012 20:36
Nice but yeah weird lol... I suppose us theyre leaving it down to us independent developers to take up the style hehe

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Posted: 5th Feb 2012 23:54
Looking so much better man... I'm liking the light-maps and the camera views...

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Seppuku Arts
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Posted: 6th Feb 2012 01:24
Cheers. I decided as the last Keats model was crap, I'd do a new one. It's been a long while since I've done 3D modelling, so I'm a little rusty.

Also, if I can't get the 3D renders to work the way I want (aligning with collision objects), there's nothing stopping me from doing the same style in full 3D and lightmaps in CShop, sure it'll mean more resources...but then they're low poly scenes anyway and I'm sure Netbooks pack enough power for that.

New Keats (animated).



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Posted: 6th Feb 2012 16:47
Anyway, went for the full 3D approach with the backgrounds lightmapped.

Figured I'd give you a proper update. You can see the animations in the battle system, however, I am calling it a day, so I will fix the animations later, as they don't look all that great.






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Posted: 6th Feb 2012 17:16
you never fail to surprise Sepp

Seppuku Arts
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Posted: 17th Feb 2012 16:36 Edited at: 17th Feb 2012 18:46
Cheers, although...if I told you there was no cake, would you still be surprised?

It's been a little while since I've updated. I'm trying to improve on the original engine I did for NaGaCreMo and have just gone ahead and started rewriting it. Madness, I know. But it allows me to correct a few problems, improve parts of the code and implement how the new map system works. The major difference is in the old project most things were handled with arrays, but in this one they're handled user-defined types (but as arrays still) and it's surprising how much of a difference it makes to the structure of the engine. Heck, in using UDT's I've managed to create a much better inventory system (which you'll see below, even if it looks little trivial )

I've also replaced Dark Physics with Sparky's Collision DLL, 1) because it's pointless getting people to download drivers when I'm not taking full advantage of the technology. 2) I had too many problems with it. The rewrite shouldn't take too long as most of the code exists from the last project file, it just a case of stealing from it and improving it.

The goal is to have the original demo redone with the new graphics and new systems in place by the end of Feb. Then afters, I can get to work on the rest of the game.

Anyway, I figured I'd post a video up just to show that I am still working on it.



[edit]
I've posted up the engine structure (so far) on my blog, there's a link to the image here (too big to post on here):
http://seppukuarts.files.wordpress.com/2012/02/abeyance-engine.jpg

Recoded version todo list:

Add Transition Points (between scene) [Done]
Add Characters [Partially Done]
Add PickUps [Done]
Fix Inventory System [Done]
Add Save Points
Add Character Interaction
Add Menu [Partially Done]
Add Restructured Battle System


Ashingda 27
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Posted: 18th Feb 2012 00:50
WOW that is really awesome!

Seppuku Arts
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Posted: 19th Feb 2012 03:32
Cheers for the comment.

More spam, I mean here's another update. This is pretty much most of the scene setting out of the way. Then I can get onto putting NPC's back in and the interaction with them and also the battle system (again). Either way, just one step closer to the complete overhaul.

I've just been working on the start up screen, the settings and saving/loading. You can see I'll need to adjust the selection bar to accommodate for larger strings .

Sorry about the choppiness, Fraps only lets me record 30 secs at a time and I decided to stop and start tactically.


For the saving/loading, I decided to keep it simple and have used DBP's 'Save Array' and 'Load Array' commands. Sure it means a larger number of files, but they're kept away nice and tidy and are tiny anyway. It works well enough.


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Posted: 21st Feb 2012 20:09
Dude, this is looking great. I love the way the look has come along, and the novel approach to scenes etc. It reminds me a bit of Alone in the Dark for the static camera sections. The menu is already looking polished too. Plus props for uploading a load of videos so it's easy to follow progress.

I'm expecting the storyline to be IMMENSE btw, especially since I am the main character (don't deny it again).

Seppuku Arts
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Posted: 21st Feb 2012 21:01
Cheers dude, hopefully I can get a demo of the new approach finished soon - I've actually spent a few days just doing these menus. I've got them finished now. I only went in with the intention of restructuring the maps to allow the new approach to work and have so far ended up restructuring everything. The inventory was pretty weak in that it didn't stack, it was just static, so I had to fix that, the menu system was inefficient in that it repeated a lot of redundant code that could be put into 'for x = to total' loops, then the actual character stats and everything. But I'm pleased starting tomorrow I can work on restructuring parts of the gameplay and once that's done. More scenes + improved animations then a demo!


And, I'll be sure Ronan Keating gets a special mention.


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Posted: 25th Feb 2012 21:21 Edited at: 26th Feb 2012 01:32
Updaterino!

I'm nearly at the stage when I can give you guys the v0.2 demo. I've completed the battle engine restructure and improved the animations, though I wouldn't say they're at the final stage, but good enough for v0.2 demo. Anyway, as I've got to this stage (all I'll need for v0.2 is content), I might as well list the main changes for this demo:

-Main Menu Added
-Ability to Choose a class/path with their own stats and abilities
-Ability to Change Options -> Resolution, Fullscreen/Window Mode, Sound, Shadows (best turned off on lower spec machines like those with Intel GMA and Netbooks)
-Array system replaced with User Defined Types
-Ability to Load a saved game from the main menu
-Save Points in the game to save data
-New slot-based inventory system in place
-New slot-based ability system in place, I've also made it so instead of gaining abilities as you level, the player can find them placed around maps (see below)
-New Map System, transfer between small static scenes
-Updated Graphics
-Battle System restructured in terms of coding, abilities are in 1 menu and it takes advantage of the new inventory system
-Addition HUD pieces for Battle System

Addition to game design, I should mention that 'boss' zones can be revisited and these will be called 'Dream Zones', it gives the player an opportunity to return to a zone, kill any enemies they've not previously killed and search the area for items and abilities, it gives a reason for players to revisit old areas, plus if they're stuck they can fight enemies they've missed for more exp or take a break in game away from the linear storyline. So you can see why I've turned abilities into pick-ups.

Next update should be the v0.2 demo.

Anyway, a couple of screenshots from the battle system to keep you going:
[Edit] Better Screenshots
Gunshot animation:

Here you'll see 'Cursed Blade' highlighted, the HUD now shows information about your items and abilities. But also, as in this shot Keats is a 'Manic' there is a selection of abilities that only a Manic can use and one of them is called 'Cursed Blade', a Manic is a good melee attacker, so Cursed Blade will increase the damage your weapon deals:


Though there are still skills different paths do share, 3 of the paths still use 'Hex' (as an example), in fact the first skill you'll learn in the game will either be: Hex, Bluff, Cursed Blade or Shadow Blend (depending on your selected path).

Bear in mind that the battles will have backgrounds, but for the time being I've left it blank whilst I work on the code.


Yodaman Jer
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Posted: 26th Feb 2012 01:44
This is looking great Seppuku! Can't wait for the next demo.

Seppuku Arts
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Posted: 26th Feb 2012 04:21 Edited at: 26th Feb 2012 04:22
Cheers pal! Should hopefully be coming very soon.

Anyway, threw this video together to go with the update (sacrificed video quality for a little extra recording speed, but game text should be readable):




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Posted: 3rd Mar 2012 03:28 Edited at: 3rd Mar 2012 14:40
DEMO V0.2


Click to Download (27.8mb)

Warning: Demo may contain language that's offensive to some.



It was a lot of work getting that overhaul done, but I think worth it. It still needs work, but it's at a stage where I think it might be useful to get feedback and also it's in a state where it's playable and hopefully enjoyable and challenging without being too challenging.

What's missing from this version?
Enemy animations.
Boss Mesh (kind of had a fight with my 3D app over this )
Particle Animations (am using same system as last demo)
Sound Effects

Issues/Things I know about:
-Funky light changes on chat/transition/inventory
-The size of the select 'button', I forgot to change that before I zipped everything up
-An idiotic typo

Things you should know:
-800x600 is the minimal playable setting, but I recommend 1024x768 or higher (though you can go lower than 800x600, so I'll need to put a cap in a future release)
-The default setting is: 800x600x32, windowed and no shadows. If you'd rather play at a different setting, change them from the options menu.
-Dynamic Shadows not recommended for low spec computers

YOU DO NOT NEED PHYSX DRIVERS FOR THIS DEMO
I took PhysX out of this demo, so you won't need them.

How to Play:
Controls:
Arrow Keys - move
Return - action
Space - cancel
'i' - inventory
Esc - quit (DBP default)
'1' - '6' - select threshold (inventory menu and battle)
To change a Threshold in battle your ATB must be full.
1 = Curse, 2 = Blood, 3 = Frantic, 4 = Nerve, 5 = Fear, 6 = Empowerment.

The idea is to defeat the enemies and each will offer some kind of hit on how to defeat the boss at the end. Thresholds are useful in battle for making the player stronger in certain ways. There's explanations at the beginning of the thread.

Working out an enemy's threshold should be easy in this demo because I've given the enemies obvious names.

Also, there's 2 hidden items, the game will have various hidden items across different maps, so always be sure to scout the scene. If you miss any, there will be an option to revisit a scene in the full game.

The aim will be to have the gameplay challenging so strategy becomes important - at lower levels you have less of a choice as to what you can do, but as you learn more abilities you ought to be more flexible in battle. In this demo you will learn 2 abilities. I've been nice and given 2 swords and 2 guns, the default ones will be the ones you'll start with. The others are for demonstration purposes and you will collect them a little later on.


Download is attached.

[Edit]

I just played through on Trigger Finger and found it to be difficult. I can imagine Shadower and Tormentor will be even harder (given the higher levelled enemies). Whisperer and Psychopath may be the easiest to complete the level on. But then I did want the classes to vary in difficulty.

However, if you're struggling to complete it, here is a little walkthrough...but please do try to complete it with the challenge left in.




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Fallout
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Posted: 3rd Mar 2012 20:12
Quote: "Warning: Demo may contain language that's offensive to some."


Sweet. Downloading now. Let's hope the lasagne in the oven doesn't distract me before I give feedback.

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Posted: 3rd Mar 2012 21:08
Feels nice and solid so far mate. I have to first admit, this isn't my sort of game. Turn based combat has never been my thing, but I wanted to check out progress so far anyway and see what you've been up to.

I really like the general feel of the environments, and when you've got the enemy anims and remainder of the detail in there, it'll be cool. Menu systems seem pretty good overall, and navigation was smooth.

A few things that came to mind:
- Do you have plans for visuals during the intro text? I felt some sort of visual context, even if it's just a static image would've helped.
- I got all my HP back when I loaded my game, though I saved with low HP. Didn't know if that was intentional or a bug.
- Couldn't see my HPs a lot of the time when the damage I was being dealt was over the top of it, so I didn't know whether to take a stamina potion or not, until I was a goner.
- I like the scenes with the panning camera, but would like to have had some smoothing on there, rather than pointing directly at the player object. Movements made the camera panning quite sharp.

Stick at it dude. I got a hint of your plans with the strange language idea, which I think is cool. As someone who doesn't play adventure or turn based RPG style games, I still found the concept of learning this crazy language as I go along really cool. It'd be awesome if by the end of the game, you could talk to someone else who's completed the game in the language of Abeyance.

Seppuku Arts
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Posted: 4th Mar 2012 00:12 Edited at: 4th Mar 2012 00:19
The language is actually Old Norse rather than an invented one, so I guess Icelandic people and Danish people might find solving the clues a little easier...however, I may replace it with an invented language, I've tried it before and it's quite fun to do. Saying that, using it as a means of teaching somebody Old Norse would be cool, but sadly it's a little too complex of a language to go into detail with. I started studying it for a University project and thought it'd be cool to make use of it.

Quote: "- Couldn't see my HPs a lot of the time when the damage I was being dealt was over the top of it, so I didn't know whether to take a stamina potion or not, until I was a goner. "


I take it you played the game at 800x600? I hadn't noticed that problem until after I uploaded it, I thought it'd be fine at 800x600 but all of my testing was done at 1024x768. So I'll fix that.

Quote: "- Do you have plans for visuals during the intro text? I felt some sort of visual context, even if it's just a static image would've helped."


I was debating it. I've played RPGames where it can go straight into text, sometimes just to go into a character's thought process or to represent a vague memory. Or in the case of the game Nier, go completely off the wall on you and have a character contract an affliction where the world transforms into something like a text adventure and I may contemplate on also doing something weird, after all Keats is losing his sanity and that could create opportunities to mess with people. Dunno what yet. I know Eternal Darkness purposely programmed in glitches and convinced players there was something wrong with their GameCube or their TV. Not gonna do something like that, but gives you an idea of what sorts of games I'm thinking of.

Quote: "- I got all my HP back when I loaded my game, though I saved with low HP. Didn't know if that was intentional or a bug."


I was contemplating on whether or not to have the save point heal you as some turn-based RPG's do (iirc LoTR Third Age did it) or to leave you at your current HP, so I didn't code the save system to add the HP. But given I'm not using random battles, this could be easily exploited, so I guess I should save the HP, can't let it be too easy for the player.

Quote: "- I like the scenes with the panning camera, but would like to have had some smoothing on there, rather than pointing directly at the player object. Movements made the camera panning quite sharp."


Good idea. I might play around with the curvevalue command to see if I can get a smoother flowing camera. And other experiments if it looks crap.



Anyway, cheers for the feedback and it is useful, I appreciate it, especially as it's not your kind of thing. Unfortunately I love these sorts of games, particularly when you're able to be a little more tactical and that's what I want to go for. It will be impossible to go on a grind fest, so if you encounter a tough enemy you won't be able to burn up some levels and make it easy.


MrValentine
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Posted: 4th Mar 2012 12:48
I speak Danish ^^

Seppuku Arts
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Posted: 4th Mar 2012 13:20
Don't know how close Danish is the Old Norse I used, but I know Icelandic is fairly close, and I know Icelandic and Danish are the 2 languages closest to Old Norse.


MrValentine
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Posted: 4th Mar 2012 13:22
I downloaded the demo 0.2... cant get past the battle

couple of things... options menu doesnt work... change resolution... would be nice if it resixed there and then like after saving....

great music better than what I imagined!!! and the looping is great...

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Posted: 4th Mar 2012 13:38 Edited at: 4th Mar 2012 13:38
I tried resizing there and then but it caused too many problems, however, I will be working on getting it to behave. But for now, you'll have to exit to get the resolutions & full screen to apply.

Anything else about the options menu that doesn't work?

Also, what trouble are you have with the battle? Are you dying? Or is there another problem?

I do keep wondering if I've made the difficulty too hard. If you play as a Whisperer or a Psychopath, you should find you deal more damage on these enemies. Manic and Trigger Finger are slightly harder and Shadower and Tormentor are the hardest. Tormentor is probably harder than Shadower because a Shadower is good at dodging, whilst a Tormentor is a defender and therefore his evasion is pretty poor and with enemies 5 levels higher it makes it a difficult path to play. In fact, I'll test to see if I can beat the demo on Tormentor, that might be a good indicator on whether or not it's too hard.

Anyway, cheers for playing it.


MrValentine
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Posted: 4th Mar 2012 13:42
Quote: "
TRIGGER HAPPY
"


What else did you expect me to play as XD

umm perhaps force the game to restart? you can do this by executing the same exe and closing the current exe I have tried that before...

umm the menu works wonders really really envious of it ^^

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Posted: 4th Mar 2012 13:55 Edited at: 4th Mar 2012 14:00
Trigger Finger is a little more difficult, I struggled to beat the demo on it, but it is possible. A Trigger Finger doesn't have a lot of VIT and his AGI doesn't match a Shadower, so they're more likely to take damage, I figured it appropriate as a ranged attacker, but at least it's a good enough damage dealer. The good news is, Trigger Finger will get its own set of unique guns, which will be fairly powerful - useful for Neuro too because a Trigger Finger's Neuro attacks are fired off of the gun and therefore DEX and weapon stats are used.

On the other hand Tormentor (just tried fighting the boss on it) is impossible. I think I over looked the fact the boss stats will be a lot higher when 5 levels are added. Jor hits for an average of 140 damage (without Bluff and without Lucid Threshold) and Leech will not restore enough HP to keep Keats alive and Keats has a long ATB on Tormentor, so he's slower, meaning each move is more important. I think I'll have to make adjustments on Tormentor's stats.


As for the menus, they pretty much work the same way I showed you outside of the forums.


MrValentine
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Posted: 4th Mar 2012 14:10
haha, menus yeah...

I hope to implement them at some point...

I think the first battle is waaaaay too hard as its less than 15 seconds into the game

why not try an FFT style approach... standardised enemy health along the whole game...

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Posted: 4th Mar 2012 14:22
I'll make it a little easier.

I beat the demo on Shadower, so I think what I'll do for Tormentor is adjust how VIT calculates his defence.

The enemy health is partially calculated based on level, but I do set the stats for each individual enemy. Because of my "enemies are 5 levels higher" approach with 2 jobs I'm gonna keep it so the enemy stats are based on level, but what I can change is how much level effects those stats.

The first enemy is:
300 + 35*level (As a Trigger Finger he would have had 405 health, as a Shadower it would have been 580)

The boss on the other hand is calculated as:
300+405*level

As a Trigger Finger, that's 2730 and as a Shadower/Tormentor, 4755. So it's no wonder with how Tormentor currently works the boss is impossible. But luckily Shadower can still manage it and I think it does it with the right amount of difficulty for what I intend with those 2 'Elite' classes. For things like Trigger Finger, the difficulty should be easier because they're not meant to be too difficult for the player.


MrValentine
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Posted: 4th Mar 2012 14:30
so the demo is not the very start of the game I take it?

also I prefer up for forward like resident evil as oppose to FFVII unless you have larger areas

just a thought

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Posted: 4th Mar 2012 14:44
It is the start of the game, so I guess I should be more merciful I guess, leave the harder stuff for later.

I will have some larger areas - you'll see it with the bit that comes after the demo, Keats will return to the real world, therefore you can explore his home town.

I find the Resident Evil movement a little restrictive, which is what I had back when I originally started this game (it was easy to code and I didn't know how to get the movement I've got now), which is great for a horror game like Resident Evil and I miss having it.


MrValentine
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Posted: 4th Mar 2012 14:45
well FFVII had no faults so stick with it was just an impression I felt was better for the camera angle...

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Posted: 5th Mar 2012 04:46
Hey, I've been following this. Very nice work. I really find the feel of it interesting. Great to see a RPG on here. If that's what you call it. I'm working on one as well. They are a great type of game for sure. Good luck going forward.

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Posted: 5th Mar 2012 12:33
Cheers, I had a go on your RPG a little while back, it seems to be quite interesting too as I had fun playing through it. Love how things like a basketball could be used to damage an enemy. I could swear I left a comment in your thread but perusing it now I can't find it. But it'd be sweet to see when you make more progress on it.


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Posted: 25th Jul 2012 18:58
Posting to unlock.
I know you've switched to Unity, but I have no problem with it being left here. I wouldn't really know where else to put it!

Cheers,
BiggAdd
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Posted: 25th Jul 2012 20:02 Edited at: 25th Jul 2012 20:27
Quote: "Posting to unlock.
I know you've switched to Unity, but I have no problem with it being left here. I wouldn't really know where else to put it!

Cheers,
BiggAdd"


Thanks. If you're happy with it remaining here, then that's cool. I know other non-TGC related projects have ended up in Game Design Theory.

Anyway. To update on this project:

It is being done in Unity3D, because I felt it worked out to be ideal for this project. There will be a new demo out once I've got the Unity3D version to the same stage the DBP version was at. But it's not that far off. The battle system itself is complete, which is what takes up most of the coding.

Done:
Basic Scene Transitions
Title Menu
Inventory System
Battle System
Level Up System

To Do:
Advanced Scene Transition
Save/Load
Options
End-battle Scenarios
Pick Ups
Complete Demo Level
Update Character Models

Visually there have been some changes. I'll update with some new screenshots.

NEW SCREENSHOTS

Title:

Character Interaction:

Battle System:


Some character design (incomplete, but thought I'd improve graphics a bit more):
3D Render
Concept Art

Video to explain the battle system:


Seppuku Arts
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Posted: 26th Jul 2012 18:38
I've remodelling and am working on the texture for Keats. He's more in the original style I had him.

Render:


With a Shader in Unity3D.


Basically, it's the 3Dification of this (from when I was using sprites):


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Posted: 2nd Aug 2012 14:32
Looks great Seppuku!

TheComet

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Posted: 6th Aug 2012 11:45
Cheers dude. Might seek to get an update this week, I'll see how the week goes.

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Posted: 10th Aug 2012 18:43 Edited at: 10th Aug 2012 18:49
Brain is less fried today, got around to fully implementing my class system and much improved since the DBP version.

I figure I'll use this post to go through some Game Design Theory, it may be useful to somebody - sure it's Unity3D, but it's applicable elsewhere.

With this system I can add new classes, new spells and new items without the need to change a single line of code and heck, not even recompile. I've also discovered how to work classes within classes and for their variables to display in Unity3D's editor...this is a big plus, because it makes it a easier to do more from Unity3D's editor. For instance, this:


What's happening there? Basically I am viewing a User Defined Type (as an array) inside of the editor. It looks like this in code:




Because I am using an array, I can just change my own array size and create as many classes/paths for my character as I like. Lets say in development I decided I wanted to give Keats a new class, I could do it easily.

For example this class doesn't exist in the original demo (created in editor):


Applying this system to my inventory and skills I can create class-specific content more easily. For example, only a Shadower can use 'Mindjolt', for the 'Magic1' variable for Shadower I could type, "shadow" and then give Mindjolt's 'school' variable the string, "shadow" and Keats would be able to use it if the 2 matched together.

This was the system I used in DBP and was using in Unity3D before.

The difficult bit isn't actually the variables, but using them, for example, I have to create a list and select specific items from that list and those items could be anything.

A simple way (in psuedo-code done in the style of DBP);


So instead of creating conditions specific to a skill 'name', you take a skill's function, because multiple skills might do the same thing, but based on different stats, so your 'DoDamage()' would need to take into account the stats of the current/selected skill. This means you could make up any number of skills without needing to change that part of your code. If you're using scripts or external .dats do add new skills, then this method will help a lot because you won't need to recompile. This method would be compatible with the code snippet I posted here.

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Posted: 20th Aug 2012 14:17
Another update. Not spent as much time as I should on this, thought I'd give learning C++ a go because I was curious, but I've spent more time on this again.

I've rigged the new Keats model and also, I've added something to the class system, just to make things more interesting, which will be flexible with adding new classes in the future should I wish to (and I have added a new class already).

Here's concept images for each of the classes (apologies, I am not the greatest concept artist in the world):
Whisperer
Psychopath
Trigger Finger
Manic
Tormentor
Shadower
Shadow Talker

New Models in Battle

Keats as a Shadow Talker


How will this function programming wise? I can explain the theory, as there's little point showing how to do it in Unity3D to a Dark Basic crowd. Essentially I have a group of objects sharing the same ID and if the class matches the class for that ID then I show those objects and hide the rest. So in essnece, they're all going to be attached (tested this with random cube objects) but only the armor I we need to see will be shown. In C# it's easier to do this because you can use classes, so each job (I'll say 'job' as to not confuse character classes with programming classes), but you could try something similar using User Defined types. In Unity I can directly point to the objects I want to deactivate, but if you're using UDTs, you can just have a function to check whether a variable says that a certain job's armour should be active or not and pass a hide/show limb command there.

MrValentine
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Posted: 20th Aug 2012 14:39
So... You are saying... Use a full model... Track its limb names... And then make them show or hide depending on their chosen armour and weaponry options? Would that not mean over fifty swords being loaded in on a characters hand?

I like the concept but it can get out of hand very fast... LOL no pun intended there)

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Posted: 20th Aug 2012 14:50
Alternatively, you could load the objects to set limbs/positions, should you need to. For my classes, there's not many objects to load. The character is only ever loaded once and he is loaded before any scenes are and having items deactivated does not burden the frame rate. As for weapons, the way I see it, if you're going to change weapons you want it to be a seamless affair. If you do have too many weapons, it might be cheaper to load them as and when you need them. It's possible that might be a more viable option in DBP, particularly if you need to load your character more than once.

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Posted: 20th Aug 2012 15:11
Another idea is just have a model of each character holding said weapon...

this makes using something like Enhanced Animations simpler as then there are fewer frames in the .X model for example... and you can specialise the animations for each weapon tyle... say an AXE, a Bow and Arrow, A long Sword... and the load time for a model is not long... so you could even do background loading while the user is in a menu... suppose you willneed to make sure the user cannot see the background then lol... or do some fancy effects ^^

this is an interesting concept...

I love how programming and development goes, ideas develop as you go along

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Posted: 20th Aug 2012 16:16
Would loading a new character model each time be a waste of resources too? Generally I keep all of my animations on one model file. With Unity3D, it's different because I store each animation into a different file and the actual player object file contains no animation data, at least through the method I'm using because my .FBX exporter in Carrara 5 Pro doesn't export anims.

Besides if you're loading the model with the character holding said weapon, wouldn't you have to load new weapon models anyway if you've got a character with a choice of 25 axes, 15 bows, 35 swords and 9 hammers?

In Abeyance I've kept it simple. There's 3 animation types, cast, ranged and melee. The variety of weapon types isn't so vast that I have to change the animation. Melee will contain a variety of 1 handed blade, ranged will be a variety of guns that can be weilded with 1 hand and casting relies more on particle animation than player animation. The only variety will be between special melee attacks and I will split the main animation into 3 types: basic, multi-strike and power attack. The idea here is to keep animations to a minimum, as obviously, I'm only one man, I'm not going to have a highly complicated system of character animations.

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Posted: 20th Aug 2012 16:21
hehe, actually I did a test a few days back in DBP to see what happened when I deleted characters... and it did free up RAM...

worth consideration I guess... and we are not on 5400 rpm drives any longer [laptops aside] so there is little time loss in loading a moderate detailed model these days...

I shall continue to monitor where Keats goes he seems to be your Mario or your Mickey

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Posted: 20th Aug 2012 16:41
Quote: "
worth consideration I guess... and we are not on 5400 rpm drives any longer [laptops aside] so there is little time loss in loading a moderate detailed model these days..."


You're talking to a guy who codes on a laptop. For this, Keats will only be load once and on start, given I am using small scenes, there will be a lot of scene switching, therefore a lot of loading, so if I can keep loading to a minimum then switches ought to be smoother and laptop users aren't complaining. In the DBP version I was loading Keats for every scene, which hurt the load times, which in this sort of game is more noticeable.

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