Just letting people know that the project is far from dead. There might not have been an update in awhile but there is still progress being made all the time. At the moment all programming side of the project has been put on hold due to a complete restructuring. As we speak work is being done by our artists to create the graphical side of the project. Progress is a bit slow on that front but still there...
We will be back with a completely new look for the game including new character models and GUI so stay tuned within the next month or so for our return.
Tuesday, July 22, 2008
Wednesday, June 11, 2008
First vendor complete
I now officially have my first vendor ingame. I've created the script and game component to display and operate a general vendor. the vendor has 3 options; Buy, Sell and Repair which all function correctly. the screen displays much like the inventory screen with all items taking up a slot in a collection of boxes, the player picks the item wanted and presses the buy/sell/repair button.
In the progress of developing this component I added more functionality to the inventory screen as it had to be able to find the first available slot to put a newly purchased item in. If the item is stackable and the game finds a stack of that type of item already in the inventory, such as a potion. it will add the item to that stack instead of taking up a new slot. At the moment potions can be stacked upto 10 per slot.
it also recognises that there is more then one potion per slot when selling them and only reduces the quantity by 1 instead of removing the whole stack.
along the way I also decided to add some temporary character portraits to the game as part of the npc conversation script. Each character has their own portrait and the portrait displayed will change depending on which character is talking. Eventually when I get the real portraits they will have multiple versions displaying the character's current attitude/emotion to give more feeling to the conversations.
for the meantime I need to finish off the inventory screen before going onto my next big step which will be tooltips for when the mouse hovers over items, displaying the stats of the item and its sell value and such. But firstly I need to improve the inventory system to allow switching around of equipment and a way to easily identify which slot is what on the character model as right now it is just a bunch of empty squares and currently once items are equipped they are stuck, that will be a quick fix though.
The inventory side of the screen already allows for moving around items and if you try to move an item to a square already occupied it swaps the items around and you will be holding the other item instead so that you can put it somewhere new.
I should have the tooltips ingame before the end of this weekend hopefully.
In the progress of developing this component I added more functionality to the inventory screen as it had to be able to find the first available slot to put a newly purchased item in. If the item is stackable and the game finds a stack of that type of item already in the inventory, such as a potion. it will add the item to that stack instead of taking up a new slot. At the moment potions can be stacked upto 10 per slot.
it also recognises that there is more then one potion per slot when selling them and only reduces the quantity by 1 instead of removing the whole stack.
along the way I also decided to add some temporary character portraits to the game as part of the npc conversation script. Each character has their own portrait and the portrait displayed will change depending on which character is talking. Eventually when I get the real portraits they will have multiple versions displaying the character's current attitude/emotion to give more feeling to the conversations.
for the meantime I need to finish off the inventory screen before going onto my next big step which will be tooltips for when the mouse hovers over items, displaying the stats of the item and its sell value and such. But firstly I need to improve the inventory system to allow switching around of equipment and a way to easily identify which slot is what on the character model as right now it is just a bunch of empty squares and currently once items are equipped they are stuck, that will be a quick fix though.
The inventory side of the screen already allows for moving around items and if you try to move an item to a square already occupied it swaps the items around and you will be holding the other item instead so that you can put it somewhere new.
I should have the tooltips ingame before the end of this weekend hopefully.
Saturday, June 7, 2008
Combat Engine Complete!
for the foreseeable future the combat engine is finished. I'll likely do some polishing to it as time goes by but essentially it does everything needed.
the last few modifications made to the engine include the ability to evade/block attacks based on an agility formula, as well as the player and mobs may fail to hit (miss) their target based on a dexterity formula.
Also added is the chance to cause a critical hit which is also based on the player compared to mob agility.
along with this I have also added a combat log to the game so you can see exactly how much damage or blocks/misses etc are happening, as well as important system messages and experience gained. At this point the log does not save old data and I have not made the log text scrollable to look back at old text, I'll probably add that functionality in the future, but for the meantime it does remove old data and scroll upwards when the box is full so that you can always see the latest text. It can currently hold about 10 lines of text.
like all hud components the combat log can be closed and expanded to save space when not needed.
I've also added multiple effects from the use of items, not only does the shield increase the player's defense rating, it now has the bonus effect of adding 2% to block chance and the weapon adds 1% to critical hit chance.
This is heading towards 'special effect' items that add extra bonuses to the player stats like in action rpgs such as the Diablo series.
I realised after making the last post that there is more left to do then I thought :(
I've yet to implement the currency and vendors systems. at the moment NPCs can only talk to the player, there are no shops. I think I'll work on that next.
the last few modifications made to the engine include the ability to evade/block attacks based on an agility formula, as well as the player and mobs may fail to hit (miss) their target based on a dexterity formula.
Also added is the chance to cause a critical hit which is also based on the player compared to mob agility.
along with this I have also added a combat log to the game so you can see exactly how much damage or blocks/misses etc are happening, as well as important system messages and experience gained. At this point the log does not save old data and I have not made the log text scrollable to look back at old text, I'll probably add that functionality in the future, but for the meantime it does remove old data and scroll upwards when the box is full so that you can always see the latest text. It can currently hold about 10 lines of text.
like all hud components the combat log can be closed and expanded to save space when not needed.
I've also added multiple effects from the use of items, not only does the shield increase the player's defense rating, it now has the bonus effect of adding 2% to block chance and the weapon adds 1% to critical hit chance.
This is heading towards 'special effect' items that add extra bonuses to the player stats like in action rpgs such as the Diablo series.
I realised after making the last post that there is more left to do then I thought :(
I've yet to implement the currency and vendors systems. at the moment NPCs can only talk to the player, there are no shops. I think I'll work on that next.
Wednesday, June 4, 2008
Equipment in Combat
I've made some considerable progress with the inventory screen. I've added a weapon and shield to the inventory that is equipable in the correct slots and has a considerable effect on combat. the weapon increases the attack stat of the player and the shield increases the defense stat of the player.
as promised, with that done I'm uploading a new video to blip that demonstrates the new items in use, including the previously mentioned potions.
for the meantime the items are all using temporary graphics I found until the proper ones get made up.
next step I'm going to implement dodging/blocking and critical strikes to combat. All thats really left to implement in the game engine is the Quest system, Map screen and Save/Loading of actual game progress as well as putting the last finishing touches on the combat system.
Some of that though I won't actually implement until I start making the actual game maps which means waiting on graphics for now. I'm still in need of creating the majority of tiles needed to produce proper maps.
So stay tuned for the next post which should finally be the completion of the combat engine.
as promised, with that done I'm uploading a new video to blip that demonstrates the new items in use, including the previously mentioned potions.
for the meantime the items are all using temporary graphics I found until the proper ones get made up.
next step I'm going to implement dodging/blocking and critical strikes to combat. All thats really left to implement in the game engine is the Quest system, Map screen and Save/Loading of actual game progress as well as putting the last finishing touches on the combat system.
Some of that though I won't actually implement until I start making the actual game maps which means waiting on graphics for now. I'm still in need of creating the majority of tiles needed to produce proper maps.
So stay tuned for the next post which should finally be the completion of the combat engine.
Friday, May 30, 2008
Usuable Potions
I've made some progress with the inventory system. There are now two potions ingame, a healing potion and mana potion.
Both potions work as intended and there are several conditions the game now checks
firstly it keeps track of the quantity of that sort of potion onhand. Each time the player uses the potion it reduces the quantity by 1 until none are left which then it removes the stack from the player's inventory.
If there are no more of that type of potion left in the player's inventory the actionBar icon for the potion will go red until more of that type are put in the inventory.
the game also sets the cooldown timer for every potion stack of that kind so that the player can't cheat and use a potion from each stack until all stacks cooldown. It knows they are all the same type.
but each type of potion has its own cooldown so you can use say a health potion and a mana potion at the same time.
next step is to add some simple equipment into the game and utilize it along with the rest of the player stats in combat.
I'll upload a new video demonstration once all that is done.
Both potions work as intended and there are several conditions the game now checks
firstly it keeps track of the quantity of that sort of potion onhand. Each time the player uses the potion it reduces the quantity by 1 until none are left which then it removes the stack from the player's inventory.
If there are no more of that type of potion left in the player's inventory the actionBar icon for the potion will go red until more of that type are put in the inventory.
the game also sets the cooldown timer for every potion stack of that kind so that the player can't cheat and use a potion from each stack until all stacks cooldown. It knows they are all the same type.
but each type of potion has its own cooldown so you can use say a health potion and a mana potion at the same time.
next step is to add some simple equipment into the game and utilize it along with the rest of the player stats in combat.
I'll upload a new video demonstration once all that is done.
Monday, May 26, 2008
Back Into It
I've had a bit of a break and gone away for a week to visit family out of town. I'm back home now and ready to continue on with the development of Destined Rings.
Things are really shaping up in regards to the development progress although I'm still stuck on how to sort out the graphics that is beyond my ability to create and eventually I'll also be stuck on sound effects and music when I come to adding that into the game.
I did have someone that was going to help with that stuff but the artist fell through so for now I'm stuck still using the temporary sprites until I sort something out.
over the next few days I'll be working on adding functionality to the inventory/equipment screen. I'll be creating some items for the game like potions, armor and weapons. I'll also have to work more on my combat engine to include the effects of items in combat.
I'm also thinking about some sort of combat log as well. maybe floating text above the fight. I need to implement the effects of dex, agi and int in combat too which means displaying that the player has missed the target or made a critical hit.
Should be fun. I'll make a new post and video once its all done. Not sure how long it will take, its a busy month for studies and time to work on the project may be short.
Things are really shaping up in regards to the development progress although I'm still stuck on how to sort out the graphics that is beyond my ability to create and eventually I'll also be stuck on sound effects and music when I come to adding that into the game.
I did have someone that was going to help with that stuff but the artist fell through so for now I'm stuck still using the temporary sprites until I sort something out.
over the next few days I'll be working on adding functionality to the inventory/equipment screen. I'll be creating some items for the game like potions, armor and weapons. I'll also have to work more on my combat engine to include the effects of items in combat.
I'm also thinking about some sort of combat log as well. maybe floating text above the fight. I need to implement the effects of dex, agi and int in combat too which means displaying that the player has missed the target or made a critical hit.
Should be fun. I'll make a new post and video once its all done. Not sure how long it will take, its a busy month for studies and time to work on the project may be short.
Saturday, May 17, 2008
More GUI features
I've gone ahead and implemented working status, skills and spells screens to the game as well as the start of an inventory screen, all accessed via the drop down main menu.
The status screen displays all the stats relating to the player which is quite a lot now. The skills and spells screens will eventually show complete talent trees allowing selection and exploring of all abilities the player can learn, much like WoW or LOTRO. Currently I've only created 3 different abilities so thats all it shows at the moment.
I've also added the ability to select the ability or spell and place it in any of the action bar slots so yeah, the actionbar is now customizable instead of just being the 3 created abilitys in a row.
I've also created the shell of an inventory and equipped items screen but it currently does not function any more then displaying itself, that will be the next job on my list to do.
I'm uploading a new video to demonstrate the additions as well as the NPC Pathing. I'm going to try a new video host this time which should give a better picture quality as youtube kinda ruined my vids by making them poor quality.
The status screen displays all the stats relating to the player which is quite a lot now. The skills and spells screens will eventually show complete talent trees allowing selection and exploring of all abilities the player can learn, much like WoW or LOTRO. Currently I've only created 3 different abilities so thats all it shows at the moment.
I've also added the ability to select the ability or spell and place it in any of the action bar slots so yeah, the actionbar is now customizable instead of just being the 3 created abilitys in a row.
I've also created the shell of an inventory and equipped items screen but it currently does not function any more then displaying itself, that will be the next job on my list to do.
I'm uploading a new video to demonstrate the additions as well as the NPC Pathing. I'm going to try a new video host this time which should give a better picture quality as youtube kinda ruined my vids by making them poor quality.
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