Skip to main content

Asset Creation: Shields.

I've not had a lot of time to work on the project lately, just 30 minutes here or there when my baby is sleeping so I couldn't move forward with the next stage of coding so I've been doing a little more on asset creation.

Sometimes I try something and it just doesn't work out, for example adding glasses to the character model:
A thief tries out some new smoked glass spectacles, just the thing for a hot summer's day, but near worthless in a dark and dismal dungeon.

They looked good, several versions were available, including sunglasses or regular lenses, but they are just too small. You can't see them on the player model. So although glasses will be available as in game items, they won't be included in the in game player model.

More successful was the new iteration of shield designs:
Can you spot the two identical shields? I'll have to add a transfer to one of them before they get used.

There are three types of shield, light, medium and heavy, and each type has 20 different visual variations. The game will choose a visual identity for the shield when it is first generated, this will be based partly on its quality, partly on a random element, and partly on any over-riding attributes of the shield. Low numbers are bad, high numbers are good (top three rows are low numbers, bottom are high).

All weapons, armor shields, helmets, books, potions etc... can be given random extra attributes when they are generated, they might be good or bad, and there may be up to three different special attributes on a single item.

Here are some examples for edged weapons (combat values likely to change with testing):

Heavy= Weight + 10%
Weighted Blade= Bludgeon damage +10%
Rusted= Chance of breaking +20%
Sharp= Cutting damage + 5%
Wickedly Sharp= Cutting damage + 20%
Etched blade= GP cost + 5%
Exquisitely Etched blade= GP cost + 20%
Well balanced= To hit bonus +2

Attributes will be a combination of a base attribute and an optional comparative modifier for example:
"very " + "heavy"
or "badly" + rusted
or None + "well balanced"

You might therefore have a "Very Heavy and Wickedly Sharp Longsword" which does does extra damage but is heavy to wield, drains your stamina faster and takes up more weight in your backpack when carrying it around. When the item is created only the relevant stats will be saved in its unique item dictionary, in this case, the dynamic name, current state of repair, cutting damage with bonus, weight, visual identity and parent key. Any info which is not in the dynamic item dictionary will be picked up from the static item dictionary using the parent key to search for "longswords".

Here's some for potions:

Very Strong= Potion effects + 20%
Almost Empty= Potion effects - 20%
Unlabeled=  Potion name not shown, replaced with semi-random color
Spoiled= causes nausea in addition to main effect
Large= max charges +10

Because of being unique, potions won't be stackable in the inventory, but they will have multiple charges, and so will be less common, less easy to make and more expensive than other games.

Whether an attribute is added to the dynamic name depends on your party's combined intelligence score, modified if you have a player with an appraisal skill.
You might find a "Very large and half empty yellow potion", or if your characters are good at appraising loot, it could be a "very large, spoiled, half empty healing potion".

For shields:

Simple= Repair cost - 25%
Reinforced= Wear and tear from combat -50%
Frightening= Increases terror effect when trying to scare enemies
Very Badly made= AC value - 20%

Shields are very important in medieval and dark age warfare, and I intend to show that in this game. having a shield gives you excellent protection against enemy attacks, but shields don't last forever, if it absorbs enough damage it will be destroyed and you'll have to equip another one or fight on without a shield. Shields will wear out much faster than weapons and armor so I've made 20 visual variants instead of 10 as I did for armor or weapons.


Popular posts from this blog

Vinland 1936

What have I been up to this month?

Well you can see it in a couple of development blog videos, here, here and here.

Vinland 1936 is a game I've been working on (on and off) for about 3 years. It is somewhat based on the old Nirval interactive game, Blitzkrieg;

I hope you've played it since it is one of the best games ever!!! (IMHO)
Blitzkrieg was a real time tactics game. You didn't build a base, or spawn units. It wasn't about rushing the enemy. You got a small number of troops and vehicles that could be replenished or repaired if you had access to a supply base and the right supply trucks, but couldn't be replaced if lost. Once your vehicles were destroyed and your infantry killed you were finished. You couldn't just churn out some more from your factory and have another go at rushing the enemy guns. This made you invest a lot in each of your units. They really mattered.

It was also procedurally generated. Each mission (except for the historical missions) was…

Reboot / Remake / Restart

Although the roguelike project was going well I had a few issues with some parts of the code, and the sheer size of the project was something I could see stretching away in front of me for years with no guarantee that people would actually want to play it when it's finished.

It's time to try something a little less ambitious.
I'm going full rogueLITE!

Using a lot of the code from the roguelike project, I started making a more limited game.
There will be a single character, combat will be more arcade like, there will still be a chance to upgrade and develop your character's stats, but they represent only a single class and have fixed equipment.

I've got a fun character, an interesting setting and an exciting story lined up. It still utilizes my low poly style, but things are going to be a little more cartoony.

Game play involves mostly chucking bombs at the enemy.

But there's also a lot of platforming, jumping from multiple levels is part of the game. And you ca…

Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.

Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …