Skip to main content

Potions

A quick blog today to show off some of the potion models. In game they will have glow or sparkle effects, these are just the basic meshes with textures. I've made 30 unique potions for now. That should be enough to get started with. I've also set up a blend file with all I need to make more types later. The textures are just flat textures, I baked some matcap textures I designed on to a high poly version of the potion mesh.

Yummy, and not so yummy potions wait for the player to find... or make.

Because the game is going to be a pretty low magic setting, potions will be important. Don't expect to be carrying 30 potions of healing. Each potion you find will have a number of charges, or sips. The potion isn't used up until you've drained it dry.
 
For now potions are going to be assigned randomly each time you play. Don't expect a green vial to always be a healing potion, because it could change. Eventually I want to set up a fake "chemistry" for the world, where certain plants, or animal products can be combined to always get a predictable result. A character with alchemy skills will be able to research different materials to find out about their properties.
 
For example, red herbs can be mixed with green herbs to get brown herb powder, mix it with spider silk to make a potion of cure poison. I may in turn make this procedural so that it can be reset when you start a new game, so the whole "chemistry" of the world is stable for one game, but if you die and start again (not a very common thing in this game, but possible) you'll have to start your research over again.

If you like the look of the game (or if you don't) or if you have any suggestions, please post in the comments. I'd love to get some feedback about the game, even if it's just to say hurry up! :) If anyone would like to do an art asset swap, I'm also open to that if the assets are compatible.


Comments

Popular posts from this blog

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

Map screen designs

I've been working some more on the map window. Right now you can only see the base, it doesn't show items, enemies or even doors on the map yet. These would be decals.


In the top window you can see the modified result of last night's tile based map. It looks good but there are some visual artifacts related to the problems I encountered yesterday, and as well it takes much more code and time to calculate.

The second window uses a cheap trick to fake an beveled look from a smoothed version of the 32x32 map. It uses black to mask unexplored areas.

Finally the third version is meant to look like a had drawn map. I'm using a cross hatching texture to distort it and unexplored areas are shown as blank map paper.

There's going to be a mechanic in game where you need to use some paper every level in order to activate the map for that level. From there it will fill it in automatically. Paper will be pretty rare so it might be worth keeping it safe for the more complex level…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.


Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…