Skip to main content

Revisions

As I go on with the project I try to do a little bit of coding or asset creation every day. Today I made some new helmets for barbarians:


Grimdark Helmets.

As well as revisiting the potions in 3D:

Lovely low poly potions.

I also spend some time everyday rethinking aspects of the game which have not been decided, such as combat, stats, character creation and role-playing. A few days ago I had a brainstorm about Social Status. As it stood, the idea was good, but in a fantasy game there are many different factions, some of them totally incompatible. I decided it would be best if characters could take ranks in different factions at character creation, just the same way as they spend points on skills or attributes, they could lose points of gain them through role-playing. You might become a knight after completing a particularly hard quest, or a high level character might gain control of the council of wizards. A very high level character might become king in a paper and pencil version of the game, and then lose their kingdom to a usurper.


Now factions are split, with different levels in each faction.


Anyway, for now factions and status represent alignment, class and several other concepts rolled in to one. For a starting character you can choose to spend points on abilities and skills, or on social status. Social status will help you out in role-playing situations, and will also be important for party management and morale.You won't be able to make yourself emperor at character creation, but you could spend all your points and become an assassin or a tribal warrior, or a hedge wizard. Or you could forgo spending points on status and be a pretty tough and skilled escaped slave, or a magician's apprentice.


Comments

  1. Those 3d potions look fabulous. I'm well impressed with them :)

    ReplyDelete
    Replies
    1. Thanks, they're just found images from the internet. After cutting out the potion pictures in the GIMP and resizing them I use Blender 3D to project the UVs on to some simple 3d objects. I do worry a little that someone may discover their pictures have been scavenged by me and complain, but the game is intended to be released for free anyway, with hopefully some kind of crowd sourcing fund raising deal to give me a bit of a reward for my ongoing hard work. Besides, most of the item graphics I've used are partly edited in some way, either recolored or combined with other elements.

      Delete

Post a Comment

Popular posts from this blog

Advice needed on tilesets...

I need some advice on which is the best way to handle building the dungeon. Right now I'm using prefabs for my dungeon, they have a north south east and west section for each "room": The basic tileset. This has several advantages, and also several disadvantages. Firstly I can have curved rooms, I can have tunnels and other interesting shapes. The tilesets can look quite nice with a little work. On the other hand I can't easily get the navigation data before building the map and once the map has been built I can't make changes to the layout, like having active pit traps or believable secret doors. Although the rooms are interesting, they are quite repetitive, and it takes a lot of effort to make even a few different variations. Also rooms are constrained to one size. A newer version of the tileset with a lot of variant parts for making more interesting rooms. To create a tile set is a real headache too. Planning how to lay out the UVs, trying to cra...

Upstairs / Downstairs.

I've decided to make my prefabs multilevel. Later this should allow me to add pit traps and other great stuff. It also makes it easier to line up stairs so that you can exit them on the same co-ordinates where you entered them. The prefab editor is pretty much finished, it just needs some code for loading up prefabs from a saved dictionary, so that they can be checked or edited. The entries will need to be forwards compatible, so I'll be loading each tile and then translating the indexes to a new array, that way if I add extra indexes or extra info (like traps or puzzles) I'll be able to update existing prefabs to work with the new standard. Click for a video.

Video Diary 8

Things are moving along well, there's been a lot of progress on the action manager side of things. Actions have finally moved to the UI, so you can initiate actions by clicking the appropriate button. I've set up some dummy actions to show what happens visually when actions are taken, but the actual dice rolls and such are yet to be integrated. The UI objects are also being added, though some are non functional or empty at the moment. Click on the image to see this week's development video. Every time I add something big I also add about a dozen small things. Like the selection box visualization. Previously this was using render.drawline, and old fashioned Blender function which can be impossible to see at certain resolutions, or at certain frequencies. I replaced it with a function that adds planes of the right size and scale in the right location. I also made all characters a little bigger. I still need to do some work with vectors and final target locations t...