GPWiki.org
GPWiki.org
It is currently Sat May 25, 2013 6:49 pm

All times are UTC




Post new topic Reply to topic  [ 85 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
Author Message
PostPosted: Tue Oct 04, 2011 4:44 pm 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
rotInMilc wrote:
A speed/agility/dexterity stat isn't really needed for Desktop Dungeons, though. I mean, the other monsters don't even, you know, come after you, so it would probably just be a nerf stat.


Monsters wouldn't be coming after the player in this game either: each monster is bound to a room, and combat is turn based upon entering the room. So speed is irrelevant. Evasion, Crit, and First strike would be relevant.

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Tue Oct 04, 2011 4:48 pm 
Harmlessness does no harm
User avatar

Joined: Tue Sep 14, 2004 8:37 pm
Posts: 3810
Location: Ferriday, LA, US
Jasmine wrote:
rotInMilc wrote:
A speed/agility/dexterity stat isn't really needed for Desktop Dungeons, though. I mean, the other monsters don't even, you know, come after you, so it would probably just be a nerf stat.


Monsters wouldn't be coming after the player in this game either: each monster is bound to a room, and combat is turn based upon entering the room. So speed is irrelevant. Evasion, Crit, and First strike would be relevant.

So basically there's no movement other than of the room-to-room variety?

In that case, then yeah -- speed is less important (though I would still say it wouldn't be a horrible idea. YMMV.).

_________________
What most people don't understand about "enlightenment" is that it is not an end-goal; but where you find yourself just before taking a new "first step."


Top
 Profile  
 
PostPosted: Tue Oct 04, 2011 4:58 pm 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
The player will walk from room to room, and walk to pick up items. It also means that the player can't zip through the dungeon at lightning speed.

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Tue Oct 04, 2011 7:16 pm 
Dexterous Droid
User avatar

Joined: Wed Aug 18, 2004 7:40 pm
Posts: 3735
Location: South Africa
Jasmine wrote:
IGTHORN wrote:
Just installed VB 6, the new project screen brings back memories :lol


http://www.youtube.com/watch?v=pRU0h5CUAPw :D

:lol

I got the OGL type library thing working. I'll mess around with it when I have time.

Jasmine wrote:
In the mega-man style, it seems like it's too easy to see all of the bosses. And while that may appease one's curiosity, I think it's comparable with opening all your christmas presents at once -- you have nothing more to look forward to. Deferred gratification is good for long term enjoyment. Players must earn the right to see the red dragon: Keep it elusive, and keep the mystery of it alive until the end. Similarly with all the dragons above your own level.

When the bosses appear in fixed order, then defeating the blue dragon has meaning. It's a stage in the game that people can identify with. Compare with defeating 4 out of the 7 dragons. This doesn't have as much meaning, because numbers don't evoke emotions. People don't readily identify with numbers.

Cool, fair enough. I still think the idea has merit, but I'll save it for another day, maybe for a non-RPG setting :)

_________________
Whatever the mind can conceive and believe, it can achieve


Top
 Profile  
 
PostPosted: Sat Oct 08, 2011 2:48 pm 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
Adding my particle system into the demo, and creating a lantern.

Two completely different programs bought together with ease. Behold the power of modular code. :P

Image

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Sat Oct 08, 2011 3:54 pm 
Harmlessness does no harm
User avatar

Joined: Tue Sep 14, 2004 8:37 pm
Posts: 3810
Location: Ferriday, LA, US
Looking nice there, Jas. :)

Jasmine wrote:
Two completely different programs bought together with ease.

I love bundle deals, too! I just wish I could find a sale where I could get two items I need together at the discount... x_x

:P

_________________
What most people don't understand about "enlightenment" is that it is not an end-goal; but where you find yourself just before taking a new "first step."


Top
 Profile  
 
PostPosted: Sat Oct 08, 2011 7:18 pm 
Dexterous Droid
User avatar

Joined: Wed Aug 18, 2004 7:40 pm
Posts: 3735
Location: South Africa
Looking good! I'm intermittently reading "Interactive Computer Graphics - Using OpenGL" and "3D Math Primer for Graphics and Game Development". I've lost my OpenGL primer book somehow. I started reading it a few months back and now it's disappeared. :confused

_________________
Whatever the mind can conceive and believe, it can achieve


Top
 Profile  
 
PostPosted: Sat Oct 08, 2011 7:33 pm 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
What other scenery should we have?

Floor blocks, Wall blocks, Door Arches, Lanterns


~~~~

For scenery things I think we should organise the data like this:

Vertex(a).X -- holds the X coordinate of vertex a.
Vertex(a).Y
Vertex(a).Z

Polygon().Vertex(b) -- holds the index of the b'th vertex. b=0,1,2,3
Polygon().TexU(b) -- holds the texture U coordinate for the b'th vertex.
Polygon().TexV(b)

Object().Start -- the index of the first polygon in the polygon list, that belongs to this object.
Object().Length -- the number of polygons in the polygon list that belong to this object.
Object().Texture -- the index of the texture to use for this object.

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Sat Oct 08, 2011 8:26 pm 
Harmlessness does no harm
User avatar

Joined: Tue Sep 14, 2004 8:37 pm
Posts: 3810
Location: Ferriday, LA, US
Jasmine wrote:
What other scenery should we have?

Floor blocks, Wall blocks, Door Arches, Lanterns

Pillars, at the least. Other than that, maybe braziers/cauldrons, bookshelves, and weapon/armor racks.

What about floor decorations? Rugs, magic symbols, graffiti... that sort of thing?

_________________
What most people don't understand about "enlightenment" is that it is not an end-goal; but where you find yourself just before taking a new "first step."


Top
 Profile  
 
PostPosted: Sat Oct 08, 2011 8:33 pm 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
Yes, they're all good ideas.

Crates, Rocks, Stalagmites, Fountain of Health

I'm also considering adjustable floor elevation, so we can have steps, and possibly water/lava pools.

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Sat Oct 08, 2011 8:50 pm 
Harmlessness does no harm
User avatar

Joined: Tue Sep 14, 2004 8:37 pm
Posts: 3810
Location: Ferriday, LA, US
Well, if you want a big list to just cherry-pick from...

*consults the Geeky Gamer's Dungeon Dictionary (aka. D&D Dungeon Master's Guide)*

Altar
Balcony
Barrel
Bed
Bench
Cage
Carving
Casket
Catwalk
Chair
Chandelier
Chasm
Chest
Chest-of-Drawers
Chute
Coat rack
Collapsed Wall
Cupboard
Curtain
Door (broken)
Dung heap
Fallen Stones
Fire Pit
Fireplace
Forge
Gong
Hay (pile)
Hole
Hole (blasted)
Idol
Iron bars
Iron maiden (the *other* one... not the metal group)
Kiln
Ladder
Ledge
Manacles
Manger
Mirror
Mound of rubble
Oven
Overhang
Pedestal
Pillory
Portcullis
Rack
Ramp
Sconce
Shrine
Statue (standing or toppled)
Stuffed Beast (i.e. taxidermy-style)
Table
Tapestry
Throne
Trough
Tub
Wall Basin
Wardrobe
Well
Winch and Pulley
Workbench

---

Note that I omitted a number of items that either didn't fit or has already been mentioned in some form. The complete table has 100 different 'major' room features, but the ones I listed above would be a more than sufficient source for choosing actual map elements.

_________________
What most people don't understand about "enlightenment" is that it is not an end-goal; but where you find yourself just before taking a new "first step."


Top
 Profile  
 
PostPosted: Tue Oct 11, 2011 6:24 pm 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
I made a model editor at the weekend and recreated the arch. :D

Image

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Wed Oct 12, 2011 10:15 am 
Bibliotherapist
User avatar

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6719
Location: Oxford, Englandshire
Very nice. How are you building your GIFs?

_________________
10 PRINT "Bad Monkey ";
20 GOTO 10


Top
 Profile  
 
PostPosted: Wed Oct 12, 2011 10:50 am 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
Output to bitmap sequence, then import the sequence to Animation Shop Pro, and save as gif.

Here are Steps... 5, 6, 7, 8

Image

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Wed Oct 12, 2011 11:39 am 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
What model 3D formats are nice to work with Codehead?

There are two which stand out:
.obj, seems quite intuitive for static models. But I'm tempted to use my own model format for static models.

There's also .mdl which was used in quake, and it seems more intuitive for animating.

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Wed Oct 12, 2011 12:38 pm 
Bibliotherapist
User avatar

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6719
Location: Oxford, Englandshire
.OBJ is fine for static objects, the text based versions are easy to read for humans and machines, I often hand edit objects on the fly with a text editor.
My only reservation is that the material detail is held in a seperate file. However, there's nothing to stop you adding your own custom tags into the files.

There is a complied version of the format too (.MOD), but it's rarely seen and a pain to work with.

I've used MD2 for animated models, but the format had some serious accuracy issues. MD3/MDL may be better, but I found that due to the way the animation data is stored, the file sizes became huge very quickly.

In the end I went for a custom skeletal system using .OBJs for the 'chunks' that made up the character. My mech figures don't need flexing organic joints, you can get away with using distinct lumps to build them.

_________________
10 PRINT "Bad Monkey ";
20 GOTO 10


Top
 Profile  
 
PostPosted: Wed Oct 12, 2011 1:10 pm 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
Codehead wrote:
.OBJ is fine for static objects, the text based versions are easy to read for humans and machines, I often hand edit objects on the fly with a text editor.


The editor I made at the weekend is for hand editing objects, and it updates the model as the text is typed.

Quote:
I've used MD2 for animated models, but the format had some serious accuracy issues. MD3/MDL may be better, but I found that due to the way the animation data is stored, the file sizes became huge very quickly.


As long as I don't have too many frames, I should be okay. :)

Quote:
In the end I went for a custom skeletal system using .OBJs for the 'chunks' that made up the character. My mech figures don't need flexing organic joints, you can get away with using distinct lumps to build them.


Sounds like the characters in Minecraft. 8)

Image

_________________
I ain't pushing no moon buttons.


Top
 Profile  
 
PostPosted: Wed Oct 12, 2011 5:42 pm 
Harmlessness does no harm
User avatar

Joined: Tue Sep 14, 2004 8:37 pm
Posts: 3810
Location: Ferriday, LA, US
For one of my older C++/OpenGL projects ('HyperCop', IIRC) I made a custom format. It was simply a file with multiple OBJ data, divided into keyframes. Each keyframe had an index, and to start a transition from one keyframe to the next, the game would read the OBJ data from the given index, and then LERP the model's vertices over to the new keyframe.

The format assumed a few things -- mainly that each keyframe had the exact same vertex count. Also, the vertices had to be entered in the same order for each keyframe, or else things would get *very* messy.

EDIT
And, really, you could just do the same with separate OBJ files, no need to lump them together. Just make sure the vertex count is the same, and that all vertices are in the same order!

_________________
What most people don't understand about "enlightenment" is that it is not an end-goal; but where you find yourself just before taking a new "first step."


Top
 Profile  
 
PostPosted: Wed Oct 12, 2011 7:00 pm 
Bibliotherapist
User avatar

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6719
Location: Oxford, Englandshire
Jasmine wrote:
Sounds like the characters in Minecraft.


The Mechs are a little prettier, but the principle is the same.

Image

_________________
10 PRINT "Bad Monkey ";
20 GOTO 10


Top
 Profile  
 
PostPosted: Wed Nov 16, 2011 11:05 pm 
Octogenarian

Joined: Thu Nov 01, 2007 7:44 pm
Posts: 88
Location: earth MW(milky way)
Quote:
- A clone of the best game on the Amiga : http://www.youtube.com/watch?v=aPuM3Ss8nA8#t=3m55 , Surprisingly, nobody has remade it yet. Rather than clone the game precisely, we can clone the engine, make a level editor, and design our own levels. And others could remake the original levels if they chose to.


That looks quite a bit like rollin

_________________
"Education is what remains after one has forgotten everything he learned in school."
"If you can't explain it simply, you don't understand it well enough."
"Anyone who has never made a mistake has never tried anything new."
~Albert Einstein


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 85 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group