yup, its loops. took awhile to make it look right.
Plans for the foreseeable future is to finish this 7 part development log, then convert what I have so far into a mod file so I can begin adding towns and dungeons in the form of maps.
@Obatztrara: Go
probably won't add OOC music due to copyright issues and whatnot. If I can drum up enough interest for this project, I may recruit a composer friend of mine to write an original sound track but we'll see.
The targeting system isn't that complicated, it's just made of several parts.
Essentially, the hero has a behavior which periodically searches the area around him using a distance sort with max targets = 1. This search effect applies a dummy damage effect, registered via triggers to set the hero's current target to the "damaged" unit. If there are no enemies in the searched area, the target is set to no unit.
Then there's Command Mode (named so cuz mac users hold down the command key to activate it :P), akin to pressing the Z button in OOC. Triggers the neat little letterbox camera mode, zooms in a little, and forces your hero/the camera to face the current target each effect tick.
@OneTwoSC: Go
Yup, moving skybox too! I used the camera system you outlined for the first few videos, but then modified it to better emulate the original. Still need to add in collision detection... (or be lazy and use doodads for all the walls...)
theoretically. I like insta-move 'cause' it lets you pull things across cliffs (pickup-able items are units with ground movers). Giving them air movers is less than ideal, since that means they can get knocked up cliffs, which looks messed up.
'jumping' without an animation looks ugly :/ May have him just blink sideways/backwards a short distance. I need to go over the combat system soonish anyway.
when "CTL-targeting" on, it makes your strafe, and constantly makes him and the camera face your current target. Turned out to a lot nicer than I anticipated. Rolling sideways and jumping back probably won't happen due to lack of animations. Might add an ability that lets you teleport behind your target.
Z targeting system was a matter of data-based search areas and triggers to detect them with priority.
Currently, 'invisible' objects exist whether or not you've got Veritas (true sight) on not, and you can walk through false walls regardless.
WASD movement would mean sword commands would have to be on the keyboard too (I find it nice having one hand on the mouse and the other on one part of keyboard), and thus the inventory UI manipulation would have to be entirely keyboard based. Also, I plan to add a mouselook command for looking around when I redo the camera system.
Fourth entry is up. Three more spells added, along with the inventory system. Still have to rework the camera but I've been procrastinating. Will hopefully get the next entry done by next weekend.
As far as I'm aware, this can't be done from data alone. You could make a dummy behavior that is applied when the unit is selected (and removed when deselected), and have a validator check to see if the unit has the behavior
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@androidfreak88: Go
The game is very incomplete at the moment, just really playing around with various system- probably won't be a public beta any time soon (if ever :[ )
In other news, the penultimate sixth video is up. First person to correctly guess the content of the next one will get an NPC named after them
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@Nahotnoj: Go Thanks!
As for hours- I'd estimate somewhere between 50-100.
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Fifth entry is up
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@zeldarules28: Go
yup, its loops. took awhile to make it look right.
Plans for the foreseeable future is to finish this 7 part development log, then convert what I have so far into a mod file so I can begin adding towns and dungeons in the form of maps.
0
@Obatztrara: Go probably won't add OOC music due to copyright issues and whatnot. If I can drum up enough interest for this project, I may recruit a composer friend of mine to write an original sound track but we'll see.
@zeldarules28: Go
The targeting system isn't that complicated, it's just made of several parts.
Essentially, the hero has a behavior which periodically searches the area around him using a distance sort with max targets = 1. This search effect applies a dummy damage effect, registered via triggers to set the hero's current target to the "damaged" unit. If there are no enemies in the searched area, the target is set to no unit.
Then there's Command Mode (named so cuz mac users hold down the command key to activate it :P), akin to pressing the Z button in OOC. Triggers the neat little letterbox camera mode, zooms in a little, and forces your hero/the camera to face the current target each effect tick.
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@MapCrafter: Go
my plan is to make a full length game with similar mechanics.
What are you talking about? I make extensive use of 'z-targetting', except I call it CTL-Targetting since you hold down the CTL button..
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@gamemore: Go
Thanks, link fixed
@OneTwoSC: Go Yup, moving skybox too! I used the camera system you outlined for the first few videos, but then modified it to better emulate the original. Still need to add in collision detection... (or be lazy and use doodads for all the walls...)
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@Molsterr: Go
meh
sent ..meh
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@Usernameisntworkingright: Go
theoretically. I like insta-move 'cause' it lets you pull things across cliffs (pickup-able items are units with ground movers). Giving them air movers is less than ideal, since that means they can get knocked up cliffs, which looks messed up.
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@OneSoga: Go
'jumping' without an animation looks ugly :/ May have him just blink sideways/backwards a short distance. I need to go over the combat system soonish anyway.
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Any shade of grey will do
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@zeldarules28: Go
when "CTL-targeting" on, it makes your strafe, and constantly makes him and the camera face your current target. Turned out to a lot nicer than I anticipated. Rolling sideways and jumping back probably won't happen due to lack of animations. Might add an ability that lets you teleport behind your target.
0
@zeldarules28: Go
Z targeting system was a matter of data-based search areas and triggers to detect them with priority.
Currently, 'invisible' objects exist whether or not you've got Veritas (true sight) on not, and you can walk through false walls regardless.
WASD movement would mean sword commands would have to be on the keyboard too (I find it nice having one hand on the mouse and the other on one part of keyboard), and thus the inventory UI manipulation would have to be entirely keyboard based. Also, I plan to add a mouselook command for looking around when I redo the camera system.
PS. your avatar bothers me immensely
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@Nahotnoj: Go
Fourth entry is up. Three more spells added, along with the inventory system. Still have to rework the camera but I've been procrastinating. Will hopefully get the next entry done by next weekend.
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As far as I'm aware, this can't be done from data alone. You could make a dummy behavior that is applied when the unit is selected (and removed when deselected), and have a validator check to see if the unit has the behavior