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aiaf

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Everything posted by aiaf

  1. This is just a first step to have some quick progress, a template that we know is the proper size and character is also proper size. Then we can model proper islands from it.
  2. Would be good to have a flat land template of an island in a blender file.That anyone can use as starting point. And a standard way to import that to proper size in leadwerks. Task here: https://bitbucket.org/alexandru_afrasinei/forth/issues/9/determine-island-size-release-01 Who can do this ? would be good improvement. Discuss world/character size, but i think this can be done only by experimenting.
  3. Great Install some git tool from: Salstraf already found good tutorial: https://confluence.atlassian.com/get-started-with-bitbucket/push-code-to-bitbucket-861185309.html If you still have trouble catch me on discord i can explain.
  4. Can we use this one license ok , is in proper style but it doesnt have animation: https://sketchfab.com/models/2bee14d9fbf649d28ba20aad3e0c6790 You guys ok with this ? Wort case scenario we could use it like that no animation and animate just rotation from code.
  5. aiaf

    Map data

    Thanks for explanation.Let's do like you suggest. Have the code working and will discuss later if we encounter problems. Have other questions but will talk in discord.
  6. aiaf

    Map data

    So you are suggesting having all data set per entity with SetKeyValue. Guess you could save serialized lua tables with SetKeyValue if you want something more complicated. Im not entirely convinced, but we can go with this. Sometimes you need more efficient data structures but this should work for what we do.
  7. bat = {} bat["x"] = 0.1 bat["y"] = 0.1 bat["z"] = 0.1 bat["hitpoints"] = 100 bat["damage"] = 5 bat["armor"] = 6 acidtrap = {} acidtrap ["x"] = 0.1 acidtrap ["y"] = 0.1 acidtrap ["z"] = 0.1 acidtrap ["hitpoints"] = 100 acidtrap ["damage"] = 5 portal = {} portal["x"] = 0.1 portal["y"] = 0.1 portal["z"] = 0.1 portal["open"] = 1 mapdata = {} mapdata["monsters"] = {bat, bat, bat} mapdata["traps"] = {acidtrap, acidtrap, acidtrap} mapdata["islandportal"] = portal print(mapdata["monsters"][1]["x"]) I was thinking how to store island information on disk. Dont think we need anything else this is simple enough. When game starts first time we serialize and write to disk such tables for each map. Then we load data into the game, and save when necessary.
  8. Choices about main character. What model we use ? Its like a wizard/witch ? human or something else ? (orc/dwarf/monster/dragon) Maybe choosing something out of the ordinary could help our game. And add something to lore , drunken wizard ? and he keep searching for drinks and spell dont work very well if not drunk, but this will be hard to do model wise.
  9. Learning new things and for the community. If we have something commercial viable will think about it after the community release. Besides documentation we could do some blogs with interesting parts of code (thrid person camera comes to mind etc). We have till end of year to have this done , think is good timeframe.
  10. Great, for future i suggest missiles to have a max range, so enemy could escape by running or hiding after obstacles.
  11. I added code to save configurations to file, in fact any table.I will commit it. 2 functions SaveGameConfig(), LoadGameConfig() For options will be for example: gconfig["sound"] = 0 SaveGameConfig()
  12. I can do terrain modelling in blender like those i see here , but have no clue how to texture it. For performance reason and organization im for 1 island per map. Not too small but so 1 person can take care of it.
  13. Look nice, but want some darker levels also, with Diablo feel. We going to use leadwerks terrain? Or create island from models also?
  14. Good, we could even decide to keep the MainMenu map in the live version with a special animation map for Intro.
  15. I wouldn't include the number. And image with alpha channel would be great.
  16. Ok this doesnt work, i was expecting everyone could edit my post with tasks. Lets drop this and use the Issues from bitbucket , they were intended for this kind of things. All tasks will be located here : https://bitbucket.org/alexandru_afrasinei/forth/issues?status=new&status=open And everyone can add/edit tasks. Who doesnt have access to bitbucket yet send me their user name so i can add them to project.
  17. Would like to have some kind of theme to the game and some unusual mechanics. For example one master monster that follows you on all islands , that appear from time to time, cant be killed. And maybe the master quest is to find why it follows you and a way to kill it , or a way to pacify it.
  18. Maybe start with no knowledge about the world player dont know why is there.So we keep things mysterious no obvious explanations. By exploring give hints about the world , give player explanations lore, why some thing are like that, find why portals exists. And kick some monster in the process.
  19. Yes agree with that. Discussion about world design, share thoughts there: We have voice on discord or just chat, will do a meeting. The Game design section of the forum is for discussion about design please use that. Once we have a document we agree on will be put to documentation section. So far i try focus on basic tasks for release 0.1. And we need to organize/work on game design also.
  20. Ok i added you to the task. No commits to the map , Salstraf is only one now that can modify map for now because of his task. Talk on discord with him if you need to modify map. Btw, please think of more tasks , i dont want to be the single guy posting tasks
  21. Im thinking several islands in the sky linked with portals. Each island is a terrain, and we split world in maps, so several people can work independently. In this way we can create a single world formed by several maps. Something with wizards maybe
  22. Come up with an idea of game world.
  23. Great, i put you on the list.
  24. Yes I already started to add tasks to the release. Please think about it and add more small independent tasks there.
  25. That would be great, then you will take care we release linux builds in sync with Windows
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