Thinking about some RPG..Android version.

Started by EgonOlsen, December 17, 2011, 11:42:01 PM

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Thomas.


Minigame

This is coming along great.. Such detailed content. Can't wait for a video........ and a download link in due time ;)

EgonOlsen

I tried to record a video using my rooted Note and Screencast, but the results somehow suck. At least this device isn't fast enough to handle recording, compression and the game together without stuttering. The frame rate itself isn't that bad, but it feels (and looks) sluggish and doesn't do the game justice.... :(


Thomas.

A lot of new stuff from last video, nice, nice, nice! ;)

Wolf17

        Wow ,Your project looks nice ! I just imagined if this game will be cel/toon shaded ,It would be an eye catcher for  me ! (well, that's me!).

fireside

click here->Fireside 7 Games<-

Minigame

Nice bit of detail implemented into game play so far!
Any tips for producing a 2D mini map texture based on terraingen maps (.obj)?

EgonOlsen

Quote from: corey on July 01, 2013, 01:26:02 AM
Any tips for producing a 2D mini map texture based on terraingen maps (.obj)?
I've made myself a little helper class that loads the terrain, renders it from above when moved far away from the camera with a very narrow fov and saves the result. I then use some image editor to convert it into a proper texture.

EgonOlsen

#399
I've started to add enemies to the dungeons. The basic interfaces and stubs were already there, the combat and movement AI is the same, but as usual...the devil is in the detail. Anyway, it now works so far on the desktop (haven't tried on Android yet):


fireside

Cool.  What are the red spots behind the ogre?
Have you thought about other AI such as skeletons, rats, etc?
click here->Fireside 7 Games<-

EgonOlsen

Quote from: fireside on July 18, 2013, 04:40:17 AM
Cool.  What are the red spots behind the ogre?
That's some blood. I'm hitting him with the sword in this screen shot, but it isn't visible in that frame of its animation.
Quote from: fireside on July 18, 2013, 04:40:17 AM
Have you thought about other AI such as skeletons, rats, etc?
I don't think that i'll implemented vastly different behaviours for different kinds of enemies. I can still play around with trigger distances to simulate different AI, but i actually don't think that anybody will notice it.

fireside

QuoteI don't think that i'll implemented vastly different behaviours for different kinds of enemies. I can still play around with trigger distances to simulate different AI, but i actually don't think that anybody will notice it.

I don't think so, either.  You can just use different attack animations.  Personally,  I liked the old turn based, grid system the best, but that's kind of not used much anymore. 
click here->Fireside 7 Games<-

EgonOlsen

Quote from: fireside on July 18, 2013, 06:47:18 PM
Personally,  I liked the old turn based, grid system the best, but that's kind of not used much anymore.
It made a strong apperance in Legend of Grimrock (can't wait for the second part... ;) ), but i won't use it here. At least not in a visible way. Behind the scenes, almost everything in the game is grid based. It simplifies things a lot and gives you better performance on Android. Some minutes ago, i fixed a problem when the AI failed to find a way to the player in some cases, because it treated it's own grid as a block...it took me some time to figure that out... :o

fireside

I'm downloading the demo for The Legend Of Grimrock right now.  Looks kind of interesting.  Pretty decent price, also.
click here->Fireside 7 Games<-