ID:1584989
 

So I've decided to document my various plunges into DM in a tidy, likely to be neglected, embarrassing, and marginally unnecessary thread! This will be a wacky adventure into my terrible game design/development process. I have this bad habit of not sticking to a single idea with a project and the whole thing ends up digressing into something entirely different, and in most cases silly.

This process usually runs me in a lot of circles and sparks a lot of new environments to be created - each with a different goal in mind. The latest of these is a project that I'm not even sure what to do with. It was originally going to be an epic-inspired RPG but that ended up changing when I got distracted and wanted buttons. So I added buttons.


buttons AND I get paid?

You sync a switch with a machine(or anything that can be "activated" for that matter by assigning the same supply_id variable between them. So yeah. Uselessness. I added a money variable today, too. Whoo.


Anyway, I'll update this as I do stuff. Just acknowledge that I'm not serious about any of this; it's just me having fun and doing whatever pops into my mind. Feel free to make suggestions for me to try. (;
Let the fun begin! No worries, I'm not judging. I hide all my projects and never open source the randoms I do simply because it's.... well... embarrassing. xD
I'm glad to have someone interested in my adventures! (:



So today I haven't done a whole lot. I've always wanted to experiment with autojoining tiles and outlines so I took a crack at it after consulting FA's autojoining library. It's the same method, but with a little more customization thrown in(colored/glowing borders via alpha are a thing I'm playing with now. c:)

I also removed the shadow under buttons because they looked silly.


Unrelated note from God: My son, is Bravely Default an addictive game.
Hurray! My first several-day-long inactivity spell of do-nothingness!

My excuse is work, laziness, and totally not being chained to a computer by a sociopathic Hawaiian nerd that I almost maybe had escaped from and totally didn't have my family threatened if I attempted escaping again. That'd just be silly. And traumatizing.


So I've accomplished a stunning total of zero awesome, innovative things that would make this an interesting world, but instead I've done a couple mediocre, done-before things because whynot. Meet Molly and the Feeder army, muahaha!



Oh, and adjectives.
I want to make love to Molly. She/He/It hawt, nuff said.
So I don't have a picture to share for this since there isn't really much to show visually. I've decided to take a jab at something that's actually challenging and that I've been wanting to attempt for awhile; pathfinding!

So far it's working straight, but I still have a bit more to do and learn up on with A*. Still a work in progress, so I'll elaborate at a later time.

As for now, cats.

And you bet your socks that tail is poorly animated!
needs moar mudkipz
So I, again, haven't done anything note-worthy aside from piddling with pathfinding a little more and adding a useless event log. Hooray for inconsistency! A list of changes include npcs actually attacking the player when in range, player death, and blood droppings.. heh. On the unexpected side, the combat formula is actually fairly balanced.


(to avoid confusion, hovering over a mob will output their HP-eventually will have pop-up stat bars. maybe)

I promise to refrain from posting until something noteworthy is done. Cat punches, ideally.
This reminds me of Counter Strike for some reason.
I haven't been too productive lately(surprise), however I did whip up the bones of the mouseover stats.



Mouseover a mob and the hud box will fade in and displays a meter representation for health and magic; and yes it refreshes while being displayed. I intend to add the mob's level and any status conditions at some point, but I work in the morning so it's sleep time.

I also cleaned up some of the output text, so hooray!

EDIT: The mouseover stat stuff fade in smoothly and are slightly alpha'd now. Yay!
I decided to go ahead and just make public release builds of my derp-arounds. Don't expect anything fancy with these, but do stress test and find any issues! I'm already aware of the issue with mouseover huds. I borked that when making it move with the mouse. Somehow.



Anywhore, I've made enemy ai a little smarter by having them evaluate the obstacles between the player and it and determining if they should give up on the pursuit or not.
Next task will be making doors recognizable and maybe some heuristics! (:

Oh, I also started with basics for equipable armor/items. An example can be found if a Knight Feeder is spawned. They wear basic gold armor and have 20% more defense. They'll spawn randomly at runtime.

CLICK HERE!
So I haven't really done a whole lot along the lines of programming. Instead, I make arts. I'll hopefully have an actual post of something interesting sometime soon! Work sucks!

is this game free roam or round based?
Neither because it isn't a game. As I stated before this is pretty much just me documenting the miscellaneous things I experiment and play with. (giggity)

The art in my previous post is just my attempt at re-pixeling some of Feed's old tiles for the sake of practice.

tl;dr: free roam because my lover said so.
HURRAY FOR ABSENSE #2 AND 2ND PAGE DEBUT! WHOO! ALSO HURRAY FOR PROJECT #2!
LET THE CONFUSION BEGIN!!


Ahem.

So I'm back after getting bored with the previous environment. Instead I've started Feed version 19993109833374444.something! At least I can say I'm making moderate progress and I have a better image of what I want to do this time?

Anyway, I decided to rebuild from the ground up and just use old Feed's art assets to keep me from getting distracted on the art front. After getting the more framework-y type stuff done (for the time being)(movement, naked bald guy, spawn stuff, etc.) I started on the login screen because BYOND. Something I've actually been wanting to use for awhile is a screen-based input fields library I wrote when maptext came out for practice and junk. I had injected it into a newer build of Feed that I briefly hosted, but if anyone played it and recalls, it had a few quirks. I can proudly say they've been worked out!

idontwannatellyoumypasswordlength its3

And before it's asked, passwords are censored and messages for wrong account information aren't sent to the output:

it fades away all pretty 'n stuff.

After the over-elaborated login screen, a random map is chosen and generated and the player is spawned to it. This obviously isn't how it will stay; I need to debug and get all the mechanics done first right? I'm not sure how this whole programming process thing works. But I'm learning.


I'll elaborate more on the plan and further progress in about a week(or later; I just have stuff to do and lost track of timeolololo). Feel free to ask questions and share input/ideas. I'd appreciate feedback of any nature!
What font do you use if you don't mind me asking? xD
Behold progress since I last posted!


pathfinding is a tad resources heavy, so I'm going to try finding a nice middle-ground.

As you can see a lot has been done including:

- projectile weapons(guns)
- enemies attack and kill (and avoid walls)
- pvp is a toggleable option
- players gain kills and points.
- game resets when all players die.
- enemies and players won't spawn ontop of eachother.
- match management (handling rounds, game starting/ending/cleanup is complete.
- players can temporarily sprint or "dash".
- melee weapons (just need to be macro'd.)
- made a map for debug reasons.
- dying actually ends the game(lol)
- enemies are now recycled.

I'll elaborate much more sometime soon; I've been busy and I'm kind of crunching time right now. Thank you for reading and please leave any ideas or questions and I'll gladly get to them!