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Vapourware Codexian Game Development Thread

Discussion in 'Codex Workshop' started by 20 Eyes, Feb 10, 2012.

  1. pat Learned

    pat
    Joined:
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    Two-weapon fighting was a nightmare which seems finished but I just know that there is a problem lurking and waiting to force me to rewrite it all over again

    [​IMG]
     
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  2. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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  3. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Almost done with the side project. Will most likely release it in August and switch to DG2 once and for all.

    [​IMG]
     
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  4. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    A new classic.
     
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  5. Viata Arcane

    Viata
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    Something really good can come from this, however, that will require some great execution.
     
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  6. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Just add three-dimensional spinners. :troll:
     
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  7. V_K Arcane

    V_K
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    I'm getting a panic attack just by looking at the video! :argh:
     
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  8. Alchemist Arcane

    Alchemist
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    That looks great! Could be a cyberspace dungeon crawler.
     
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  9. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    I've been thinking of something like that or something closer to how Descent RPG would look around the time I was wrapping up DG1. Cyberspace stuff and small spaceships don't require much animation to pull off, which is a big plus for me and my budget.
    The only problem I see right now is pathfinding (unless we do Wizardry-style combat), but I'd like to do some research while doing DG2 to see if it can be done in an efficient manner.

    In any case, it's an idea worth pursuing.
     
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  10. V_K Arcane

    V_K
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    Yes, and not just for the enemies.
     
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  11. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Playing around with horizontal music sequencing. Should be useful if I decide to use dynamic music in any future projects.
    Just need to add subsongs/variable pattern size and variations of music patterns to make repetitive music sound not too repetitive.
    :positive:
     
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  12. Bad Sector Savant Patron

    Bad Sector
    Joined:
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    Looks (well, sounds) good. I had experimented at the past with a node-based sequencing system where each node represented a function with a single left-side connector and several right-side connectors and a single node as the currently "active" one. A "play waveform" function would play a sound and the function would always evaluate to true, a "random" function would pick random right-side nodes (functions) until one evaluates to true at which point it becomes the active one, a "flagcheck" function would check a flag if it was set (flags were set globally to the graph, the idea was that a graph would be a system by itself to be sent messages from the game) and if it is set evaluate the first right-side node (if any) or evaluate to false and a "setflag" would change the value of a flag and evaluate the first right-side node (if any, otherwise evaluate to true), essentially a pass-through node.

    It was fun to set it up, actually i used a generic node editor i had written (originally made when i wanted to try out decision graphs, hence the whole "function that evaluates to true to indicate the next active node", but i abandoned that idea since it was easier to just write out the scripts manually).

    Sadly it didn't help me much since it turns out "smart" tools cannot hide the fact i have no idea about music composition :-P. It is one of those things i'd like to find the interest in learning at some point...

    EDIT: It looked like this:

    [​IMG]

    This is a "remake" though as i didn't keep the original script and code around (or i did but it is in one of the many archives with helpful names such as "code-backup-laptop-3.7z" in my external hard drive :-P). It was a prototype though and should be fairly easy to replicate (writing about it makes me want to make a new and better one, but i'm certain the moment i try to "test" it, i'll lose all hope :-P).
     
    Last edited: Jul 12, 2019
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  13. Nathaniel3W Rockwell Studios Developer

    Nathaniel3W
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    Nearly 20 years ago I saw a node-based music generator. I had never seen anything like it and I really wanted to try it out later. I tried Googling it later (or maybe I was still using Yahoo or Jeeves or whatever at the time), but I didn't even know enough of the terminology to ever find it again. Now if I Google "node based music generator" I find a bunch of stuff. I'd love to try some of them out some time, but I've got too much other stuff to do, including finishing this game that has taken years longer than I thought it would.

    zwanzig_zwoelf that looks great. I would get hopeless lost within 10 seconds. And now I'm thinking of playing Descent on my old 486. That was a great game. Spaceships flying through a 3D dungeon. Totally unrelated to the "Descent RPG" that showed up when I Googled it.
     
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  14. Bester ⚰️☠️⚱️ Patron Vatnik

    Bester
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    Good breakdown of main character movement mechanics in platformers

     
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  15. Nathaniel3W Rockwell Studios Developer

    Nathaniel3W
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    Location:
    Washington, DC
    There is no such thing as a small change.

    [​IMG]

    Yeah, it looks like it's just opening and closing a gate, but you would not believe how complicated this is: Who controls the gate? And do you want to attack the gate or move through it? Should you be allowed to attack from inside the gate? I had to retool all of my attack code to allow attacking a gate instead of an enemy unit. And then I had to redo pathfinding: If you control the gate, you can go through it, but if you don't control the gate, you can't go through it. And what if you don't have enough move to go past the gate? Should you sit there with the gate open? And the AI, when it's choosing where to go and what to do, it can pathfind around the gate, and it can also choose to break through the gate. And I had to rework some meshes to fit the hex size. And I had to rework materials for dynamic lighting. I literally spent about a week on this system.
     
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  16. Mastermind Arcane Patron Bethestard

    Mastermind
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    I can see why Todd Howard couldn't get climbing ladders to work in any of the TES games.
     
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  17. Lexx Cipher

    Lexx
    Joined:
    Jul 16, 2008
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    247
    [​IMG]

    This screenshot of Fallout 1 is actually Fallout 2.
    We did a fuckton of code cleanup, added all the missing bits, made it all work and fixed bugs to no end (Fixt is more buggy than Fo1 vanilla, and we fixed most of that). Alpha release happening within the next days.
     
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  18. pat Learned

    pat
    Joined:
    Jan 1, 2015
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    [​IMG]

    One of the things that RPG's and especially roguelikes seem to do badly is traps. It seems pretty boring to just inflict a certain amount of damage by way of dart trap, arrow trap, spear trap, etc. There's a few deviations from the boring path with rolling boulder traps in nethack, gas traps in brogue and things like that, but I wanted to go in a completely different direction.

    So I implemented more of an environmental trap system where when the player steps on a pressure plate, certain doors shut and other doors open changing the shape of the dungeon. The hope is that this will create some tactically interesting situations where the player needs to reassess the path they need to take in an unfamiliar situation and perhaps with allies being unexpectedly stranded outside of the room. I don't want to make these things automatically lethal so they're all fairly benign at this stage but I'm going to add in some dangerous ones next I think. The plan is that they'll be clearly signposted though, ie. the player will see an artifact on a pedestal in a really obvious vault with warning runes on the door. In that scenario the player shouldn't be surprised that when they pick the artifact up, walls open to reveal a group of skeleton warriors or something like that.

    Anyway, by doing all this, I created a heap of edge cases where the player might end up trapped forever in a part of the dungeon and I'm trying to avoid this by reworking the situations where these traps can take effect. And the way I'm testing it is by turning off monster generation and running my autoplay feature for as long as possible to hopefully identify any weird situations like that. So the above gif is what my work screensaver for the day looks like.
     
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  19. Lexx Cipher

    Lexx
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    The alpha is out.
    Apart from a few issues it worked pretty well for us (we played through the game a billion times in the past few weeks). Still calling it an alpha, because only god knows if there isn't any other critical issue hiding in its belly.
     
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  20. vdweller Arcane Developer

    vdweller
    Joined:
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    Looking for English > Japanese translators. If you're up to it, sent me a PM.
     
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  21. The Avatar Learned

    The Avatar
    Joined:
    Jan 15, 2016
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    147
    Location:
    Brittania
    Today I implemented an important and often overlooked aspect of an RPG- beard physics.
    [​IMG]
     
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  22. Mastermind Arcane Patron Bethestard

    Mastermind
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    been going through some old design documents I made and... damn i wish i could play some of these games :negative:
     
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  23. Üstad Educated

    Üstad
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    You have watched too much ThuleanPerspective.
     
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  24. ERYFKRAD Barbarian Patron

    ERYFKRAD
    Joined:
    Sep 25, 2012
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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
    Clips a bit at the end there.
     
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  25. baturinsky Arcane

    baturinsky
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