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"Realm of the Tempest" RPG

Discussion in 'Codex Workshop' started by Otay, Nov 8, 2018.

  1. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    Overview
    This project is my own personal and desultory exploration of game development. I focus a lot more on doing what I enjoy rather than satisfying an audience.

    When viewed as game development, my work is unprofessional, awkward, neglects the target audience, and disregards marketing value. After investing thousands of hours into this project, I don't think of it as a game at all. To me it is an intimate conversation between me and my compiler that has been going on for 5 years. The only reason I pour my heart into my work is because it starts to reflect myself, which is the only sense of security I have ever had.

    Combat
    It has turn based 2D random encounter combat, because that's what I enjoy designing.

    [​IMG]



    [​IMG]



    Worlds
    It has 3D worlds because I like making 3D art.

    [​IMG]



    [​IMG]



    [​IMG]



    [​IMG]



    [​IMG]



    [​IMG]


    Music
    It has an original soundtrack, because I like making MIDI music

    https://soundcloud.com/otays

    I'll be mirroring updates from another forum here. If you'd like to ask about my work, I would enjoy talking about it. Also looking for candidates for the eventual release of a private demo.
     
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  2. JarlFrank I like Thief THIS much Patron

    JarlFrank
    Joined:
    Jan 4, 2007
    Parrots:
    22,588
    Location:
    Secret Lab of the Warrior-Magus of Esoteric RPGism
    This looks cool.

    Are there any hand-placed encounters too or just random encounters? How high is the encounter rate?

    How goes exploration of the 3D levels? Can you jump, for example? They have some nice proper 3-dimensionality to them.
     
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  3. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    Thanks :]

    Encounters

    Yes there are forced encounter rings at the exit portals in the worlds I've started calling "citadels" (name may or not stick) which force a specific boss spawn.

    All the screenshots are citadel worlds except for one town picture.

    Somehow I ended up making my worlds too linear (lmao) so I've added worlds that I've been calling "wilderness areas" to spice up the flow between town and citadel worlds.

    I've been considering placing similar force encounter rings scattered throughout the wilderness areas which force a random elite spawn, which so far is drafted up like this:

    [​IMG]

    The rest of the random encounters are controlled by encounter volumes. Encounter volumes are flexible in their placement, and their spawning parameters. They can also stack on top of each other, if you want to make a particular sub area spawn something extra.

    [​IMG]


    In the 3D world you can jump. You can also crouch, and "sing" and "pray."

    While crouching, common spawn chance is halved, making uncommon and rare more frequent. You also "progress twice as fast" toward a random encounter.
    While singing, elite spawns are twice as likely. Elite spawns are just beefed up version of whatevers listed in the encounter zones that youre in.
    While praying, enemies are selected randomly from an "alternative list" (as shown in screenshot above.) You also "progress half as fast" toward a random encounter.

    These states can be mixed however you'd like. You can roam around crouching and praying, and the two will cancel each other out in terms of spawn frequency, and youll get alternative spawns with increased chance of uncommon/rare mobs. If youre singing and crouching around, youre really begging the heavy hitters to come out and play.

    Praying is also a nice way to rush through an area that you aren't very interested in battling very much.

    I have no intention of telling the player how any of this works in game, but it will be on the wiki.
     
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  4. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    I recently made these beacons that add a new hero to your team.

    [​IMG]

    [​IMG]

    and I made a new song last night for one of the wilderness areas

    https://soundcloud.com/otays/rott-ost-the-swing-of-the-meadow

    [​IMG]


    And I recently implemented some screen transition effects for swapping between the 3d world and 2d combat

    (Using placeholder test zombies right now)

    [​IMG]


    [​IMG]


    [​IMG]
     
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  5. Bester Arcane Patron Vatnik

    Bester
    Joined:
    Sep 28, 2014
    Parrots:
    3,985
    Story-wise, what kind of game is it?
     
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  6. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    oh good question,

    NPCs and Story

    In 2012 or so, I had story ideas outlined in a text file somewhere. Since then the game has been changed a ton. Every element of the game from music to code, to 3d levels, etc has been completely redone at least once.

    Around 2015 I started working on an NPC dialogue system. NPCs start by following a greet routine if they have never spoken before, and then bring up a topic based on any key decision actions the player has made in the game. For example there was an obelisk in the citadel of Rhunia that each NPC had a preference toward. The obelisk could be enchanted with a prayer at a shrine found beneath it, and some NPCs wanted this and other didn't, each for their own reasons.

    [​IMG]

    [​IMG]


    Similar to this obelisk conflict, there was a "golem" (?) character designed to be a mysterious dormant entity that was said to maybe be omnipotent. Some NPCs were afraid of you waking the golem (again, by praying at its shrine) and other NPCs want to play with fire and say go for it. This golem is the only 3D modeled character in the game. He doesn't do much. When hes activated he glows orange and his face follows you when you walk by. A mechanic I'm hoping to add is that 2D golem variations may spawn in combat encounters once they are activated.

    [​IMG]


    [​IMG]

    I designed 3 conflicts all following this format, implemented the game mechanics, and wrote the NPC dialogue. Aside from the world building and character building that results from this, there's no main plot or story line.

    The algorithm for traversing through NPC dialogue nodes felt like a computer architecture exercise, like simulating CPU pipelining or something. It's pretty hacky and messy, I should really clean this up.

    [​IMG]


    Now in 2018, as I revisit every piece of the games code from scratch, I've been considering scrapping many of my old ideas, or reworking them. I still like the shrines, but my old dialogue is a little bland and one dimensional.

    When I graduated in December of 2017, I was forced to evaluate the results of my lackluster education, and the path that I was on. My whole life I have suffered from chronic pain, and socially I'm a disaster. I tend to either isolate or latch on to the most abusive relationships/friendships I can find. Recognizing this lead to crisis. I did some research and careful consideration for a few weeks, and made a plan to kill myself. To prepare, I tested my commitment with severe self harm, but it ended up hospitalizing me. Police escorted me to a mental hospital afterward, and with that on my record I could no longer pass any background checks to finish the plan. Since then, I've written a few drafts for new NPC dialogues, and my mental illness is bleeding through each character. At least its not so bland now.

    More updates on the story and character of the game will come once I've finally wrapped up some tedious coding I need to do first.
     
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  7. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    I'll share some technical notes about the transition effects since they were so fun to do.

    Background Info

    Three years ago I actually had a playable game. Then I transferred to a university, and dropped my game dev hobby when my obsession with math and computer science sparked up instead. When I returned to game dev earlier this year, I was disgusted by my code, especially its lack of encapsulation. After considering my options for how to clean up my code, I painfully decided that rewriting everything from scratch was the lesser headache.

    This game was started in 2011 with the UDK engine, and I have refused to switch due to how much I enjoy the aesthetic I worked so hard to achieve with all the lighting and materials. UDK is not at all friendly with UI, so I write a lot of UI code from scratch. After months of my eyes bleeding through UI code, programming these transition effects has been a much needed change of pace.

    Transition Effects

    UDK (kind of?) allows fancy shader code, I think? Seems like most shader stuff is done in the editor interface rather than in code, which makes me sad. I chose to implement my transition effects with a big array of black sprite tiles instead.

    The premise of the algorithm for transition effects that I outlined before coding is this:
    1. Add all tiles to a dynamic array, initialize visibility on (or off)
    2. Sort the array based on each tiles distance to an equation of your choice
    3. With each tick from a timer, randomly select "k" of the first "m" elements out the total array of "n" tiles
    4. Change the visibility of the selected tiles, and remove them from the list
    5. Repeat until list is empty
    All I needed to accomplish this was a static array of tiles, dynamic array of tile indices and distance calculations, a custom comparitor for sorting tiles by distance, and a dynamic array of function pointers to delegate sorting equations for the various effects. I use the fancy delegate array so that I can customize what set of effects will be randomly picked from (notice fading into battle is always the vertical down one.)

    I'm more of a C/C++ kind of guy, but I dont mind working in UDK's unrealscript language. Here's the code.

    Data

    [​IMG]

    Algorithm

    [​IMG]

    Effect Equations

    [​IMG]

    Final thoughts

    Even though the mixing of 2D / 3D is the most frequently criticized design choice in my work, I'm personally happy with how this is turning out aesthetically.
     
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  8. Bester Arcane Patron Vatnik

    Bester
    Joined:
    Sep 28, 2014
    Parrots:
    3,985
    Unexpected answer.

    You seem to know how to surprise an audience. If you can replicate this in game, the story is going to be truly something.
     
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  9. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    [​IMG]
     
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  10. zwanzig_zwoelf NOT FRIENDRY PERSON Developer

    zwanzig_zwoelf
    Joined:
    Nov 21, 2015
    Parrots:
    1,499
    Location:
    Dezeni Land
    Cells, bricks, uh, are you using .werkkzeug to make textures by any chance?
     
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  11. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    I just make my textures in photoshop, I've never heard of .werkkzeug is it cool?
     
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  12. Jack Dandy Arcane

    Jack Dandy
    Joined:
    Feb 10, 2013
    Parrots:
    2,889
    Location:
    Israel
    Divinity: Original Sin 2
    The game sounds & looks nice! I don't mind about the 3D movement, 2D battle thing. I think it can work just fine.
     
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  13. zwanzig_zwoelf NOT FRIENDRY PERSON Developer

    zwanzig_zwoelf
    Joined:
    Nov 21, 2015
    Parrots:
    1,499
    Location:
    Dezeni Land
    It's a very powerful tool. You've probably experienced stuff made with it if you ever saw works of farbrausch demo group (.kkrieger, .debris...).
    Try it. There's a tutorial too, which is nice: http://werkkzeug4ce.blogspot.com/

    Can help a lot if you're not a graphics guy but would like make some simple textures.
     
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  14. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    thank you, jack dandy
    [​IMG]

    oh sweet thank you zwanzig :]
     
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  15. Harry Easter Learned

    Harry Easter
    Joined:
    Jul 27, 2016
    Parrots:
    317
    This is quite impressive! Is there already a story for context or are you developing the environments at the moment? Do you plan a characterbuilder?
     
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  16. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    thanks bud

    story related notes are in post #6 if you want to read about it

    ive spent most of my time isolated making this rpg, rather than playing rpgs. so some lingo might be lost on me, like what character builder specifically means? ill write about some character stuff regardless

    Character Classes
    Right now characters are designed with 4 primary stat categories (Menu left side), which effect a group of substats (Menu right side.)

    [​IMG]

    Each class has their own set of affinities set for each primary stat, which modifies how each stat point effects the substats.

    There are four classes, with a fifth planned for after the game finally reaches a playable state.

    - Valkyrie
    - Wizard
    - Goliath
    - Titan

    [​IMG]

    Each class also has 3 skill trees.
    - Class skill tree
    - Glyph skill tree
    - Mastery skill tree.

    Class skill tree has skills for combat actions (like attacks and buffs) and passive abilities. These skill are all unique to the class as the name implies, unlike the next two trees which are generic.

    [​IMG]

    Glyph skill tree corresponds to a grid of little power ups that the player can obtains from a little grid during combat while waiting for their next turn. The skills in this tree are the same for all units, but not "shared." When the player collects a health glyph, it applies health recovery to all hero units in your party, but does so separately based on their own invested skill points. (etc.)

    [​IMG]

    You can see the glyph grid here. This pic is actually a mock up, so it has both the "action selection panel" and the glyph grid up at the same time, which never happens in game. It actually flips between the two based on their attack time bars filling up (yellow bars.)

    [​IMG]

    Mastery skill tree has passive skills that have stat requirements for each skill point.

    [​IMG]

    Some Technical Notes
    I've recently started on reprogramming all of this character related stuff from scratch. The improvements wont make the game noticeably more efficient, I'm cleaning it up compulsively mostly. The difference is pretty insane:

    Old physical damage code (2014):
    Show Spoiler
    [​IMG]

    [​IMG][​IMG][​IMG]


    New physical damage code (2018) which does the same exact thing:
    Show Spoiler
    [​IMG]

    [​IMG]
     
    Last edited: Nov 12, 2018
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  17. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    I think what I want to set my goal for now is to make a tiny demo that will be public. The demo will have most of the mechanics working but only the content up to the first boss. The amount of work I need to do just for that is immense, and will probably exclude the item system I had started working on in 2015.

    Tiny Demo Checklist:
    ☑ Implement title menu
    ☑ Compose music for title menu
    ☑ Implement load game feature
    ☑ Hero class graphics
    ☑ Implement new game character selection
    ☑ Write new game dialogue
    ☐ Implement new game dialogue
    ☑ Make additional hero beacon
    ☑ Implement additional hero beacon mechanics
    ☑ Implement game menu navigation
    ☑ Implement menu sound effects
    ☑ Implement stats screen UI
    ☑ Implement stat investment window
    ☐ Implement all hero stat mechanics
    ☑ Fill out stat affinities for each hero class
    ☑ Implement stat affinity mechanics
    ☑ Make new exp bar graphics
    ☑ Implement exp bar UI functionality
    ☑ Implement skill tree navigation
    ☑ Implement skill tree highlighters for invested skill points
    ☐ Fill out Valkyrie skill descriptors
    ☐ Fill out Goliath skill descriptors
    ☐ Fill out Wizard skill descriptors
    ☐ Fill out Titan skill descriptors
    ☑ Fill out Glyph skill descriptors
    ☑ Fill out Mastery skill descriptors
    ☐ Implement Valkyrie skill mechanics
    ☐ Implement Goliath skill mechanics
    ☐ Implement Wizard skill mechanics
    ☐ Implement Titan skill mechanics
    ☐ Implement Glyph skill mechanics
    ☐ Implement Mastery skill mechanics
    ☑ Redesign 3D world HUD
    ☑ Implement 3D world HUD mechanics
    ☑ Redesign party management UI
    ☑ Implement party management navigation
    ☐ Implement party management "conscription" feature--- [Might cut for demo]
    ☐ Implement party management "activities" feature --- [Might cut for demo]
    ☐ Redesign inventory graphics
    ☐ Implement inventory navigation and item equipment--- [Might cut for demo]
    ☐ Redesign stat/skill reinvestment UI
    ☐ Implement stat/skill reinvestment navigation
    ☐ Implement stat/skill reinvestment mechanics
    ☐ Hide hyper glyph UI as "secret"
    ☑ Implemented hyper glyph UI
    ☐ Fill out hyper glyph descriptors --- [Cut for demo]
    ☐ Implement hyper glyph mechanics --- [Cut for demo]
    ☑ Implement artifact collection UI
    ☑ Implement artifact collection special effects
    ☐ Implement artifact mechanics
    ☑ Fill out artifact descriptors
    ☑ Implement save/exit menu navigation
    ☑ Implement save game mechanics
    ☑ Make NPC dialogue UI
    ☑ Implement NPC dialogue navigation
    ☑ Implement NPC dialogue options
    ☐ Implement NPC topic discussion memory
    ☑ Create town of Talonovia
    ☑ Compose music for Talonovia
    ☑ Implement portal travelling and unlocking
    ☐ Rewrite Talonovia character dialogues
    ☐ Complete level design and environment art for Rhunia's wilderness
    ☑ Complete level design and environment art for Rhunia's citadel
    ☑ Compose music for Rhunia's wilderness
    ☑ Compose music for Rhunia's citadel
    ☑ Create chest loot 3D model, effects, and animation
    ☐ Implement chest loot mechanics
    ☑ Implement random encounter transition graphics
    ☑ Create new combat UI graphics
    ☑ Implement enemy health and attack time bars
    ☑ Implement player health and mana globes, and attack time bar
    ☑ Implement combat glyph grid navigation
    ☑ Implement combat action selection menu panel
    ☐ Implement random enemy mob formation
    ☐ Implement targeting modes for combat
    ☑ Create combat action animation sprite sheets
    ☐ Implement combat action animations
    ☑ Create enemy encounter spawning zones
    ☐ Implement pulling randomized spawn records for random encounters
    ☐ Implement enemy sprite assignment
    ☐ Design and create all of Rhunia's enemy classes
    ☐ Implement skill graphics into action panel
    ☐ Implement primary / secondary selection options for non passive class skills
    ☑ Create game over screen
    ☑ Compose game over music
    ☐ Implement game over conditions
    ☐ Create victory UI
    ☐ Create battle statistics UI
    ☐ Implement victory UI mechanics (exp bars and navigation)
    ☐ Implement battle statistics UI mechanics
    ☑ Create artifact mini game menu graphics
    ☐ Create artifact mini game gameplay graphics
    ☐ Implement artifact mini game menu navigation
    ☐ Implement artifact mini game gameplay mechanics
    ☐ Implement turbo feature and automation menu

    [​IMG]

    I'm probably forgetting something
     
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  18. zwanzig_zwoelf NOT FRIENDRY PERSON Developer

    zwanzig_zwoelf
    Joined:
    Nov 21, 2015
    Parrots:
    1,499
    Location:
    Dezeni Land
    chest loot does not mention tiddies
     
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  19. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    oppai chest is dlc
     
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  20. Morkar illiterate

    Morkar
    Joined:
    Dec 9, 2008
    Parrots:
    4,887
    Location:
    Germany
    Hmm, reminds me of a proto-Bard's Tale 4...

    Curious how this turns out.
     
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  21. redactir Artist Formerly Known as Prosper

    redactir
    Joined:
    Jul 16, 2018
    Parrots:
    165
    Son of a men this looks great! I wish I had time to compete. Makes me want to create the skill trees for my game.
     
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  22. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    [​IMG]

    thanks m8 [​IMG]

    Yeah time is super precious. When I was in community college 5 years ago it felt like I had a hundred hours a week available. Now I work from home 20-25 hours a week, which is just enough for rent / health insurance / groceries, and I seem to only invest about 35 hours a week to game dev. I lose a lot of time just languishing in pain and resting.
     
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  23. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    I haven't touched this excel sheet since march of 2015, I kind of forgot about it. I balance out all my equations for combat mechanics and mana costs with these sheets.

    [​IMG]

    [​IMG]
     
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  24. mustawd. Magister

    mustawd.
    Joined:
    Dec 7, 2017
    Parrots:
    1,875

    Beautiful. I love excel.

    :desu:
     
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  25. Otay Bramble Gate Studios Developer

    Otay
    Joined:
    Nov 7, 2018
    Parrots:
    23
    Location:
    Hellmouth
    thank you friend

    [​IMG]


    Tiny Demo Progress
    I'm going to copy this list here and edit this one with updates so we can see how fast (or slow) im progressing, compared to the previous post.

    Tiny Demo Checklist:
    ☑ Implement title menu
    ☑ Compose music for title menu
    ☑ Implement load game feature
    ☑ Hero class graphics
    ☑ Implement new game character selection
    ☑ Write new game dialogue
    ☐ Implement new game dialogue
    ☑ Make additional hero beacon
    ☑ Implement additional hero beacon mechanics
    ☑ Implement game menu navigation
    ☑ Implement menu sound effects
    ☑ Implement stats screen UI
    ☑ Implement stat investment window
    ☐ Implement all hero stat mechanics
    ☑ Fill out stat affinities for each hero class
    ☑ Implement stat affinity mechanics
    ☑ Make new exp bar graphics
    ☑ Implement exp bar UI functionality
    ☑ Implement skill tree navigation
    ☑ Implement skill tree highlighters for invested skill points
    ☑ Fill out Valkyrie skill descriptors
    ☑ Fill out Goliath skill descriptors
    ☑ Fill out Wizard skill descriptors
    ☑ Fill out Titan skill descriptors

    ☑ Fill out Glyph skill descriptors
    ☑ Fill out Mastery skill descriptors
    ☐ Implement Valkyrie skill mechanics
    ☐ Implement Goliath skill mechanics
    ☐ Implement Wizard skill mechanics
    ☐ Implement Titan skill mechanics
    ☐ Implement Glyph skill mechanics
    ☐ Implement Mastery skill mechanics
    ☑ Redesign 3D world HUD
    ☑ Implement 3D world HUD mechanics
    ☑ Redesign party management UI
    ☑ Implement party management navigation
    ☐ Implement party management "conscription" feature--- [Might cut for demo]
    ☐ Implement party management "activities" feature --- [Might cut for demo]
    ☐ Redesign inventory graphics
    ☐ Implement inventory navigation and item equipment--- [Might cut for demo]
    ☐ Redesign stat/skill reinvestment UI
    ☐ Implement stat/skill reinvestment navigation
    ☐ Implement stat/skill reinvestment mechanics
    ☐ Hide hyper glyph UI as "secret"
    ☑ Implemented hyper glyph UI
    ☐ Fill out hyper glyph descriptors --- [Cut for demo]
    ☐ Implement hyper glyph mechanics --- [Cut for demo]
    ☑ Implement artifact collection UI
    ☑ Implement artifact collection special effects
    ☐ Implement artifact mechanics
    ☑ Fill out artifact descriptors
    ☑ Implement save/exit menu navigation
    ☑ Implement save game mechanics
    ☑ Make NPC dialogue UI
    ☑ Implement NPC dialogue navigation
    ☑ Implement NPC dialogue options
    ☐ Implement NPC topic discussion memory
    ☑ Create town of Talonovia
    ☑ Compose music for Talonovia
    ☑ Implement portal travelling and unlocking
    ☐ Rewrite Talonovia character dialogues
    ☐ Complete level design and environment art for Rhunia's wilderness
    ☑ Complete level design and environment art for Rhunia's citadel
    ☑ Compose music for Rhunia's wilderness
    ☑ Compose music for Rhunia's citadel
    ☑ Create chest loot 3D model, effects, and animation
    ☐ Implement chest loot mechanics
    ☑ Implement random encounter transition graphics
    ☑ Create new combat UI graphics
    ☑ Implement enemy health and attack time bars
    ☑ Implement player health and mana globes, and attack time bar
    ☑ Implement combat glyph grid navigation
    ☑ Implement combat action selection menu panel
    ☐ Implement random enemy mob formation
    ☐ Implement targeting modes for combat
    ☑ Create combat action animation sprite sheets
    ☐ Implement combat action animations
    ☑ Create enemy encounter spawning zones
    ☐ Implement pulling randomized spawn records for random encounters
    ☐ Implement enemy sprite assignment
    ☐ Design and create all of Rhunia's enemy classes
    ☐ Implement skill graphics into action panel
    ☐ Implement primary / secondary selection options for non passive class skills
    ☑ Create game over screen
    ☑ Compose game over music
    ☐ Implement game over conditions
    ☐ Create victory UI
    ☐ Create battle statistics UI
    ☐ Implement victory UI mechanics (exp bars and navigation)
    ☐ Implement battle statistics UI mechanics
    ☑ Create artifact mini game menu graphics
    ☐ Create artifact mini game gameplay graphics
    ☐ Implement artifact mini game menu navigation
    ☐ Implement artifact mini game gameplay mechanics
    ☐ Implement turbo feature and automation menu

    [​IMG]
     
    Last edited: Nov 15, 2018 at 3:26 AM
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