Viata
Arcane
Yes I'm aware of shadow issues.
Looks amazing.
Yes I'm aware of shadow issues.
Yes I'm aware of shadow issues.
Something's off with the walk animation. Maybe it should cycle a bit faster. Now the characters seem to be skating around.
I don't know how you're handling it, but maybe my approach will help in one way or another.Serialization was a huge pain in the ass, and I feel like it will continue to be such going forward. Still, excited to bust out the spreadsheet again and get back to gameplay work.
I made a simplified engine and a mini-dungeon for the occassion which seem to work. Almost no more work to do (but probably tons of bugs and typos to look for) ; I may or may not dare to share the game at this point.For anyone has time and is interested, starts in 20 hours: https://itch.io/jam/lartus-mini-rpg-one-week-jam
Yes I'm aware of shadow issues.
Something's off with the walk animation. Maybe it should cycle a bit faster. Now the characters seem to be skating around.
Yes I'm aware of shadow issues.
Something's off with the walk animation. Maybe it should cycle a bit faster. Now the characters seem to be skating around.
This is a framerate-driven engine with sprite animations which I pay for, so my options of adjusting this are limited to these, or combination thereof:
1) Double or halve the animation speed (halving would make it choppy, doubling would make it too fast in most cases)
2) Pay the animator to re-render thousands of frames multiple times until we get the timing just right
3) Radically rewrite the engine to be timing-based, with all the glitches that will follow
4) Adjust the amount of pixels per step a person takes
The right amount of pixels is surprisingly hard to nail, as different people seem to require different amounts, and also some animations simply won't mesh with amount of pixels I can ALLOW them to step.
During creation of Fallout, Tim Cain and Leonard Boyarski spent a LOT of effort together as animator and programmer to make sure no character skated, and that NPCs felt completely connected to the ground. In retrospect, Boyarski believes it was a waste of time that could've been spent elsewhere (in his recent Matt Chat interview).
This certainly meshes with my putting it as low priority task, considering how I don't have the team, budget or time they had at Interplay.
I notice every time I add a new texture, my draw count goes up by 1...not a big deal. FPS is still the the 500's
You may want to start using sprite sheets, then you just need to convert pixels of specific subimage to texture coordinates on one single image.
will still give me an acceptable frame rate.
i hope the system you are testing your game on, is not a power rig 8)
And now I am running into all of these situations where having followers around was more complicated than I thought at first.
Either they stop following you, or you visit an exorcist.And what if your followers die in combat?
Time to implement an exorcist class. If you let too many followers die, they start to showing up as ghosts to have their revenge on you for letting them die. So an exorcist class saves you from that.Either they stop following you, or you visit an exorcist.And what if your followers die in combat?
What if the exorcist dies?So an exorcist class saves you from that.
Better hope he goes to heaven.What if the exorcist dies?So an exorcist class saves you from that.
What information do you draw from these targeting panels?
What information do you draw from these targeting panels? Also, which panel do you prefer?
I've never seen a game that shows targeting info in the form of all possible outcomes corresponding to their % chance of happening like B, so I hesitate to do it even though it's a more faithful representation of the decision the player is making. All popular games feature something along the lines of B where it just shows you conditional probability for crit chance (if it shows it at all). By the way, crits represent attacks to unarmoured parts of the body, and the armour mechanic is central to the gameplay so I can't just show hit chance like most games do.