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Vapourware Codexian Game Development Thread

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

  1. DavidBVal 4 Dimension Games Patron Developer

    DavidBVal
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    I recommend using a 0-100 integer for quest progress, not a boolean, because a quest can typically have many states.
     
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  2. Zed Codex Staff Patron

    Zed
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    Yeah. Reading INI is one extension, using tokens to replace text is another. I think it's possible to write your own extensions (in C++ I think) but I've never tried it.

    As for creating an editor... Yeah, I think it would be possible do create on in MMF actually.
     
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  3. Jaesun Fabulous Moderator

    Jaesun
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    Yeah, that's how the Gold Box Games handle quests. For example, in Forgotten Realms: Unlimited Adventures, Quests #1 to #44 all have a default value of 0 (meaning the player has NOT received that quest yet, useful to checking if a player is currently on a quest). And then each quest can be increased by 1-99 (a value of 1 means they HAVE received that quest) and up to 99. Such as, Quest #1 means the player needs to find the 4 magic items. A value of 1 means they have accepted the quest, and then increment the quest value by 1, to indicate how many of the items they have found. When Quest #1 has a value of 5, they have found all 4 items.

    Very useful for basic rpg QUEST functions. Provided you document the value of each of the quests clearly.
     
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  4. Jaesun Fabulous Moderator

    Jaesun
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    And just because I am slightly drunk, if you are going to be using QUEST variables in your game, using the Gold Box Game's examples will provide you with some really good basic RPG functions, just by checking a quests value:

    QUEST# (VAR between 0 and 255) ALL Quest variables are initialized, and have a value of 0, meaning the player has NOT received that quest yet. Useful so you can see if they even have the quest yet.

    Value 0 - Player has NOT received this quest yet

    Value 1 - Player has accepted the quest, quest is STILL ACTIVE

    Value 2 - 99 various stages of a quest, quest is STILL ACTIVE. Be sure to fully document EACH STAGE of a quest to see what each value means.

    Value 100 - the quest has been COMPLETED

    Value 200 - the quest has been REJECTED by the player

    Value 255 - the quest has FAILED
     
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  5. DavidBVal 4 Dimension Games Patron Developer

    DavidBVal
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    Yeah, Gold Box was a pioneer in many RPG engine concepts, I think nearly every RPG followed a similar system from then on. My own variant of the above is, negative values for failed quest, and values of 100 and above for completed (back in the days of Gold Box, quests usually could only be failed or completed in one way, now you will probably want different outcomes). In the quest file, you add a description of each value, for the journal entry. From then, you have the choice to simply store the curent quest value, or if you want to have a proper journal, keeping all the states the quest went through, just store each game-timestamp and quest value, so you can show the player how the quest progressed over time.
     
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  6. Zed Codex Staff Patron

    Zed
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    fried my brain doing this shit but it's starting to come together. INI conversation editor

    [​IMG]
     
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  7. Zed Codex Staff Patron

    Zed
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    and an update on how it could look in-game. this is a test i sent to sensuki just to see that it works on computers that arent my own.

    custom bitmap font :cool:

    [​IMG]
    test your checks ftw
     
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  8. Zed Codex Staff Patron

    Zed
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    first draft character lmao nice hat
    [​IMG]
     
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  9. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Zed, you know I love your stuff, but if you keep posting this kind of shit without turning them into finished games, I'm going to get seriously depressed.
     
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  10. Zed Codex Staff Patron

    Zed
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    me too :negative:
     
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  11. DavidBVal 4 Dimension Games Patron Developer

    DavidBVal
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    Finishing a game. In theory a possible thing to do. :(

    Sprite looking good. Keep at it.
     
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  12. Ninjerk Arcane

    Ninjerk
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    Depressed mens unite
    Show Spoiler
    or just stay in bed today
     
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  13. Zed Codex Staff Patron

    Zed
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    hey I'm actually at work... thinking about combat systems. that's a good sign!.. I think.
     
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  14. Castanova Prophet

    Castanova
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    What is that software?
     
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  15. Zed Codex Staff Patron

    Zed
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    multimedia fusion. man it's all i know and all i use for everything
     
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  16. Rhuantavan Arcane Patron Developer

    Rhuantavan
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    Keep 'em coming Zed! :greatjob:
     
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  17. J1M Arcane

    J1M
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    You should be using some form of schema validation. Look up what .xsd does and find something similar for your format.
     
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  18. r3jonwah85 Savant

    r3jonwah85
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    Added some functionality to the AI - they can now avoid drops/pits, jump over pits, jump down from ledges, strafe when attacking , roam around, fight eachother, navigate around obstacles, jump over small obstacles. So pretty much nothing that wasn't present in FPS-games 20 years ago...

     
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  19. gaussgunner Arcane

    gaussgunner
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    I dunno, JSON is hell for hand editing, and only 4 datatypes. I stopped using it except for AJAX requests.

    YAML is ok.

    INI is nice and flat, better for C++. Handrolled is probably the way to go if you need more structure. Works for me.
     
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  20. Zed Codex Staff Patron

    Zed
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    quick n dirty char gen so I can set stats to try out my conversation editor.

    I wanted a low value attribute system (1 is base), where background and gender (male +1str +1int :smug:) decides starting attributes.
    attributes are at this point only used for conversation but I want to use them for combat as well.

    [​IMG]
     
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  21. r3jonwah85 Savant

    r3jonwah85
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    Urghhh, found a nasty performance killer in my aggro-code, but without that it works pretty ok with a relatively high enemy count (360 in this test).

     
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  22. Zed Codex Staff Patron

    Zed
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    you should work on blood decals and splatter and shoot-off-limb physics- should be prio no 1!!
     
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  23. r3jonwah85 Savant

    r3jonwah85
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    That is probably the next step, but right now I want to have good performance in large numbers before proceeding. I have done two different pathfinding/avoidance algorithms depending on the needs, the more humanoid characters use the stuff in the second last video, the latest video use navigation straight out of Doom. But tonight I am going to make a test using physical bodies instead of character controllers since I think that will speed things up.

    But a simple blood decal system does not have to be that hard, just spawn a quad and align to the surface with a small offset, collect them all in a instanced static mesh structure for perfromance. I think using the normal decal system will bog down performance too much, but will do some reading. Perhaps you or someone else has got some experience on the matter?

    Shooting off limbs would be really satisfying, but I think it has to be reserved for enemies that appear in smaller numbers to be performant. But a quake-like gib-system is already in there, just need to make the chunks that fly around.
     
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  24. Zed Codex Staff Patron

    Zed
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    I have no experience on the matter.

    But I do know this:
    There's a big hole in the market after Soldier of Fortune II.
     
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  25. r3jonwah85 Savant

    r3jonwah85
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    I can agree on that, the GHOUL system was really fun, the simpler system in SIN was also quite nice. GHOUL seems doable but quite labor intensive (https://www.youtube.com/watch?v=sd7fsY33L6Y), but perhaps something closer to Chasm: The Rift (https://www.youtube.com/watch?v=9m_iOHnv4Zk).

    If anyone else wonders, after a quick read it seems that using a simple quad is most likely way faster than using the deferred decals in Unreal.
     
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