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Vapourware Codexian Game Development Thread

Alchemist

Arcane
Joined
Jun 3, 2013
Messages
1,439

That is looking quite sexy!
Looks good, bruh. Come on, I want to play your game already.
Thanks! I wish I could work on it more often but I have too much going on at the moment to make fast progress. Trying to chip away at least a little bit every day from here out though.
 

mutonizer

Arcane
Patron
Joined
Sep 4, 2014
Messages
1,041
This is a test of enemy pathfinding and movement speed to see how long it will take to take another turn @ runtime.

What's taking time is probably not pathfinding/AI itself but the LERP movement itself. Should do a raycast/vision check and if not in the field of view, remove LERP and just teleport the AI units around directly. Once I did that in my own demo of related stuff, could have dozens of AI around the map and turns were near instant.
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,181
Location
デゼニランド
Should do a raycast/vision check and if not in the field of view, remove LERP and just teleport the AI units around directly.
That's the plan, actually.
Still thinking about the number of enemies that you can fight simultaneously, though. I thought about limiting the combat to 1 enemy per encounter, but we'll see, the latest progress kinda fills me with confidence that I can pull it off. Getting ambushed and raped by 2-3 enemies is not a bad idea. :shittydog:
 

DavidBVal

4 Dimension Games
Patron
Developer
Joined
Aug 27, 2015
Messages
3,044
Location
Madrid
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Pathfinder: Wrath
You've been up to some awesome stuff the months I've been "out" folks. Some impressive projects here.
 

Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
739
Location
Ergendon, Merrentar
Codex 2012
Been working on modular terrain tiles. Here's the full article if someone's interested in the details.

iUBQpZj.png
 

ragnor

Educated
Joined
Dec 11, 2012
Messages
43
Cjidul-WsAAP_8k.jpg:large


Very early screenshot from our new game. Its going to be a turn based tactical rpg game.
 

Mastermind

Cognito Elite Material
Patron
Bethestard
Joined
Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
anybody got a link to some goldbox/eotb/whatever style wall/floor sprites? I wanna try my hand at building the core for a 1st person step based engine in gamemaker.
 

Alchemist

Arcane
Joined
Jun 3, 2013
Messages
1,439

ragnor

Educated
Joined
Dec 11, 2012
Messages
43
Last edited:

Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
739
Location
Ergendon, Merrentar
Codex 2012
13320987_10207959500359944_2095139399748781465_o.jpg


Still trying to figure out the style of the 3d gfx. Went from regular tree billboards to a cross-billboard, since the rotation of the trees as you stood close was nauseating. Added some more detail to two buildings, but I am unsure if I want the textures that clean. Will probably go with a little more detailed and natural textures in the end (stone walls, bricks, thatched roof etc.)... dunno. Played around with lighting and ended up with a mix of dynamic and ambient light.
 

ragnor

Educated
Joined
Dec 11, 2012
Messages
43
wGIF.gif


Still very wip but a small combat scenario which player uses surroundings to keep himself surrounded more :)

By the way if you want to follow the game here is its IndieDB page (http://www.indiedb.com/games/dark-trails) and Twitter page (https://twitter.com/darktrailsgame).


Still trying to figure out the style of the 3d gfx. Went from regular tree billboards to a cross-billboard, since the rotation of the trees as you stood close was nauseating. Added some more detail to two buildings, but I am unsure if I want the textures that clean. Will probably go with a little more detailed and natural textures in the end (stone walls, bricks, thatched roof etc.)... dunno. Played around with lighting and ended up with a mix of dynamic and ambient light.

Looks great, you really can get the 95-96 era early 3d games vibe. I have to agree with you with the clean textures, they need to be get a little dirty :).
 

ragnor

Educated
Joined
Dec 11, 2012
Messages
43
you might want to reduce the flash on the explosions. it blinded me every time, it could be very obstructive to the player. other than that it looks nice.
 
Last edited:

vean

Scholar
Joined
Jan 3, 2016
Messages
296
13310350_10207970521795473_3067488001606158248_n.jpg

Here, I've remodeled and retextured the house. I will probably go onwards with this look.
It's hard to say looking at different scenes, but I like the former better.

The new version looks "too textured" for the number of polys you have.

Kinda like Elite 2 looks better than Elite 3 to my eyes

29_4ad773c2dc18e.jpg


frontier.png
 

Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
739
Location
Ergendon, Merrentar
Codex 2012
It's hard to say looking at different scenes, but I like the former better.

The new version looks "too textured" for the number of polys you have.

Kinda like Elite 2 looks better than Elite 3 to my eyes

With Elite, I totally agree, but I by far prefer my latter house model. It is true that it doesn't fit as perfectly into the environment as of now, but I'll have the environment treated in a similar fashion. I am kind of having BaK look more like RoA: Star Trail. Still, I can't be certain if this is the way to go, without first having the world treated. I appreciate all of the feedback.
 

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