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Vapourware Codexian Game Development Thread

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Yeah, that's the 3.5 version.
However, the current 4th DnD rules just need every move taken to be nearer to the target.
There is no need for straight lines considering that in that edition, diagonal movement/ attacks are as justified as straight ones.
Technically in the second image he takes two steps that bring him no nearer to the target.
 
Joined
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Messages
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Shadorwun: Hong Kong
Yeah, that's the 3.5 version.
However, the current 4th DnD rules just need every move taken to be nearer to the target.
There is no need for straight lines considering that in that edition, diagonal movement/ attacks are as justified as straight ones.
Technically in the second image he takes two steps that bring him no nearer to the target.

Hmm... fine,
I will just remove the movement end destination for the charge other than the first 3 nearest squares from the attacker to the target then.
 
Joined
Jun 20, 2014
Messages
906
Location
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Shadorwun: Hong Kong
Alright, new charging mechanics implemented to allow only nearest three destinations between the target and attacker.
Finished Heroic Surge mechanics and animation, which is annoying as hell as it involved very small real estate and quite a lot of frames to work with.
Will probably reused the animation for healing and positive spell effects, albeit using different palette.

As usual, the gifs.

baLcAnF.gif



xcVaynk.gif



8wdSiUR.gif
 

barker_s

Cipher
Patron
Joined
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810
Location
Poland
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut
Thanks man. It's going to be squad-based eventually, so you're going to have better awareness of your surroundings (unless you place your soldiers poorly).
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,835
With the help from a friend from DICE L.A I wrote a filter that adds motion blur or distance blur/focurs blur to a DX11 application with almost no loss in framerate at all.

Made a quick video, it's just bullshitting and the framerate is bad (need to get something better than fraps)



I hope that one day they license out the Frostbite engine totally and we can make cool looking isometric cRPGs in it...
 
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jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Finished the Rally Up! ability and installed the status effects mechanics.
This enabled time-based and character-based effects to be applied in the battle.
As usual, I make sure that stacking from the same effect will not happen by removing the previous same effect.
Also, enabled the marked from 4e DnD challenged effect to be apply by fighter class and other assorted enemies.
FYI, any character that get challenged will have lower accuracy against other opponents aside from the challenger.

To demonstrate progress, here are some gifs as usual.

AFF8VXM.gif


keX8Tvk.gif


QGEN07F.gif


Dkum2yl.gif
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
I just finished inserting a few of movement options and character specific techniques, aside from fixing a few bugs and missed features.
FYI, as in with 4e DnD, I intended each characters to have their own specific techniques which are granted at first and later on learned through either quests, specific hideout upgrades or just plain old purchasing them from "schools".
These techniques won't be learned through level-up, unlike 4e DnD so you pretty much have to put some effort to grab more powerful techniques during the course of the story or you will be stuck using shitty at wills against extremely strong enemies with powerful novas.
Also, as with 4e DnD, there is a set limit over how many techniques you can "equip" on each character, depending on character level, technique level and the technique class.
After this, I probably will be focusing on the changing loadout and item usage mechanics.
Should be around two more weeks before the first combat demo can be released.

Just to be clear though, the daily I put into Thomas have the Reliable Sure keyword, which means that the technique can only be expended on a hit, and will be retained to be used again if the attack missed.

With that said, here are some gifs to demonstrate progress.

FSH07an.gif


cn5zQKo.gif


FpFdHvi.gif


NiRNeTK.gif


ZV6CUoE.gif
 
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jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Mastermind

Cognito Elite Material
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Bethestard
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Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
I feel like a little kid on Christmas morning whenever I get something cool working.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Some progress for the past few days.
Finally sold my cobwebbed drawing tablet to someone who will actually use it. Teach me to believe I could actually draw naturally.
Finished both of the item usage and equip change mechanics. On the way, I also finished the throwing mechanics to demonstrate ranged combat.
This may be common sense, but fyi, the techniques available to you will be influenced by the type of gear the character is using.
So, if you don't equip any melee weapons, don't expect to use melee techniques. Though the rogue class have techniques that are capable of both melee and ranged.
Also important is the fact that you can have a secondary loadout in addition to the current one.
Moreover, you can only use the equip change tech if you actually have equipment on your secondary loadout.
However, the tech and secondary loadout will only affect the equipment on the character's hands. Other equipment in other places such as body, arms, neck and waist won't be affected.
In the gifs below, Thomas is changing from longsword and riot shield to javelins and riot shield.

As per request from the post above, the progress gifs are inserted on the spoiler below. Enjoy.

cOpJ2Ew.gif


BkDS0MM.gif


TTPnIKN.gif
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
With the help from a friend from DICE L.A I wrote a filter that adds motion blur or distance blur/focurs blur to a DX11 application with almost no loss in framerate at all.

Made a quick video, it's just bullshitting and the framerate is bad (need to get something better than fraps)



I hope that one day they license out the Frostbite engine totally and we can make cool looking isometric cRPGs in it...


Why must you use your powers for evil surf?
 

Mastermind

Cognito Elite Material
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Bethestard
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Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
Couple of videos. Shitty video recorder cut off a section of the screen in the first one.


 

Hoaxmetal

Arcane
Joined
Jul 19, 2009
Messages
9,164
Hurp, less text so you can figure it out yourself and that way you'll remember it better. And it will be easier to just plop down a few images, a short caption and cash in.
 

Mastermind

Cognito Elite Material
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Bethestard
Joined
Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
I don't know where to post this, but the who guy makes the pixel art intros for JonTron is collecting funds for a comprehensive pixel art guide. 5 USD for pdf, it's already funded.
https://www.indiegogo.com/projects/pixel-logic-a-visual-pixelart-guide

Post it in this thread too:

http://www.rpgcodex.net/forums/index.php?threads/indie-friendly-development-tools.44218/

Art is probably the biggest hurdle the average aspiring developer has to get past nowadays and there are few decent pixel art tutorials online.
 

shihonage

DEVELOPER
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Jan 10, 2008
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United States Of Azebarjan
Bubbles In Memoria
Did you know? Turn-based combat is harder to code than realtime and RTwP combat.

I've been rewriting Compound's combat system from scratch. As of few minutes ago, the fucking NPCs actually take turns aiming at the player after he attacks one of them, along with proper expansion(aggroing) and shrinking of combat participant list, round rotation, retargeting, and rudimentary accounting for initiative.

I'm quite happy at the moment, even though the eyes are popping out of my head.
 

jagged-jimmy

Prophet
Joined
Jan 25, 2008
Messages
1,562
Location
Freeside
Codex 2012
Did you know? Turn-based combat is harder to code than realtime and RTwP combat.
What is actually harder? I would think that TB is already structured naturally - so it's easier to convert to code. While real-time requires...well real-time, simultaneous actions. If you make it "real" time, of course, and not just TB with continuously flowing turns.
 
Unwanted

jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

shihonage

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Bubbles In Memoria
What is actually harder? I would think that TB is already structured naturally - so it's easier to convert to code. While real-time requires...well real-time, simultaneous actions. If you make it "real" time, of course, and not just TB with continuously flowing turns

A typical game loop is naturally predisposed to moving multiple actors simultaneously. That is the default state, and straying away from that toward turn-based actually imposes a buttload of new code. You need a separate arbiter to enumerate and handle combat participants, keep track of action points, sort turns by initiative, and more.
 

jagged-jimmy

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But by doing this, you can introduce more complex interactions, because at any given point you only care about a small portion of gameplay - in real time it would be a bit harder think. Harder to implement, debug, balance etc. With TB you kind of divide and conquer complexity. It's still complex, but more structured, manageable. Depends of course, on features.
 

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