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Vapourware Zodiac Legion - X-COM and dungeons

Darth Canoli

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Do you think telekinesis around hostiles should trigger pinning checks?
Pinning is the "replacement" for attack of opportunities, and prevents the character from moving, while giving him an Att and Def debuff?
It would be weird to trigger pinning by using TK on unwilling opponents, but I wonder whether it makes sense that you can use TK to move your own characters in the middle of the opponents without problem.

It's difficult to give a straight answer without playing a demo, there's too many unknown variables.
If there's a psionic power specifically made to escape from close combat, it should definitely not trigger AoO/Pinning, or maybe add a concentration roll to check if he succeeds.

If there's a power aiming your direct surrounding opponents, same, concentration check but if your targeting someone specific or only one of your close combat opponents, maybe the others should have an AoO/pinning action?
 

Galdred

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Steve gets a Kidney but I don't even get a tag.
Do you think telekinesis around hostiles should trigger pinning checks?
Pinning is the "replacement" for attack of opportunities, and prevents the character from moving, while giving him an Att and Def debuff?
It would be weird to trigger pinning by using TK on unwilling opponents, but I wonder whether it makes sense that you can use TK to move your own characters in the middle of the opponents without problem.

It's difficult to give a straight answer without playing a demo, there's too many unknown variables.
If there's a psionic power specifically made to escape from close combat, it should definitely not trigger AoO/Pinning, or maybe add a concentration roll to check if he succeeds.

If there's a power aiming your direct surrounding opponents, same, concentration check but if your targeting someone specific or only one of your close combat opponents, maybe the others should have an AoO/pinning action?
It was meant to be some kind of "raw application of force" to move someone. But you are right, I will delay changing how it works until I get it tested on a larger scale.
 

Galdred

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Steve gets a Kidney but I don't even get a tag.
Btw, this is the draft for the Title/Steam capsule art. What do you think about its readability and contrasts(details will be refined)?

zodiac_wip11.png
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Btw, this is the draft for the Title/Steam capsule art. What do you think about its readability and contrasts(details will be refined)?

zodiac_wip11.png
While it looks cool, it feels cluttered. Where does the title go?
 

baud

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RPG Wokedex Strap Yourselves In Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Btw, this is the draft for the Title/Steam capsule art. What do you think about its readability and contrasts(details will be refined)?

zodiac_wip11.png
If that's the picture that will go in the upper right corner of the store page, it's not very readable once resized

upload_2021-3-13_19-27-39.png

If it's just for a title screen, it looks cool
 

Galdred

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Thank you all for your feedback. I will ask the artist to make the characters stand out more (and the effects less).
 

Galdred

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I already posted some fireball gifs, but this one has the range indicator in the beginning, and got my daughter very angry as she didn't approve fireballing my own guy for no reason.
 

Falksi

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I usually hate anything with Hex paneling, it just grips my shit, but this looks really good.

Definitely interested in purchasing it.
 

Galdred

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This week's screenshot was about the map making process in Tiled, the editor we use.
I already posted a few screenshots about it. The terrain types are specified, and over several automapping passes, the terrain tile sprites are selected, with some randomization (and the correct borders).
I thought about rolling our own, but it would be a lot of work for little benefits (Tiled is open source, so it shouldn't be too hard to make maps for modders!).

I am working on adding "presets" like in OG X-COM and NuXCOM2: 12*12 to 24*24 blocks that will be randomly selected to complete the map when the mission is created, so that we can end up with a very high number of variations.
We will sort them by function, so that our maps don't end up with 5 barracks and zero armories, or 3 kitchens.
 

Norfleet

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That depends. Do fireballs do stupendous damage? If they do a lot of damage, giving them a sense of heave because of the amount of very hot expanding gas involved would be good. But if it's a pissy weak fireball that does maybe a quarter damage and has a tiny blast radius, then no. Consider just what level of explosive yield this fireball is supposed to be modelling. Nuclear Bomb? Yes. Stick of dynomite? A little. Frag grenade? Nawp.

Although you say it is "Very powerful" and yet has a "very short range", which brings up the Davy Crockett, a weapon where its range is shorter than its safe distance.

I already posted some fireball gifs, but this one has the range indicator in the beginning, and got my daughter very angry as she didn't approve fireballing my own guy for no reason.
Only you can help prevent friendly fire, but if you're not willing to shell your own position, you're not willing to win.
 
Unwanted

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How is Tiled to work with? Is it nice?
It seems its GPL breh...
 
Unwanted

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Nope, library is BSD. And it is nice.

So how do you check for collisions on pathing? Tile.ID?
 

Galdred

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How is Tiled to work with? Is it nice?
It seems its GPL breh...
Tiled is a bit "convoluted", but I haven't found any other editor with this flexibility(Unity editor probably is as flexible, but it is even worse to ship it with a game...). My main issue is that it doesn't let you copy paste several layers at once, and some of the conventions are really counter intuitive (especially when it comes to automap).
But it has some very powerful features:
We make heavy use of automap to get the correct tile depending on the neighbour terrain types, or to add the relevant game logic "tiles" for each prop.

For collisions, I just check the tile.ID of the terrain type (which is not displayed in game) for terrain cost, and whether all the obstacle layers are empty (walls and large props).
For LoS, I use automap to get the corresponding LoS tiles, but I may have to simplify LoS calculations because they make the game stutter (currently, the game uses a finer grid for LoS, with 8 points for each hex, counting the LoS as clear if any point from the shooter hex can see all 8 points from the target hex, or obstructed if not all 8 points can be seen, but it makes the game take quite a long time to recalculate LoS when a door is open or a wall destroyed).

Given that I didn't get enough complains from the level designer to start building our own tools (which I think is usually ill advised for this matters), I would say it is good enough.

I also use it for side projects, like tabletop RPG maps, or treasure hunts for my kids, so I would recommend it.
 
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Unwanted

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For LoS, I use automap to get the corresponding LoS tiles, but I may have to simplify LoS calculations because they make the game stutter (currently, the game uses a finer grid for LoS, with 8 points for each hex, counting the LoS as clear if any point from the shooter hex can see all 8 points from the target hex, or obstructed if not all 8 points can be seen, but it makes the game take quite a long time to recalculate LoS when a door is open or a wall destroyed).
Hexes have 8 points? Are you overlaying a square grid on top of the hex grid? What does that give you?

Are you naively raycasting? There are fast FOV algos...

Im still surprised that you see lag, considering the scale of your maps. Drop it into antoher thread since you dont NEEEED the fog to go away at 60 fps?
 

Galdred

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For LoS, I use automap to get the corresponding LoS tiles, but I may have to simplify LoS calculations because they make the game stutter (currently, the game uses a finer grid for LoS, with 8 points for each hex, counting the LoS as clear if any point from the shooter hex can see all 8 points from the target hex, or obstructed if not all 8 points can be seen, but it makes the game take quite a long time to recalculate LoS when a door is open or a wall destroyed).
Hexes have 8 points? Are you overlaying a square grid on top of the hex grid? What does that give you?

Are you naively raycasting? There are fast FOV algos...

Im still surprised that you see lag, considering the scale of your maps. Drop it into antoher thread since you dont NEEEED the fog to go away at 60 fps?
I divided the hexes into 8 "rectangles", to have a LoS grid who would match walls and objects better:

VIzqEA1.png


The issue is that I precalculate way too many things. Actually, the maps started smaller, and I precomputed all the field of view from each cell, so that it would make it easier to preview LoS from any tile.
However, it is much less usable now with 50*50 maps (so 200*100 cells) and destructible walls.

I should just stop doing it, but I keep getting drawn into other micro issues...

The algorithm I use is a modification of this one:
https://journal.stuffwithstuff.com/2015/09/07/what-the-hero-sees/
PDW2xO7.png
 

Galdred

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Savecummer

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eh, Tiled has decent docs.
I'm not gonna be making maps for your game lel.
I was just wondering about Tiled cause I was considering making a roguelike techdemo in a infinite proc-gen megapolis (like CDDA) and the buildings/stories would have to be generated from templates.
In DCSS the templates are in ASCI and that works but is kinda sorta tedious. I thought Tiled would be more efficient, comfortable, pretty. Id just need to parse their formats.
#####
#.... # <- shit
#.... #
#####

Also, while I only reluctantly shit on your parade - your projects suffers from a severe lack of KISS - considering you are a single dev...

As a FOV sidenote, openxcom also does a lot of shadow casting, 20 tiles range, 3d space, linecalc with bresenham. I think its single thread too. They dont lag.
I might have misunderstood though, what you are doing. Basically if you do the complete pre-calc everytime the map changes, than its obviously a hog.
 
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Galdred

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eh, Tiled has decent docs.
I'm not gonna be making maps for your game lel.
I was just wondering about Tiled cause I was considering making a roguelike techdemo in a infinite proc-gen megapolis (like CDDA) and the buildings/stories would have to be generated from templates.
In DCSS the templates are in ASCI and that works but is kinda sorta tedious. I thought Tiled would be more efficient, comfortable, pretty. Id just need to parse their formats.
#####
#.... # <- shit
#.... #
#####
Of course, I was only linking them as an exemple of how Tiled is used in my game.

Also, while I only reluctantly shit on your parade - your projects suffers from a severe lack of KISS - considering you are a single dev...

As a FOV sidenote, openxcom also does a lot of shadow casting, 20 tiles range, 3d space, linecalc with bresenham. I think its single thread too. They dont lag.
I might have misunderstood though, what you are doing. Basically if you do the complete pre-calc everytime the map changes, than its obviously a hog.
Yup, I definitely need to stop re pre-calculating everything whenever the map changes...
And 20 tiles ranges would definitely be better than 60.
 

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