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880106 Posts in 33021 Topics- by 24388 Members - Latest Member: zackaria85

May 25, 2013, 07:09:50 PM
TIGSource ForumsDeveloperFeedbackDevLogsThat isometric game with rodents
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agersant
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« Reply #15 on: April 18, 2011, 05:53:53 PM »

Day #004
I was quite buy with school stuff today so I didn't get to do as much as I wanted. Here is what got done :
· Completed Burnstripe's AOE skill Loud Stomp (it now deals damage and shakes characters, not only ground tiles)
· Added a command to the map editor to preview the effect of Loud Stomp anywhere on the map
· Made the last active Burnstripe skill. It is a big defense buff that has damage reflection too. It feels good to watch the ennemy committing suicide by attacking you.
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Cow
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« Reply #16 on: April 18, 2011, 06:07:51 PM »

Genre : Hack'N Slash

I was a bit weirded out! Especially since this was built on the ruins of Partisan Tactics, which I was looking forward to for a long time. But I can get behind it, because this is looking very good. Looking forward to following your progress! Smiley
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Rakugaki-Otoko
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« Reply #17 on: April 19, 2011, 04:14:20 AM »

Wonderful graphics. I really am looking forward to this one.
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agersant
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« Reply #18 on: April 19, 2011, 06:49:39 PM »

Quote
Quote from: agersant on April 14, 2011, 02:04:07 PM >> Genre : Hack'N Slash
I was a bit weirded out!
That's what we got for super-downscaling a tactical game I suppose =)

Day #005
Another super busy day where I couldn't do too many things =(
Here's what got done :
· Tidying some user interface code (read : Dialog class)
· Made pause button
· I worked on some PHP and MySQL to manage players (so that each player can have multiple save files, which are XML, protected by a shared password). WAMP is a bliss =)
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agersant
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« Reply #19 on: April 20, 2011, 04:12:05 PM »

Day #006
Progression is slowing down because I'm running out of ideas regardin things to do while Nate is busy. Here's what I did today :
· More work on the save/load system. Smooth sailing so far.
· Added HP regeneration over time
· Created script command to spawn ennemies
· Optimized ennemy's AI. Things stay >30FPS on my (quite good) computer in the worst case scenario involving 10 ennemies.
· Coded battle animations like sparkles or slashes above sprites

I'll have plenty of time during the next two days, let's hope I find cool stuff to work on =)
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agersant
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« Reply #20 on: April 21, 2011, 05:54:52 PM »

Day #007
Moar boring programmer log without eye-candy, MOAR !
· Added status bubbles above characters (for displaying things like poison)
· Refactored a bit the skill system
· Somes skills are now targetted. There is a target selection system which browses through the ennemies in range and suggests them one by one. Hitting the skill (or attack) button will validate the currently designed target.
· Started working on projectiles, though I have no idea about how I'll make cool looking trajectories for projectiles that never miss
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antymattar
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« Reply #21 on: April 23, 2011, 04:54:19 AM »

Progress? Also, if this is going to be redwall like, olease, spit the author in the face and make at least one rat/ferret/vermin who is a good guy.
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ANtY
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« Reply #22 on: April 23, 2011, 04:59:20 AM »

More eye-candy pls!
Lord Badger looks great.
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agersant
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« Reply #23 on: April 23, 2011, 11:18:07 AM »

Quote
More eye-candy pls!
Lord Badger looks great.
Heh, if only I could reach Adarias. He's been afk for days >.<

Quote
Progress? Also, if this is going to be redwall like, olease, spit the author in the face and make at least one rat/ferret/vermin who is a good guy.
There's a fox and something which might be a rat (it's a mysterious character) in the playable characters. Also there's a good guy who's a lizard. I don't think the original was meant as a racist metaphor but I still don't feel very comfortable with this interpretation.

Day #008
Ok, this is yesterday's update actually. Hopefully I'll get stuff done tonight to post a new update. Here's what got done :
· Fixed a very annoying bug where ennemies could "dodge" Blind Strike which is a line nuke by walking against it (the following happened : tile A receives  damage -> target moves from tile B to A -> tile B receives damage. Skill dodged.).
· Made projectiles animations. That can go to their target with a cool parabola. It might require a bit of tweaking to look nicer but I'm happy with it atm.

Eye-candy
A frog (or a toad, I don't know).

I'm almost out of eye-candy =(

EDIT : Actually today probably won't get an update because I'm tired and more importantly, I have no idea what to code.
« Last Edit: April 23, 2011, 12:25:15 PM by agersant » Logged

ANtY
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« Reply #24 on: April 23, 2011, 11:51:14 AM »

Don't worry, I never have any eye-candies Smiley

Please make platypus hero: Frog, Badger and Platypus - Wreck Trio.
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« Reply #25 on: April 23, 2011, 03:55:08 PM »

The artist is here!

I've been swamped and don't have a huge amount to contribute, other than hopes that the art will begin to move forward soon in pleasing ways.

I can confirm that the "vermin are bad" thing doesn't sit well with us, although we loved the books.  There are two towns, one a happy town full of "goodbeasts" a la Brian Jacques and one a thriving trading center which values ability over apearences (so plenty of good vermin and bad mice there).

We don't have any Coldblood hero characters planned, but they aren't distinctly evil either.  As mentioned, the hero cast has a Fox and a Rat(?) included, as well as the expected mouse badger mole hare squirrel and shrew.

As far as "can the stories coincide," you won't be able to play more than one of the 8 main storylines in a single game.  however, you can recruit any of the other 7 during that game, or all 7 if you choose, and play their "mastery quest", which is the 2nd main quest that character has (each character has 4 quests - start, recruitment, mastery, and final).

What's expected is that most players will go through with their first choice and get all the characters, do all the quests, etc...then play the game through in a "short version" (just the unique quests) for the other characters they like.

Hopefully we'll make a much prettier post soon enough Smiley.
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agersant
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« Reply #26 on: April 23, 2011, 05:16:43 PM »

Shortest day ever since I posted yesterday's update earlier tonight.

Day #009
· Got another long discussion with Adarias about loot, this time we got it right (I hope).
· I started programming the loot generator, with inspiration from the almighty Jarulf. It's more work than I thought but it's fun to do and hopefully it'll turn out well. I cant wait to see rings drop on the floor with a chime sound.
· Resisted temptation to play Diablo "for inspiration"
· Sent build v0.1 to Adarias. On my way to 0.1.1 now ! Beer!
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agersant
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« Reply #27 on: April 24, 2011, 05:03:30 PM »

Day #010
Hurrah for two digits in the devlog !

Today I got the chance to discuss more things with Adarias who accomplished the following :
· Work on the tileset (new rough tiles)
· Work on the badger animations (some rough frames)
· Made a world map

On my end, I could do this :
· Added editor shortcut to crop at game's resolution
· Coded the Loot Generator with features similar to Diablo (prefixes, suffixes, unique items etc.). It all works but I think the code could be better with some refactoring. I even ended up doing a cast No No NO. I'll probably rework that very soon.
· Made it possible to export items as XML nodes, I'll have to add those to the save files.

Eye-candy

WIP.
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eben_cs
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« Reply #28 on: April 25, 2011, 08:42:23 AM »

Day #010

Eye-candy

WIP.

Nice eye candy!
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agersant
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« Reply #29 on: April 25, 2011, 01:41:27 PM »

Day #011
Not a very fun day but stuff got done :
· Cleaned up loot generator code a bit
· Added items in save file
· Made items proc their bonus when needed
· Added climbing, jumping, hopping and falling to character movement. It is also used by the pathfinding algorithm =)
· I suspect there might be a small memory leak somewhere. I'll try to run the game in a profiler.
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