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skullbox
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« Reply #15 on: December 04, 2011, 02:16:00 AM » |
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Realised my aggro-system is too simple and wrong.
Now it works like this: if a player walks into a monster's aggro range the monster turns aggro and starts chasing the player. If the monster reaches the player the battle begins. When the battle starts, the battleview creates instances of the monster so that you can meet up to 5 monsters of the same type.
This is not the way I want it to work, I want it to work like this instead:
If a player walks into a monster's aggro range, the monster starts chasing the player. But all creatures in proximity will also turn aggro and join the battle. This way you can clearly see the risks of engaging a certain monster. And the battles can combine different monsters at the same time.
I am not certain yet if all monsters in proximity should join the battle or only those of the same family.
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BlueSweatshirt
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« Reply #16 on: December 04, 2011, 02:29:18 AM » |
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Hi. This project looks neat. I'm not really a big fan of number-crunchy RPG games, but this one looks pretty interesting. Hopefully you can take the pirate/crew idea really far to revitalize the usually dull and lame party systems that RPGs tend to have. On that note... I do apologize, but I keep reading this game's title as "Breasts & Pirates". 
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skullbox
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« Reply #17 on: December 04, 2011, 02:43:27 AM » |
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Hi. This project looks neat. I'm not really a big fan of number-crunchy RPG games, but this one looks pretty interesting. Hopefully you can take the pirate/crew idea really far to revitalize the usually dull and lame party systems that RPGs tend to have.
Yes I have many ideas for this game, but before I can add them I need a good, solid, basic rpg-game to build on. On that note... I do apologize, but I keep reading this game's title as "Breasts & Pirates".  Hahaha, haven't thought about it that way, but now I can't stop seeing it =D I think the name will change under the development period, so if you have any good idea, feel free to post them.
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Maxim Schoemaker
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« Reply #18 on: December 04, 2011, 04:24:46 AM » |
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Realised my aggro-system is too simple and wrong.
If a player walks into a monster's aggro range, the monster starts chasing the player. But all creatures in proximity will also turn aggro and join the battle. This way you can clearly see the risks of engaging a certain monster. And the battles can combine different monsters at the same time.
I am not certain yet if all monsters in proximity should join the battle or only those of the same family.
Maybe you should only have enemies of a lower or equal level join the aggro chase. This way it's more of a challenge to attack high level monster, because a lot more monsters will join. It also makes sense, because why would a big as monster care about a little monsters business?
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skullbox
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« Reply #19 on: December 04, 2011, 07:12:44 AM » |
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Maybe you should only have enemies of a lower or equal level join the aggro chase. This way it's more of a challenge to attack high level monster, because a lot more monsters will join. It also makes sense, because why would a big as monster care about a little monsters business?
Nice idea! That way low-level players won't risk engaging higher level monsters by mistake.
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skullbox
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« Reply #20 on: December 04, 2011, 10:57:13 AM » |
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Version 0.45 is done now!
Here is an updated list of new features:
# Level Up Stats # Save Level and Stats in database # Engine - Path finding # Loot is generated for each creature and they can use it in battle # Battle - Attack/Use Ability works now # Battle - Attacktypes - Different graphics for the attacks # Critical hits chance # New Ability - Resurrect - Back to life once in combat # New graphics - animations for 8 abilities # New Ability - Power Strike - 2x damage # Placed correct balanced monsters in town and the tower plains # Engine - new aggro system for Monsters # shadow under creatures # Battle - Creature check mana before using ability # New graphics - Village/Plains/Dungeon battle screens # Battle Log # Monster respawn timer # Creature movement animation # Save Maps in DB and load from it # Save monster spawn points # Area - new Area "Tower plains" north of town with dungeon entrance # Town Portal Spell # 8 creatures with stats and 3 npcs # Gfx - new dungeon tiles - Torches, Wallcurtains, carpet, water
Next weekend I will get some help with network programming. I am complete newbie in that area but hopefully I will learn something so that I can start working on the online version of this game. I will also get help exporting this version to a executable jar-file so that you can try it out!
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BlueSweatshirt
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« Reply #21 on: December 04, 2011, 11:01:58 AM » |
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It also makes sense, because why would a big as monster care about a little monsters business?
Gotta eat somehow. 
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skullbox
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« Reply #22 on: December 14, 2011, 01:18:32 PM » |
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I want to release a single-player build for you to test out before starting working on the online version. But I can't figure out how to export my game in eclipse as a single runnable jar-file. I tried using the Fat-Jar plugin, but when I run the file I get the error:
Exception in thread "main" java.lang.ClassNotFoundException: PirateGame
Does anyone know how to solve this?
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skullbox
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« Reply #23 on: December 19, 2011, 02:29:53 PM » |
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Here is the jar-file for the game. Tell me if you can run it or not, and if you get any errors please tell me. And if you know what the problem is it would be awesome if you could help.
edit: removed link to non working file, download working version instead in my post below
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« Last Edit: December 20, 2011, 11:45:24 AM by skullbox »
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skullbox
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« Reply #24 on: December 20, 2011, 11:44:16 AM » |
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Succeeded in creating a runnable game-file! This is the offline-version, I am working on an online version now and will post a link to it soon. Here is a link to download (Windows only for now): http://www.skullboxlabs.com/pirategamePlenty of bugs and no real content yet, but just want to show what I've made so far. Feedback is really appreciated, enjoy!
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« Last Edit: December 28, 2011, 04:00:49 AM by skullbox »
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skullbox
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« Reply #25 on: December 28, 2011, 03:58:36 AM » |
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Working on the online version of the game now.
Done the following: - Server loads map from database - Server places monsters and moves them - Clients can connect to server - Clients get map from server - Clients get monsters from server - Clients get updated position of monsters when they are moving
Left to do for this version: - When client moves player server needs to check if move is ok - Client needs to listen for server data such as: new player enters map etc... - See other players on screen - Move other players on client's screen - Enter new area, get map from server - Server move aggro-monsters with path-finding
Most of the server-stuff left to do are already done in the singleplayer version. What I am struggling with now is the listener for server data in the clients.
I have succeeded to make a listener but it interferes with the requests the clients makes when player must check a move for example.
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skullbox
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« Reply #26 on: December 28, 2011, 03:59:22 AM » |
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Solved the listener problem, now you can connect to the server, get the map, see the monsters move and walk around while the server checks if it's ok or not to go there. Next step, see other players!! 
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skullbox
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« Reply #27 on: January 01, 2012, 07:56:31 AM » |
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Now you can see other players on screen, player movement as well. I have tested with two clients and it works fine. I just have "entering and leaving areas" left for this first online-version of the game.
EDIT: Changed the completion % on the project since I had to redo a lot for the online version.
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skullbox
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« Reply #28 on: January 02, 2012, 08:35:51 AM » |
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Working with the in-game chat and I just got it to work: 
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eigenbom
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« Reply #29 on: January 03, 2012, 03:13:46 PM » |
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Working with the in-game chat and I just got it to work:  Aw man, you have to climb on the roof to get the health potion?! 
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