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April 25, 2024, 09:47:21 PM

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TIGSource ForumsCommunityDevLogsDwarfCorp: Ruthless Capitalism RTS in a Fantasy World
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Eigen
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« Reply #40 on: August 29, 2012, 12:02:39 PM »

No problem, it was just a suggestion because I personally would enjoy such cartoony goofyness. But I also understand how it can become a pain in the butt to implement and develop.

Anyway, the game looks awesome and don't you ever quit working on it! Ninja
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BleakProspects
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« Reply #41 on: August 29, 2012, 04:00:53 PM »

The dwarves got a little sleepy, so they built themselves a bedroom



Still working on bed/torch allocation. Also, I think I'm just going to model the beds as boxes instead of billboards, since they look a bit freaky. After that I'll try to get dwarves to interact with beds and sleep in them.

EDIT: Here's bedrooms shaping up with beds that are actually modelled. You might recognize the texture Wink This unfortunately also shows the chunk-boundary torch light problem I have yet to fix.

« Last Edit: September 01, 2012, 07:46:29 AM by BleakProspects » Logged

zalzane
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« Reply #42 on: August 29, 2012, 04:33:58 PM »

I know it's a silly metric, but out of curiosity, how many lines of code is the project so far?
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BleakProspects
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« Reply #43 on: August 29, 2012, 05:20:11 PM »

I know it's a silly metric, but out of curiosity, how many lines of code is the project so far?

Quote
lines: 6,463 files: 54
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Chris Pavia
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« Reply #44 on: August 29, 2012, 08:24:26 PM »

Been following this for a bit, just wanted to say it's looking great! I'm curious where/how much you plan on straying from Dwarf Fortress's gameplay? How much simulation vs build and defend a fort are you going for?
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BleakProspects
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« Reply #45 on: August 31, 2012, 07:14:35 PM »

When dwarves build bedrooms, they first create blueprints (these will be prettier and less tron-like someday hopefully...)



Also, here's a preview of some new sprites a friend of mine is working on for me. I might be looking for some talented slaves pixel artists to exploit hire soon as well. Also, I'm thinking about titles. Right now "Saga of the Small" and "Mole Men" are on my mind.



I'm curious where/how much you plan on straying from Dwarf Fortress's gameplay? How much simulation vs build and defend a fort are you going for?

No idea. I don't want to just do "build and defend," because it just ends up as that other game...what was it called? Oh yeah, "Build and Defend." http://buildanddefend.com/

It will probably be somewhere on the road between Dungeon Keeper and Dwarf Fortress.
« Last Edit: September 01, 2012, 07:45:33 AM by BleakProspects » Logged

Chris Pavia
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« Reply #46 on: August 31, 2012, 07:39:31 PM »

My favorites parts of DF were setting up overly elaborate traps to use against the oncoming hordes, and using lava and water for Science and Fun (as well as part of overly elaborate traps). Just wanted to throw that out there  Well, hello there!
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BleakProspects
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« Reply #47 on: September 01, 2012, 07:44:11 AM »

Added lighting to dynamic objects (also showing a build menu, which is visible when the build tool is enabled):

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BleakProspects
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« Reply #48 on: September 02, 2012, 09:15:59 AM »

The beginnings of a water simulation



Currently just the "local model" of water. Water runs in its own thread, and has its own rendering pipeline. Next, I'm going to figure out how to create a mesh out of the water so I can render it with a fancy shader.

The start of some liquidy goodness:

« Last Edit: September 02, 2012, 11:24:17 AM by BleakProspects » Logged

Forstride
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« Reply #49 on: September 02, 2012, 10:17:13 AM »

This looks pretty good.  I really like the camera angle as well for some reason.
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BleakProspects
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« Reply #50 on: September 02, 2012, 02:53:05 PM »

Learning how to make shaders. Things are starting to get freaky.

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Swaggermuffin
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« Reply #51 on: September 02, 2012, 03:31:20 PM »

Learning how to make shaders. Things are starting to get freaky.



It looks like moss. I really like it.

... unless that's the product of some horrific glitch
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BleakProspects
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« Reply #52 on: September 02, 2012, 04:04:24 PM »

It looks like moss. I really like it.

... unless that's the product of some horrific glitch

It's supposed to be water Sad
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Seiseki
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« Reply #53 on: September 02, 2012, 04:31:14 PM »

I think you should stick with the previous water!
Realistic shaders seem kinda out of place with the current rpg pixel art.
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Chris Pavia
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« Reply #54 on: September 02, 2012, 05:48:13 PM »

I think you should stick with the previous water!
Realistic shaders seem kinda out of place with the current rpg pixel art.

+1
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BleakProspects
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« Reply #55 on: September 02, 2012, 06:23:37 PM »

I think you should stick with the previous water!
Realistic shaders seem kinda out of place with the current rpg pixel art.

Good point. How about combining them?

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tso
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« Reply #56 on: September 02, 2012, 06:28:01 PM »

i really loved the 'mossy' shader. you should reuse it for muddy areas. maybe tiles that once had water over them; or water bits but only below a certain depth threshold
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Tueman
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« Reply #57 on: September 02, 2012, 07:01:14 PM »

I really loved the 'mossy' shader. You should reuse it for muddy areas. Maybe tiles that once had water over them, or water bits but only below a certain depth threshold.

Pretty much this.
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Swaggermuffin
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« Reply #58 on: September 02, 2012, 07:06:24 PM »

I really loved the 'mossy' shader. You should reuse it for muddy areas. Maybe tiles that once had water over them, or water bits but only below a certain depth threshold.

Pretty much this.

See? I'm not the only one.
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Seiseki
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« Reply #59 on: September 02, 2012, 07:37:47 PM »

I think you should stick with the previous water!
Realistic shaders seem kinda out of place with the current rpg pixel art.

Good point. How about combining them?



Looks good! Smiley
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