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1352614 Posts in 62411 Topics- by 54135 Members - Latest Member: richaell

December 12, 2018, 11:50:04 AM

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TIGSource ForumsCommunityDevLogsTenderfoot Tactics
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badru
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« Reply #20 on: October 27, 2018, 06:43:15 PM »

Guess I'm gonna write a little devlog update while I wait for a bar to fill up!

Spent this week working mostly on my overworld and narrative stuff, largely by just walking through implementing the first bit of the game. Wrote and rewrote the format for my scene/script data, which for instance lets characters perform actions, say lines, propose quests, and is used both within a combat encounter or just as a simpler version in the overworld.

Did a bit of work to genericize my water shader so it functions right both in combat and in the overworld, and blends between the combat version of itself and the overworld rendering in the background of a combat. It's a bit sloppy in certain places. The biggest reason I did this is because I decided to make the combat ground based on the overworld where the combat was initiated, and if that happens to be right on the shore I wanted the water to blend into the lake smoothly. Oh yeah! I also put in the logic so that if the combat water surface is below the water level, water can rush in from off-grid to fill it to lake-height. Gonna try to get a flattering screenshot, lets see...




Made a new region you can see in those screenies, meant to be a more colorful, inviting, happy place for the earliest zone.

Oh yeah! One thing I did during this process that was exciting - until now I only had AI control of non-magical units - knights/archers/scouts, which are obviously simpler. But I really want the very first scene in the game to be of two AIs fighting with high tier units, so I mocked that up a bit. It was incredibly easy to make fairly stupid, but still fun/satisfying AI for the units I chose for this - Shaman, Bog Witch, and Warlock.



Oh and because it's something I worked on this week, here's a shot from some early story stuff, that I probably won't share as candidly??

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ANtY
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« Reply #21 on: October 29, 2018, 12:27:05 AM »

Nice progress! Not sure if you already wrote about it but I wanted to ask how does the progression outside battles look? Can you upgrade your "soldiers"? And if so, in what ways? How about the equipment choice?
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badru
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« Reply #22 on: October 29, 2018, 09:17:14 AM »

Nice progress! Not sure if you already wrote about it but I wanted to ask how does the progression outside battles look? Can you upgrade your "soldiers"? And if so, in what ways? How about the equipment choice?

Thanks! I guess you mean like upgrading your folks' skills and such?



Right now it's really simple. You level up in whatever class you're playing as.

Having enough levels in the right classes (and the right affinity, which is a born-in attribute currently) unlocks classes further down the tree. E.g. level 3 Scout unlocks both Archer and Knight. Level 3 Knight unlocks Battlemage (if you're any affinity but life) and Spellsword (if you're any affinity but fire).

For each level you have in a class, you get one skill slot. At any time outside of combat, you can swap out your skills freely.

There isn't any equipment system anymore - cut it. I might put something back in but I'm leaning towards the simplest version of this thing for now.
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ANtY
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« Reply #23 on: October 30, 2018, 12:57:41 AM »

Sounds cool, I like class progression trees! I agree that not including eq might be a good idea, but in that case I'd also not put any consumables - maybe do some refilling fountains or sth.

Though I'm not sure about the Knight -> Battlemage  Cheesy
maybe something like a battlepriest or paladin would fit better?
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badru
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« Reply #24 on: October 30, 2018, 09:57:38 AM »

Sounds cool, I like class progression trees! I agree that not including eq might be a good idea, but in that case I'd also not put any consumables - maybe do some refilling fountains or sth.

Though I'm not sure about the Knight -> Battlemage  Cheesy
maybe something like a battlepriest or paladin would fit better?

Hm okay. Yeah I don't have any consumables or items at all currently.

The comment on classes is a weird one. Battlemage is the name I'm using for now for the class which has at its core: fire/earth/water spells at very close range, broad AOE, high health. I don't think your suggested names fit it at all? Seems like you're projecting world/story ideas from other fantasy universes onto this game. Maybe you're trying to be helpful but it feels rude to me. Maybe the "Cheesy" is just a bit too much.
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ANtY
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« Reply #25 on: October 31, 2018, 01:26:26 AM »

sorry, man, definitely didn't want to come off as rude. don't take my comments too seriously
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