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The basic game is DONE!

Posted by Norman Barrows, 24 March 2014 · 538 views

that's right...

after taking a break and evaluating skyrim, my motivation levels were back up. A final push, and as of 7pm eastern time, march 24th 2014, the basic game is done!

and my original estimate of how long it would take was pretty accurate: about 2 years, working full/over time.

all that's left is adding on new high end features.

well, that and audio....

but the music is simple native tom-tom and flute stuff, the main theme music has already been written (for version 1.0), and the combat music is just a decent funky 4 measure drum loop remapped to a cool jungle drum kit. it would be trivial if my Alesis drum machine still worked. I plan to DL some freeware tools for that. voice acting consists of 40 samples, 20 male and 20 female, saying the 20 syllables in the caveman language. then you just play them in the correct order to say anything in the caveman language. i may just have them say random syllables. but i do have to get the infamous "bah-gah-bah" in there.

In the original version, it played like a FPS when you were in combat, a settlement, or a cavern. the rest of the time it played like TheSIMs. you'd pick an action from the actions menu, and your caveperson would say "bah-gah-bah" as if saying "Ok", then go off and do the action. when they finished, they'd return to the center of the scene, and say "bah-gah-bah" again, as if saying "all done!". for the foley effects, i have the general 6000 series 50 cd sound effects library from Sound Ideas out of canada. so i'm good to go there. paid $1000 bucks for it at CGDC '96. one of the best gamedev purchases i've ever made. and about the only content i've ever paid for. well, that and pyromania 1 and 2.

and it doesn't do animations of your cave person performing an action such as picking berries, like the first version did. but it can draw a mesh or multi-mesh model in a character's hands, and it can draw every object in the game, and there;'s the built-in animation editor. so its simply a matter of making some generic animations for different actions (pick.ani, hammer.ani, etc) perhaps 1-2 dozen (watch - it'll be 50! <g>). then add some code to set the camera for a good animation view, set the model's animation to "hammer" or whatever, and just draw that as the action completes. right now it just draws whatever's in front of the camera, with a progress message - no animations of you doing stuff.

i've divided the remaining new features/improvements into: code, graphics, and new: actions, skills, animals, objects, etc.

remaining coding tasks have been divided into: important, less important, and "even less important". <g> there's also an "easy" category, which i'll knock out tonight.

here's whats on the "important" list. some folks here may recognize some features they've offered suggestions about. this is a direct copy and paste from the Caveman todo list, so you can see the actual workflow document (note the time estimates on some features):
 
* option to disable windows key - need to get online
 
* adjustable diff levels for:
healing rate
hit points
caveman encounters
animal encounters
party strength (affects number appearing)
 
* number keys for select wpn
 
* yield, surrender, and parlay
1 DAY
 
* add thief encounters. guy walks up, "gimme all your stuff or else!"
1/4 DAY
 
* add slaver encounters. attack to subdue. capture. model escaping, etc. - REQUIRES ADDITIONAL AI 
2 DAYS
 
* kidnappers: like thieves and bushwhackers and slavers. attack to subdue. take captive, but to ransom you back, not sell off as a slave.
1 DAY - ONCE SLAVERS ARE DONE
 
* add encounters with traders who do settlement trader's hut type trading (IE professional traders). make friendly cavemen just do "what i got on me" trading 
 
(amateur traders).
 
* questgen
1 WEEK
 
* raiding and inter-band rivalry/conflict, and  forming alliances with other bands. 
3 DAYS
 
* romance, mating, offspring.
tied to relations. 
mate action on talk to caveman
need very good relations + opposite sex + physical attraction
need to track who is who's mate, and who has no mate
mating may lead to offspring.
pregnancy: food, water, sleep go down faster. fatigue goes up faster. movement rate goes down. damage or illness has chance of causing miscarriage.
physical attraction: charisma, but more - phermones - genes. compatability. hmm...
the 6 way street:  2way like, 2 way love, 2 way lust.
3 DAYS
 
the questgen is big, probably a week. mating may take more than 3 days. diff levels and hot keys, probably less than a day. yield, parlay, and
surrender, a few hours. but then you have to model escaping too. All the new encounter types can be done in 2 days. raiding might only take
2 days, maybe just one, or even less, basically its just triggering an encounter. but you do have to model who's at war with who.

wait and see how it goes.

time to get back to work.

whats next?

ah yes, give the player a chance to recognize
they're lost and stop travelling cross country.
add an is_lost variable to a bandmember struct.
set it to false when they start to travel cross
country. set it to true if they get lost.
when you check for getting lost, if they're
already lost, check for them recognizing they're
lost, and stopping.

til next time...

code once, test twice!




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