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JTippetts

Member Since 04 Jul 2003
Offline Last Active Today, 05:28 AM

/* Why you crying? */ > Experimental virtual-machine-based branch of ANL

Posted JTippetts on 09 September 2014 - 05:04 AM

I've pushed some commits to the vm branch of the ANL; you can find the new branch here .

Note that the new branch is still very much in development. I haven't written any bindings for Lua, so the framework exe merely executes whatever current testing I am doing, rather than providing a Lua interpreter.

A few notes on what is changed:

1) Rather than bui...

/* Why you crying? */ > Stuff

Posted JTippetts on 20 April 2014 - 02:10 PM

My schedule lately is one that can be summed up by two simple words: crushing exhaustion. A change of career (unfortunate, but necessary) has initiated a period of long shifts and a somewhat higher level of physical labor than I have been accustomed to lately, so that the attendant emotional and physical exhaustion while my body re-adapts to a less sedent...

/* Why you crying? */ > Demo and Explanation of Third Person Camera

Posted JTippetts on 27 February 2014 - 05:53 PM

I got a message from someone asking for more information about the camera system I briefly described in the previous entry, so rather than responding with an explanation via message I'll just dump it here. TLDR version: At the end of this post is a link to a small third-person ARPG foundational demo to play with, done with Urho3D+Lua, that shows the camer...

/* Why you crying? */ > Third Person Camera, Ghosting, Blender Cycles Baking, Other Stuff

Posted JTippetts on 25 February 2014 - 02:42 PM

I got sick, then I got better. Since then, though, work on Goblinson Crusoe has been sporadic at best. However, I haven't really been idle. I've done a few things at least, and there have been some interesting developments.

1) I redid all my cameras. Aside from GC, I have any number of other projects going. Little prototypes, testbeds, etc... For exampl...

/* Why you crying? */ > Wardrobe

Posted JTippetts on 28 December 2013 - 10:30 PM

So it turns out, Goblinson Crusoe is kind of a clothes horse. Well, not really, at least not yet. But he just might end up that way.

Today, I created a wardrobe to add to the list of workbenches:

http://i.imgur.com/LvcUR1f.jpg

Using the wardrobe will give you a spellbook of your currently-possessed equipment. (Just one weapon for now.) You can select...

/* Why you crying? */ > End of year gas bagging

Posted JTippetts on 26 December 2013 - 12:39 AM

Having time off work for the holidays, I've been doing a bit of navel gazing, reflecting on this Goblinson Crusoe project a little bit: where it's at, where it came from, where it's going, etc... I'm still hoping to make this one, finally, a success. But it's interesting to go back and see the evolution of it.

It started with a procedural island demo:

L...

/* Why you crying? */ > Bacterius made me do it.

Posted JTippetts on 19 December 2013 - 10:15 PM

http://i.imgur.com/cBXj9ey.png
http://i.imgur.com/corBHPq.png

/* Why you crying? */ > Trees, and working on a new animation system

Posted JTippetts on 17 December 2013 - 11:59 PM

http://i.imgur.com/vz8F9Je.jpg

I'm back to work on GC after the Thanksgiving break, and a brief hiatus while I sorted out some stuff at work. The chief project I am working on right now is the official Goblinson Crusoe Equipment SystemTM . Urho3D makes it easy enough to do paper-dolling, since by default any AnimatedModels added to a node will share the...

/* Why you crying? */ > Death

Posted JTippetts on 01 December 2013 - 10:39 PM

So, I've been thinking about death lately. Brooding about it, mulling it over.

GC is turn-based, but it's far less elaborate than some turn-based systems I've been hearing about. (Here, I have to admit to a shortcoming. For a guy who's making a turn-based rpg, I've only played a very few. By far, the majority of tb games I've played have been roguelikes...

/* Why you crying? */ > Minor refactoring

Posted JTippetts on 24 November 2013 - 10:06 PM

Today it was mostly a refactoring push. I've been sick, just a touch of a cold that caused me to skip church to babysit the kids (who are also a little bit snot-filled, like me) so I decided to just do a little bit of cleanup while they slept. Mostly rearranging skills and workbench recipes. Each workbench now has its own file, with recipes stored locally...

/* Why you crying? */ > Object hovering, Forge workbench

Posted JTippetts on 21 November 2013 - 08:30 PM

http://i.imgur.com/Aok77DN.jpg

Implemented object hovering today. Now you can hover over an object on the map to see information about it. Right now, it just handles displaying a tooltip text, but eventually for combat objects I'll do a portrait panel instead, or possibly in addition.

Also worked on the Forge workbench. I'm trying to refine my modeling...

/* Why you crying? */ > Some more buttons.

Posted JTippetts on 19 November 2013 - 10:24 PM

Today was mostly a button push and some design work on paper to hash out some ideas for the vertical slice level.
http://i.imgur.com/8sGmIr2.png

Did some buttons for the various workbenches and the cookfire. Although you will eventually be able to build different levels of workbenches, corresponding to your rank as a wizard and your available materials...

/* Why you crying? */ > Minimap

Posted JTippetts on 18 November 2013 - 07:37 PM

http://i.imgur.com/aG592y8.jpg

Spent some time today to implement an overhead minimap, which is actually a feature I am still on the fence about. I remember at times in other games when I just spent too much time watching the minimap. It pulled me out of the game somewhat, and I'm not sure I want that for this game. I think there is something to be said...

/* Why you crying? */ > Another GC Gameplay Video

Posted JTippetts on 17 November 2013 - 11:29 PM



Decided to upload another quick gameplay video. It's not HD, and there really isn't a whole lot going on, but it shows the basic elements that are in place right now: combat, crafting, resource gathering, etc... The pace of combat will be pretty much as shown, so while there will be a lot going on, the turn-bas...

/* Why you crying? */ > Heuristics

Posted JTippetts on 16 November 2013 - 07:33 AM

http://i.imgur.com/T9BXgG0.jpg

As a first whack at the combat pathfinding heuristics, I built a heuristic function that assigns a cost of Distance for an open tile, Distance-1 for a resource node, Distance+10 for a tile with a different-faction destructible, and Distance+20 for a tile with a same-faction destructible. And it works pretty dang well. When...



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