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JTippetts

Member Since 04 Jul 2003
Offline Last Active Today, 12:18 PM

/* 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...

/* Why you crying? */ > Pathfinding

Posted JTippetts on 13 November 2013 - 11:04 PM

Now that I've started fleshing out the combat AI in earnest, things are starting to get a little bit trickier. AI is one of those fields that is pretty nebulous and highly domain specific. One of the tricky parts of what I'm facing now is pathfinding.

Pathfinding is superficially easy. It is not difficult to get a basic A* algorithm up and working. There...



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