Spent the last couple days adding back GC functionality piece by piece, trying to fix the spots where changes in the Urho3D interface (as well as changes in the Accidental Noise Library) have broken things. I've gotten it back to "playable"; ie, GC is back under direct control, and walking around o…
On a whim, I decided to go ahead and implement a version of the tri-planar shader that uses all 8 detail layers in the atlas.
Surprisingly, it still runs at around 13fps, and that's with the triplanar material applied even to the ground tiles. I did do some rearranging of the operations in the shade…
Surprisingly, it still runs at around 13fps, and that's with the triplanar material applied even to the ground tiles. I did do some rearranging of the operations in the shade…
So, lately I've been getting back into working on Goblinson Crusoe. I've got the core working again (except for particle systems), but I've allowed myself to be sidetracked. In my previous journal entry, I mentioned how I was working on a terrain editor. Well, in the editor I implemented the terrai…
Some time back I wrote about how I had started an experimental branch of the Accidental Noise Library that uses a sort of virtual machine that executes a linear vector of instructions, rather than a pointer-linked chain of modules as the master uses. Part of the reason I wanted to do this was to su…
A short while ago (translation: 10 years) I had been working on a heightmap editor for a game project I was working on. Like most of my projects, it fell by the wayside. I haven't really had time lately to do much, but I have resurrected that old project... in a way, at least. In spirit, if nothing…
... unfortunately happens to coincide with "The Week of Five Consecutive 12 Hour Night Shifts", so I'm afraid that my game idea of "Santa Claus is murdered by the hell-born toys from his sack, and with his dying breath commands Bizkip the Elf to take up the custom modified Nerf gun he uses for prot…
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 interprete…
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 interprete…
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 ph…
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 dem…
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 project…
1) I redid all my cameras. Aside from GC, I have any number of other project…
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:
Using the wardrobe will give you a spellbook of your currently-possessed equipment. (Just one weapon for …
Today, I created a wardrobe to add to the list of workbenches:
Using the wardrobe will give you a spellbook of your currently-possessed equipment. (Just one weapon for …
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 evol…
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 System[sup]TM[/sup]. Urho3D makes it easy enough to do paper-dolling, since by default any AnimatedMo…
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, t…
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, t…
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 w…
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 tryin…
Today was mostly a button push and some design work on paper to hash out some ideas for the vertical slice level.
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 y…
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 y…
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 ther…
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 wor…
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 dif…
Pathfinding is superficially easy. It is not dif…
Goblinson Crusoe now has the ability to use wood planks to construct a wooden barricade. Wooden barricades have 1000 life, and are extremely resistant to all forms of damage except Siege and Fire (against which they have a -100 vulnerability). With this ability, he can now fort up and hunker down.
I…
Implemented the first (test) summonable: a siege weapon called a Tiny Bombard, which is a bombard cannon. It copies stats right now from other mobs (easy enough to change) but ultimately, siege machinery will be used to deal Siege-type damage against structures. Siege damage will typically be fairl…
Aggro!
I've decided that I need to implement an aggro system. The turn-based scheduler works by giving each unit in turn a chance to move, and the camera follows the active unit, zooming around the map. While other units are moving, the player is idle. This means that if the map is heavily populated…
I've decided that I need to implement an aggro system. The turn-based scheduler works by giving each unit in turn a chance to move, and the camera follows the active unit, zooming around the map. While other units are moving, the player is idle. This means that if the map is heavily populated…
Did a quick and dirty resource inventory listing widget:
Also added a health readout to the character panel. I'm getting near to the end of my list of "mandatory" UI widgets to implement, before I settle back into the gameplay. These are things I kind of needed. The forms you see here will probably …
Also added a health readout to the character panel. I'm getting near to the end of my list of "mandatory" UI widgets to implement, before I settle back into the gameplay. These are things I kind of needed. The forms you see here will probably …
The last couple of days I took a brief hiatus from coding. Spent the time doing a new re-topo of the GC model, and building a new IK-enabled rig to do animation more easily. Visibly, he doesn't look much different, but gone are some of the weird deformations when he animates, and gone as well is th…
Had to break down and add some sparklies to loot chests. I was losing them in the darkness, and without a mini-map system in yet (that reminds me; TODO: Add minimap) it's easy to forget a loot chest or two. The sparklies don't cast light, they just use additive blue particles to mark a location in …
Today was sort of a goofing-off kind of day:
This early in the game, it's tempting to start coding up a whole bunch of skills and crafting recipes, but it's sort of a mistake. This phase is what they call building a vertical slice: a small gameplay "area" where you can test out everything the game h…
This early in the game, it's tempting to start coding up a whole bunch of skills and crafting recipes, but it's sort of a mistake. This phase is what they call building a vertical slice: a small gameplay "area" where you can test out everything the game h…
So, I went ahead and refactored the spellbooks and containers/workbenches UI. I initially had made it possible to have more than one workbench open, but I kind of just don't see the point. The containers as they were weren't very useful, without descriptions, so I modified the player UI so that onl…
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