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OddGames development journal

Sneaking and bows

Posted by , in Nimrord Editor, Medieval Story, Graphics, Programming 12 September 2014 - - - - - - · 627 views

Been a while since the last update. I’m still working on Medieval Story, my *long* running project. The engine is more robust and I have changed my windowing framework to the latest glfw-master branch from GitHub. I decided to switch from 3.0.4 in order to get the latest mouse cursor support. Previously I rendered a textured quad and used that as a cursor. With the new cursor support in glfw I get much better mouse response. It is especially noticeable when the frame rate is low.

In regards to gameplay I have also made improvements. Both the mouse and keyboard controls have gotten more precise after tweaking the physics engine. The player slides better along walls and climbs stairs more easily. This is achieved by modifying the friction of the object that the player collides against (bulletphysics only has one friction value for the entire rigid body). When an object is walked upon it has a high friction value, it is treated as a floor. If the player walks up against the same object the friction value changes to a low value, it gets treated as a wall. I know this could be done more elegantly by dividing the objects up by walls and floors… but this would mean the double amount of physics objects.

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I guess this sort of problem is not so common in ordinary 3D engines when objects are not treated as a whole. My world objects can often be walked on top of and slide along or against.

The camera has also gotten smarter. Instead of just chasing the player the camera focuses on the area that is ahead of the player. However, when in battle it focuses on the player so it does not to miss any action.

I have come to realize I will have to cut down on the scope of the game. I begin to worry that I might not actually finish it. However… there still are a few mechanics I feel the game should benefit from. One such item are Bows, they can be used to pick off enemies from a distance (*duh*). I might implement more types of ranged weapons in the future (crossbows, magic stuff) but right now I feel they are quite sufficient.

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Another of these items are the possibility to sneak around your enemies. I have adjusted the level editor to compensate for this. I can now adjust the awareness radius of an actor right inside the editor (this was hard coded until now). Each actor has a max and minimum radius from where he can spot the player. The maximum radius (blue) is used when the player runs and the minimum (green) when the player uses sneak.

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I think this will allow for more intricate quests where you are unable or forbidden from just killing your enemies.

Well that's all for now, thanks for reading!

... Oh, on a last note. I hope you consider voting for Medieval Story on Steam greenlight!

NPC Portrait 2

Posted by , in Graphics 29 May 2013 - - - - - - · 659 views

Work in progress. Character name "John" :)

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More to come later :-)

NPC Portrait

Posted by , in Graphics 13 May 2013 - - - - - - · 643 views


Been painting and not coding so much, I've decided to have bigger portraits of the game NPCs when in dialogue. The portrait will sit on top of the text window. I am sure you have seen such arrangements in previous RPG games (Japanese RPGs most notably).

Anyway, I thought it would be fun for you to see a progress-composite image. Showing the work flow so to say. Final picture can be found here.

(Warning long image)

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Thanks for reading!

Characters and transparency

Posted by , in Graphics, Medieval Story, Programming 27 March 2013 - - - - - - · 1,022 views

Hello, I like to thank you for still reading this journal despite it being rather sparse and only sporadically updated. Lately I have been focused on character modelling. I have a base model which I derive my characters from, I am not very happy with its animations but they will have to do for the time being. Here are a few of the models I have created:

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As you can see there are no female models (yet). I hope to get around to do a base model for women too.

I have also been implementing transparency fading of items and npc when entering different floors of a building. Here is a youtube video showing the fading in action.


Oh, I almost forgot... I've started a twitter account for those who are interested in reading shorter snippets. ;-) @olofsson77

Thanks for reading!


Posted by , in Graphics, Medieval Story 26 February 2013 - - - - - - · 927 views

At last I have gotten my Cintiq display. It works great! Drawing new graphics is a breeze. This should allow me to do some nice portraits for the game NPCs and such. The display takes up a large chunk of my table though.

Game development progress... I’m trying out some new building graphics together with multiple floors. The new house type has walls made out of wood planks. I think it makes the house look a little bit more sophisticated. I find that a mix of the two building types gives a village a bit more of natural feel, I like.

But all is not well; multiple floors have raised an issue with the pathfinder. The pathfinder uses a ray test when finding out where the player wants to go. Right now the ray test only returns the closest point on the nav mesh (to where the player clicked with the mouse). This results that only points on the top floor of the building are returned. This is bad if the player wants to go to a floor in the middle or in the bottom of the building. I need to find a point on the nav mesh which is on the same floor as the player. I am guessing this will require some work and tweaking to get right, stairs for instance… might get a bit tricky.

Some screens showing the new graphics:

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