EOSERV Forum > Programming > Kalandra II (Edited, check my last post)
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Kalandra II (Edited, check my last post)
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Post #154226 Re: Kalandra II

Any progress today Sordie? Also what features do you plan to put into the engine in brief?

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"Do not take life too seriously. You will never get out of it alive."
12 years, 18 weeks ago
Post #154227 Re: Kalandra II
Standard posted: (23rd Jul 2012, 09:29 pm)

Any progress today Sordie? Also what features do you plan to put into the engine in brief?


Todays update:

Added flags for animated tiles on the map ("frames" and "Speed"). This allows floor tiles to animate for things like water/lava.

Added a "zoom" scale to the main render. This allows the camera (view) to zoom in and out on the current view (see the next feature for why)

Added a "target on tile" feature that smooth moves the camera to a different tile to your current player. Together with the "Zoom" feature this allows for cinimatic type features. For example, you could have something like: player walks into a room, camera zooms out and centres on a boss that tells them they are going to die. Camera scrolls and zooms back to the player. (or something like that XD)

Changed the PNG loader so it will also load paletted PNG files and convert them to 32bpp (used internally) building the alpha channel from the transparency index.

Removed an internal assembler written "InterlockedAddInt64" routine with a wrapper to the operating systems "InterlockedCompareExchange64" routine. This sounds geeky and boring but this simple change to the networking functions now allows the client to now be compiled for both 32 and 64 bit!

This is all for today. It's been mega sunny so I used this rare opportunity to go watch bees =D Soz.

EDIT: I should add what I have planned for tomorrow =P

Each actor (actor=player/npc/mob/item) will have something called a "cloud texture". If this cloud texture has a height greater that 1 pixel then it is drawn above their head. This is used for things like speech bubbles, name labels and emote animations. I'll write basic routines like Actor.CloudSpeechBubble(Text) That generate these automatically but also have full script access to draw whatever people like in here.






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http://sordie.co.uk
http://twitter.com/@SordieEO
12 years, 18 weeks ago
Post #154228 Re: Kalandra II

Still alot of progress, Im liking the zoom to a boss idea! I wish i could code lol

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"Do not take life too seriously. You will never get out of it alive."
12 years, 18 weeks ago
Post #154229 Re: Kalandra II

i cannot wait! it would be that everyone from eoserv could play. 

12 years, 18 weeks ago
Post #154230 Re: Kalandra II

Holy cow, this is one BAMF of a project. Look forward to seeing more of the updates :P while I'm still playing with Client - Server coding because I'm a desktop app newb :P Good work Sordie.

@Offtopic: It's been the first sight of summer for England this year xD I don't blame you for taking the day off 

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If money doesn't grow on trees, then why do banks have branches?
12 years, 18 weeks ago
Post #154231 Re: Kalandra II

Oh and while I think about it (before I sleep. I'm very sleepy right now XD)..

Note to self: Time to think about audio. Kalandra currently has now sound system =P Don't forget this Sordie!


Edit: @DanScott - You'll see some source and binaries soon! I need to get an early alpha out in the near future just so I can make sure the actual client/server communication is working as well as I think it is.



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http://sordie.co.uk
http://twitter.com/@SordieEO
12 years, 18 weeks ago
Post #154235 Re: Kalandra II
Sordie posted: (23rd Jul 2012, 10:01 pm)

Oh and while I think about it (before I sleep. I'm very sleepy right now XD)..

Note to self: Time to think about audio. Kalandra currently has now sound system =P Don't forget this Sordie!


Edit: @DanScott - You'll see some source and binaries soon! I need to get an early alpha out in the near future just so I can make sure the actual client/server communication is working as well as I think it is.



Ah nice one, sounds good :) Look forward to the release then :P! Could teach me a few things

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If money doesn't grow on trees, then why do banks have branches?
12 years, 18 weeks ago
Post #154405 Re: Kalandra II

cant wait to play it!

12 years, 18 weeks ago
Post #154497 Re: Kalandra II

I've seen a few posts mentioning DiabloII and I have to say that I've always enjoyed the features of that particular game. Things such as elements/damage types and shrines that allow you to interact with the game in a more in depth way than "ctrl*10000". While I'm unsure of what I'd rather have as far as combat goes, I know I would love to see more in depth character building where stats matter!

What I'd like to see the most if I'd have to choose one feature to be added to this client, it would be item stats comparable to any mmo you see these days (if maybe not as complicated, but who knows?) where items actually have a changing value depending on the stats they gain upon being dropped by monsters rather than having just plain old vanilla items that never change. Diablo II is a great example of this.


E/ This doesn't really have anything to do with the game mechanics, but I'd LOVE to see a real community based on this serv/client eventually. (forums/FAQ/updates/screenshot section the works <3)

E// I'd also like to say that as well as certain stats for items, I'd love to have item class specifications. (mace/sword/leather armor/heavy armor etc) There was a sad lack of any sort of item diversity in EO which is essential in my opinion for games.

I'd also like to expand upon my simple statement of "pls more item diversity/stats". I would love to see more game mechanics as far as things that effect the game that you can stack. Perhaps luck to help find drops and the like? Also, I'd love to see a different damage system other than what EO has (where damage is rather low which would ultimately put a strain on item stats if you ask me.)

Another question and sorry if I'm rambling now, but will there be different character speeds in this game? Such as walking speed, attack speed etc.

12 years, 18 weeks ago
Post #154505 Re: Kalandra II

Wow, nice progress Sordie ^^, when will you plan to release the first version? o.O.. If you are planning on it.


Offtopic: I give you cake you code for me? Just noticed your "Will code 4 cake" picture :P

12 years, 18 weeks ago
Post #154545 Re: Kalandra II

ih, Can not wait, 

12 years, 18 weeks ago
Post #154623 Re: Kalandra II
Vile posted: (24th Jul 2012, 08:24 pm)

I've seen a few posts mentioning DiabloII and I have to say that I've always enjoyed the features of that particular game. Things such as elements/damage types and shrines that allow you to interact with the game in a more in depth way than "ctrl*10000". While I'm unsure of what I'd rather have as far as combat goes, I know I would love to see more in depth character building where stats matter!

What I'd like to see the most if I'd have to choose one feature to be added to this client, it would be item stats comparable to any mmo you see these days (if maybe not as complicated, but who knows?) where items actually have a changing value depending on the stats they gain upon being dropped by monsters rather than having just plain old vanilla items that never change. Diablo II is a great example of this.


E/ This doesn't really have anything to do with the game mechanics, but I'd LOVE to see a real community based on this serv/client eventually. (forums/FAQ/updates/screenshot section the works <3)

E// I'd also like to say that as well as certain stats for items, I'd love to have item class specifications. (mace/sword/leather armor/heavy armor etc) There was a sad lack of any sort of item diversity in EO which is essential in my opinion for games.

I'd also like to expand upon my simple statement of "pls more item diversity/stats". I would love to see more game mechanics as far as things that effect the game that you can stack. Perhaps luck to help find drops and the like? Also, I'd love to see a different damage system other than what EO has (where damage is rather low which would ultimately put a strain on item stats if you ask me.)

Another question and sorry if I'm rambling now, but will there be different character speeds in this game? Such as walking speed, attack speed etc.


Not really thought about game combat mechanics yet but I'd really likes something more than "key-bashing until the one with the best items wins" Something that requires some actual attainable skill. I'm thinking something akin (but not the same) as fruit ninja for mele combat. Maybe a spell book of symbols, drawing the symbol with the mouse casts the spell, the more accurate, the more powerful for spell classes. That kind of thing.

As far as news goes. I now have an audio system! Woo! sound! I tried some multiplatform sound engines, including ASIO interfaces but in the end decided to stick with DirectSound just for the ease of audio effects that can be done with minimal code.


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http://sordie.co.uk
http://twitter.com/@SordieEO
12 years, 18 weeks ago
Post #154626 Re: Kalandra II

Fruit Ninja is a good way but if you play on laptop it can become a pain, Maybe a combination of keys? Which change every attack. Mage maybe have elements that level (Ref: Final Fantasy 7 Materia). And you must tap 2 keys in sequence to increase power make a mistake and the power drops dramaticly

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"Do not take life too seriously. You will never get out of it alive."
12 years, 18 weeks ago
Post #154629 Re: Kalandra II

Good luck you have my full support, I know you will actually get this somewhere if you want to..

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Skype: izumibluuh

I sincerely apologize for my posts from when I was 12.
12 years, 18 weeks ago
Post #154648 Re: Kalandra II
Sordie posted: (25th Jul 2012, 08:03 pm)

Vile posted: (24th Jul 2012, 08:24 pm)

I've seen a few posts mentioning DiabloII and I have to say that I've always enjoyed the features of that particular game. Things such as elements/damage types and shrines that allow you to interact with the game in a more in depth way than "ctrl*10000". While I'm unsure of what I'd rather have as far as combat goes, I know I would love to see more in depth character building where stats matter!

What I'd like to see the most if I'd have to choose one feature to be added to this client, it would be item stats comparable to any mmo you see these days (if maybe not as complicated, but who knows?) where items actually have a changing value depending on the stats they gain upon being dropped by monsters rather than having just plain old vanilla items that never change. Diablo II is a great example of this.


E/ This doesn't really have anything to do with the game mechanics, but I'd LOVE to see a real community based on this serv/client eventually. (forums/FAQ/updates/screenshot section the works <3)

E// I'd also like to say that as well as certain stats for items, I'd love to have item class specifications. (mace/sword/leather armor/heavy armor etc) There was a sad lack of any sort of item diversity in EO which is essential in my opinion for games.

I'd also like to expand upon my simple statement of "pls more item diversity/stats". I would love to see more game mechanics as far as things that effect the game that you can stack. Perhaps luck to help find drops and the like? Also, I'd love to see a different damage system other than what EO has (where damage is rather low which would ultimately put a strain on item stats if you ask me.)

Another question and sorry if I'm rambling now, but will there be different character speeds in this game? Such as walking speed, attack speed etc.


Not really thought about game combat mechanics yet but I'd really likes something more than "key-bashing until the one with the best items wins" Something that requires some actual attainable skill. I'm thinking something akin (but not the same) as fruit ninja for mele combat. Maybe a spell book of symbols, drawing the symbol with the mouse casts the spell, the more accurate, the more powerful for spell classes. That kind of thing.

As far as news goes. I now have an audio system! Woo! sound! I tried some multiplatform sound engines, including ASIO interfaces but in the end decided to stick with DirectSound just for the ease of audio effects that can be done with minimal code.


That sounds interesting. After giving it some more thought if I were to say what combat system I've enjoyed the most out of all the games I've played it would be League of Legends. It has many skill shots for spells where the direction you cast them matters which would end up requiring some skill like you mentioned. So maybe take a look at a video to see what I'm talking about if you don't know what LoL is. I've never played a game where you draw runes of some form to cast a spell...I think it would be interesting to see how such a system would work. I admit it would bring a certain depth of immersion into the game having people required to draw runes for spells. 

I saw a post earlier after you were talking about your mapping system of someone mentioning guild/player/privately owned towns/maps/dungeons and the such and I support this idea. I mentioned earlier how drawing runes for spells would add depth and immersion to the game I believe such a system as privately owned maps would do the same. It would build the necessity for there to be a more in depth community than on EO where it's "let's stand around in bank basement". If there were a privately owned map system it would also bring in more openings for broader mechanics such as guild wars to fight for maps and resources. For instance, if your guild owns said map they gather a tax of some sort in either experience or prestige for the guild or take a portion of the drops and puts it in a guild bank. Another guild could come in and challenge their ownership of the map and there would be a battle for it. 

:S Just throwing ideas out in the wind at the moment. I believe it's too early in game development for the stuff I'm mentioning but it's exciting to be there before a game has features set in stone and have some sort of part (however small) in the making of it.
12 years, 18 weeks ago
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EOSERV Forum > Programming > Kalandra II (Edited, check my last post)