The Slightly Angry Village Woman

Woah.

So much progress made, boringly a lot of it is hidden away a bit from anyone actually ever seeing it besides me but regardless. Mucho progresso made-o. Yeah I’ll never do that again.

Ok for starters there is now a mini to go with the main map which shows a spinning golden arrow to show which way you are facing. And to go with that the game now has a compass. Strangely enough that’s actually making it easier for me to not get lost in my own world (yep I’ve done it).

Here you see these new UI additions.

mapsmapsmaps.png

Ok moving on since the whole quest cycle is now finished (well it is now anyway) I need to branch out and make some surrounding areas more populated with things to do. I’ve started to make a narrow path leading to an old sage’s house. This meant I needed to make some improvements to my instancing and soft particle editors. They were both missing vital undo/delete functions.

It’s just way too annoying to reload the game if i place a bush I don’t want in the wrong palce or hack the data. Also to make the narrow path I had to use one of my spare ground textures from blendmap 2 (the first map is grass, stone, mud. The 2nd is cobbles, snow – for now and now sandy gravel).

Even that wasn’t enough to make a satifactory narrow path so I added in something I’d wanted for a long time: A color map. This basically allowed me to bright/darken or adjust the color of a 1 pixel of the terrain map. which translates to about 50cm squared. It just makes it possible to make things look more natural and will be very useful in the future.

Oh also I needed more types of long grass and bushes. Anyway those of you who follow me on twitter will already have seen the beginnings of this mysterious path.

path

So there’s the bushes and soft particles (a little ground fog/mist throw in) and here is the path itself with the next texture mapping and color map. Subtle but then it’s meant to be an old worn path. I’ve turned off one batch of foilage temporarily so you can actually see it.. Pretty effective I think.

path2.png

Ok and there’s more… well at lot more in terms of coding.

NPC now support multiple animations finally and they can roam following paths and play a specific animation at each step at whatever speed is selected.

So now we have woman with a slightly angry walk following a triangle i’ve laid out for her to follow. Maybe she doesn’t like triangles.

 

At least she has a shadow.. as do all the NPCs now and that’s the final major thing that was added. Next up I’ll be be adding said sage and battered house and maybe a broken cobble path to some spooky ruins.

The fun bits basically!

Until next time.

Animation and Tiny Details

It’s amazing how much time you can spend on the really small things. For example my flaming brazers took up way too much more time. My fault.. I spotted them in Final Fantasy 14 and though “Damn they’re way better than mine”. So I found a better flame texture, added a surrounding glow and that improved things no end. I wanted them to start off slightly blueish and fade to the orangey color as they fade away completely….

This then led to me finding a bug where my colors weren’t even being used at all (was just defaulting from fading from white to white). That was a pain to track down but the result is much nicer flames which look realy realistic now. I’ll put them in a video another time.

The other, somewhat daunting task, is to make the NPC class support animated models. As you can see from the screenshot above, I succeeded in that. But again, this meant a fair bit of work behind the scenes cleaning up the animated model class to use the same shared texture resources as static models and also make the npc class supported by the editor with extra data (like animations and how fast to play them). A headache to say the least.

Feel like I didn’t make THAT much progress when I don’t have a pretty new video to show but I had to make the support for things for the player to interact with a lot more sophisticated or else it would just be a world of roaming non-animated rats. Not a world I’d want to live in anyway..

Until next time.

Kill 10 Rats

It’s really picking up speed towards being a vaguely playable game now. I’ll just make a quick list of what’s been added:

  • NPC/Enemies now have shadows.
  • Shiny fonts
  • Loot dialog box
  • Quest dialog box
  • Enemies hit back
  • Enemies can die
  • Enemies can drop a treasure chest

Most of this is rather crude and I’m not 100% happy with any of it really (except the shadows).

The font is annoyingly spaced out and the look doesn’t quite fit but it’s better than TTF Arial. I don’t really like my dialog boxes either but they’ll do for now.

The enemies die ridiculously (just flip on the their side).

The treasure chest is just the same model moved just in front of the player.

There’s no way of actually putting the loot from chest into your bag.

But DESPITE all that I’m really really happy with how it’s going. I mean you can actually walk somewhere near an enemy, target it and go into basic combat with it and kill it (and maybe get some loot). That’s huge. It’s basically the flow of the game finally working.

Some refactoring and general neatening up is needed and also I get to do a really fun bit – add a particle effect for when you get hit or when you hit an ememy. Looking forward to that.

Hopefully I’ll get another update in before Christmas..

Oh I made a new video of the combat and loot etc. Even in it’s crude state I’m pretty happy with the result.

 

Man vs Rat

Ok sorry for the lack of updates, I’ve been on holiday/vacation. Didn’t stop me reading about shadows though. It’s such an annoyingly massive topic and although my shadows are just about acceptable there’s still an annoying amount of jiggle.

Alex who wrote Cascaded Shadow Maps With Soft Shadows has been helping me with this a quite a bit and has kindly donated some of his time to help me solve the jiggle. Unfortunately it’s not entirely gone but it’s much improved and I’ve learned a lot anyway so that’s always useful. I will have to come back to it or else I’ll end up with beautiful shadows in a few weeks/months/years and no game.

Anyway, enough about shadows! What have I been working on? Well… quite a bit. I have come to the point where I had to decide what I was doing about the stats of the players and enemies. What determines how hard they hit, how much they can avoid, how much power they have etc. Well for now I’ve gone with the classic D&D style stats of:

  • Strength: How hard you hit and how much you can carry
  • Dexterity: How hard ranged attacks hit and how far they can travel.
  • Intelligence: How hard your spells hit.
  • Wisdom: How much power you have and how much health you can heal.
  • Stamina: How much health you have.
  • Charisma: Affects prices from merchants and how much you can resist certain enemy spells(?).

Along with that I set some other basic stats like maximum health, current health, power and gold.

Both the player and all NPCs have these along with some other minor details like if they’re dead or not.

But that’s not all! (overly dramatic) NPC’s now roam around over the hills. I had to do some rather annoying math to get them to nicely follow the terrain. I don’t just mean their position above the terrain the have to tilt and roll to the angle of the terrain or they look ridiculous. That wasn’t THAT bad though and the effect is great. Very useful too. I need to add a button to my editor to make an object (a rock or a building etc) snap to rotate to the orientation of the terrain. I do that manually now so that would be great.

Also the hotbar how lots of shiny new icons (not made by me but bought and tweaked by mean). Nice aren’t they? Anyway not only can you now hit a targeted rat, it will turn to face you (rather abruptly for now) and it’s health will go down. And there’s even more! (Ok this is getting a little silly sounding now but I really have added a lot). The game now calculated the range from the player to the targeted enemy to make sure you’re close enough for the selected attack.

I’m aiming to have the whole combat cycle. Kill or be killed by next time so.. until then.

 

Roads of the Realm

Sorry no update last week but I’ve been hard at work (at work too unfortunately).

The realm now has double blend maps so I can have grassy road or roady grass (whatever that means) or snow or whatever else really..

If you’re interested I’ll show you how it’s done. There’s basically a map of where the grass/rock/other should be that’s red for say grass, blue for rock and, green for mud. These can be blended together too. The more red the more grass, the more green the more mud etc.

Oh.. here.. a picture (or two) tell’s a thousand words..

blend1

So that’s blend map 1. Currently used for grass, rock, mud. And blend map 2..

blend2

Which is currently used for cobbled road and snow and something undecided. maybe another type of rock or gravel. We’ll see.

The end result in the screenshot at the top of this post.

I’ve also been deep in the bowels of the game code making the NPCs (non-player characters) which are, in this case, giant rats have attributes so they can be involved in combat of some kind.

I made a crude but effective editor for this too.

npcstats

See? I’ve been hard at work since my last post.

I need to get my rats to follow the slope of the terrain properly since that doesn’t work and I still haven’t fixed the jiggly shadow bug for medium quality shadows. The NPCs need to generate shadows too.

Really trying to keep focused on getting an actual game that people can really play rather than small details like that though.

I’m thinking of switching out the log walled town walls for something in stone since i’m not sure they fit well with the more modern buildings. Some historian could probably tell me. The town needs a name.

Comments and suggestions welcome!

Till next time..

Flying Rat Army

My screenshots are getting a bit less pretty lately but I thought it might be interesting to show how I’m going about adding enemies/NPCs to the game.

Using a variation of my normal entity (rocks, walls, buildings etc) editor I am able to move rotate and scale my errr monsters or whatever. From the screenshot above you can see there’s a panel with space for the rat’s attributes like health, defence, attack power and other stats.

I feel like some form of combat is on the horizon I’m taking a slight diversion to add double blend maps to my terrain so I can have snow on the caps of the mountains and cobbles on the floor in towns etc.

Still have the jiggly shadow from problem with mid range shadows but I have plenty of resources to read on how to fix that. Other than that everything is moving along at quite a pace finally.

Better when I don’t spend 2 months getting the fog to look just right.