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Shining Online - Screens and updates [Updated June 9th, 2020] (Read 367131 times)

#17
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Shining Sideburns

Posts: 837
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The last few months have been busy moving house and whatever. I've been working on the entity system. So far it's working pretty good, but there's still a way to go. It's made adding new items much, much easier. For example, the Wooden Sword entry looks like this (for now):
I expect it to change again before release, but for now it's actually working. Shocking
Code:
/**
* A simple wooden sword.
*/
[t:template,n:weapon_wooden_sword] {
doc = "Wooden Sword";
specializes = base_weapon;
equipment:attack = 3
[item]
{
display_name = "Wooden Sword";
icon = "demo_5.icons.weapons.wooden_sword";
description = "The most basic kind of sword.";
base_price = 75;
}
}
I expect it to change again before release, but for now it's actually working. Shocking


#18
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Shining Spammer

Posts: 1,129
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I like it 
I don't really understand "doc" competing with item.display_name ?
also specializes?
It will be really handy when you want to add that one weapon quality like.. "silver", for killing werewolves

I don't really understand "doc" competing with item.display_name ?
also specializes?
It will be really handy when you want to add that one weapon quality like.. "silver", for killing werewolves

~Elvenfyre

#19
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Shining Sideburns

Posts: 837
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"doc" is an internal field that all templates have, and it only shows up for debugging and editing tools. "specializes" specifies a parent template. Here's the base_weapon template:
It just means you can set default values further up the template tree. It's still changing a lot at the moment, but it's made creating test data much easier.
Code:
[t:template,n:base_weapon]
{
specializes = base_item;
doc = "Base template for weapons";
item:rarity = rarity_common;
item:can_equip = true;
item:equip_slot = slot_weapon;
}
It just means you can set default values further up the template tree. It's still changing a lot at the moment, but it's made creating test data much easier.

#20
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Shining Sideburns

Posts: 837
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Just a few more pictures, nothing major. The first is the updated "story select" screen. I'm still not happy about how it looks, but it does the trick for now. I think it's the font that bugs me, but that can be fixed.
The second shot should need no introduction
There's animation when the menu appears, but no sound yet (sound usually comes last as I get sick of hearing it).
Development wise things are going slowly but surely. I really wanted to have animated sprites running around, but that will probably come much later. I think the next step is to get player stats working and then some better map interaction. Lots to do
The second shot should need no introduction

Development wise things are going slowly but surely. I really wanted to have animated sprites running around, but that will probably come much later. I think the next step is to get player stats working and then some better map interaction. Lots to do


#21
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Shining Spammer

Posts: 1,129
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mmm yum, updates!
Looks good and can't wait to see more
So have you figured out whether it's all going to be "built" with the game creation tools you're building to help out, or whether there's still portions of the game that will be hardcoded in?
Looks good and can't wait to see more

So have you figured out whether it's all going to be "built" with the game creation tools you're building to help out, or whether there's still portions of the game that will be hardcoded in?
~Elvenfyre

#22
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Shining Sideburns

Posts: 837
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So have you figured out whether it's all going to be "built" with the game creation tools you're building to help out, or whether there's still portions of the game that will be hardcoded in?
There's still a lot of stuff hardcoded, but I'm removing it as I go along. The end goal is to have the "game" be more of a wrapper, and to make things like fonts and windows totally customisable. The priority is to actually get something playable first though

Last night I added some basic animation to the main player sprite, so it's starting to look a little more like a game now. Next on the agenda is an NPC, and then on to map events. Lucky me


#23
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Shining Spammer

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great! Yeah animation is something else isn't it. I was looking at that project on the front page, the 3d remake. They seem to have too many artists and not enough coders.
Entirely the opposite of around here
Entirely the opposite of around here

~Elvenfyre

#24
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Shining Sideburns

Posts: 837
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I think it's because seeing the art is far more exciting than wading through Yet Another Database System. I did manage to get some walking animations running last night, so if I get time I want an NPC or two walking around by the end of the weekend. Maybe even a text box if I feel brave 


#25
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Shining Sideburns

Posts: 837
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Scripting is now up and running, and as things stand the app can run a script when the level starts and ends. The next task is to add scripts to an entity and make something interactive. Seems the approach of little and often is helping. There's still lots to do, but even these little bits of progress are helping to keep me motivated.

#26
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Shining Spammer

Posts: 1,129
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Nice 
I did a double take on "get some walking animations running" lol.
woop woop with scripting
Hey here's a question for you:
I know with devlyns programming we said a level could be walkabout or battle. Is that the same with you or are you treating levels differently?

I did a double take on "get some walking animations running" lol.
woop woop with scripting

Hey here's a question for you:
I know with devlyns programming we said a level could be walkabout or battle. Is that the same with you or are you treating levels differently?
~Elvenfyre

#27
Administrator
Shining Sideburns

Posts: 837
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Yep, that's pretty much how I'll be handling levels. The game engine is basically a stack of screen objects that handle specialist logic. This makes it easier to have things like pop up menus and battle animations.
At the moment there's a screen for the title, one for the credits, and then there's a BattleScreen and TownScreen class. All of these handle their own input, updates and rendering. So far it's working pretty well.
At the moment there's a screen for the title, one for the credits, and then there's a BattleScreen and TownScreen class. All of these handle their own input, updates and rendering. So far it's working pretty well.

#28
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Shining Spammer

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Sweet, so you got any more screenshots for my saliva glands?
~Elvenfyre

#29
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Shining Spammer

Posts: 1,129
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Going to start a revolt if I don't see more screenies 

~Elvenfyre

#30
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Shining Sideburns

Posts: 837
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I will post some screenshots sometime this week, lest I be smeared with the butter of a thousand peanuts.