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Gateway to Legend

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123outerme:

--- Quote from: Art_of_camelot on October 22, 2017, 11:51:45 pm ---Looks like this is coming along quite nicely. Nice work! :)

--- End quote ---
Thanks! I took quite a bit of a break, so I haven't made huge leaps in progress, but I do have something to show!


Here's a look at a little bit of work I did on this today! I added an HP display, removed FPS counter (you can bring it back by pressing a certain key, although I haven't decided which key yet), and added the functionality to spikes! Spikes reduce 1/4 of a heart in damage per contact, and you are also thrown back in the direction you moved. This is done by increasing your velocity so that you are automatically moved. This velocity system I put in place will also be used for enemies and maybe some more puzzle mechanics.

123outerme:


Here's my new update! I finally bit the bullet and implemented enemies in their entirety, after months of practically radio silence on the matter. Yes, if you're wondering, POTY 2017 did motivate me to get working again, among other things. Enemies can collide with you, knocking you back and dealing damage, collide with the sword, dying (although in the future I will have some enemies have more HP, taking damage and getting knocked back as well), and not shown here and not implemented quite yet, collide with the environment. Every enemy will have some sort of special attributes.

For right now, the implementation of the special attributes is: the bird does not collide with the environment and does minimal damage, while flying straight at the player. The stone ent attacks like a rook; it tries to line itself up with the player's left-right, then attacks, does good damage, and moves rather slowly. The slime enemy has yet to be implemented fully.

I think I may change this around, especially as map-packs will be using different tiles for the enemies. I would like to make each enemy's behavior individual, yet generic enough so that a multitude of enemy appearances can fit the same type.

123outerme:


I have successfully implemented my own home-grown (yet not really unique) pathfinding algorithm! Enemies 1 and 3, or the bird and the stone giant. The 2nd enemy, the specter, can walk through collision. They (mostly) take the shortest path to the player from their starting position, and do it pretty fast too! With 2 enemies utilizing the routine, and a 3rd one moving without it, I get an uncapped FPS of about 450, which I find very impressive.The algorithm I used was just a flash-fill that takes data from the eventmap and plots a path through without colliding with walls, although I may extend that to not collide with other things such as portals, spikes, etc.

I'm really proud of it, as in 8 hours I went from not knowing anything about pathfinding to implementing my own into my game. I'm glad I could get it to work and the euphoria after realizing it worked was gold.

123outerme:


Here I've implemented sound effects! No music yet, that's coming real soon, though! I bitcrushed royalty-free sound effects and did other wacky things to give them the feel I wanted. I have sound effects for doors, gateways, sword swings, selecting menu options, walking, with more coming soon! Finally, no more silent-treatment from my PC games. Let me know which sound effects you like and dislike, and I'll do my best to make them better.

123outerme:
So right now, I'm reworking the main tilesheet to be 48x48, instead of 8x8 (upscaled x6). I figured I might as well show off everything the engine can do, including the resolution it can play at. I haven't made every tile yet, but I have done a few. I updated the spike tile in the upper left, the heart icon, the portal sprite (although I may not be done with that one), the sword, and the grass. I still have most of the tileset to do, but I figured I'd show off this progress. Here's some of my work so far:




I intend to keep this cartoony style for the most part. It's not only easier for someone who isn't really an artist, not only the way my 8x8 tiles looked, but I think it fits pretty well. I would like to hear any criticisms or suggestions you have to offer! Any praise is welcome, as well ;)

As for work on the engine, nothing crazy has been added or removed, yet. I have big plans for features, such as fully-customizable boss behaviors, implementing new events and puzzle mechanics, adding dialogue, and more. The maps featured right now in the Main Adventure map pack are mostly test maps. The work on the real Main Adventure will come in time, mostly once I'm finished a lot of the big features.

RPG mechanics will most likely be present. I'm thinking pretty much just money and Exp as the two point systems in place, but probably nothing more, if just that. I don't exactly know if I even want Exp in the first place, and I'll have to see how it will play out. The money will for certain be in, and will most likely be used to buy techniques, items, and other goodies I haven't yet decided on.

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