SPELLBINDER'S PROFILE
Spellbinder
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Coder and RPG2k3 Developer from Germany
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overworld.png
dungeon.png
Thank you for the feedback, I am still working on the chipset. Corners in the upper layer is a really good idea.
PS: What does shift-tile-placement do? (im not on my computer currently)
PS: What does shift-tile-placement do? (im not on my computer currently)
light.png
What's your job ?
Whatchu Workin' On? Tell us!
Whatchu Workin' On? Tell us!
@LockeZ
Currently this thing is just a big experiment (graphics and gameplay). Its something like: you got this city and this single, big dungeon - now look how you get going. enemies are visible on the map, there will be X enemy sprites scattered randomly over each dungeon map. thats far less battles than the usual random encounters in games.
Edit: Well i reduce the dungeon size, worked on it last night and it just gets repetitive. Thanks @LockeZ for putting my feet down before I earn the Title of "Mr. Overambitious" (again).
Currently this thing is just a big experiment (graphics and gameplay). Its something like: you got this city and this single, big dungeon - now look how you get going. enemies are visible on the map, there will be X enemy sprites scattered randomly over each dungeon map. thats far less battles than the usual random encounters in games.
Edit: Well i reduce the dungeon size, worked on it last night and it just gets repetitive. Thanks @LockeZ for putting my feet down before I earn the Title of "Mr. Overambitious" (again).
Whatchu Workin' On? Tell us!
Working on my monochrome project, while this beast of a main project is on hold. Some of you might have already seen the screen in the screenshot topic.
As the maps in the sewer dungeon have a built in elevation, im currently placing tiles with directional pass. The arrows are little helpers wich will be removed later on, making the directional tiles completely transparent.
PS: Its a 9 level dungeon with 70x70 tiles each...thats many arrows to place *sigh*
As the maps in the sewer dungeon have a built in elevation, im currently placing tiles with directional pass. The arrows are little helpers wich will be removed later on, making the directional tiles completely transparent.
PS: Its a 9 level dungeon with 70x70 tiles each...thats many arrows to place *sigh*
The Screenshot Topic Returns
My overly complex main project is still on hiatus. But i just could not resist to start working on a little something a while ago...
I am still working on the edges, the walls and especially the (varying) animated water tiles.
I am still working on the edges, the walls and especially the (varying) animated water tiles.
Non-combat skills & party members
Non-combat skills & party members
Thank you for the input so far.
Of course there could be skills where the party works together, while others have to be done by a single character. in terms of scripting simplicity I would ignore this fact, as its already complicated enough.
this is my current idea from what i read on this topic:
1. We do not need a character-select dialog at all, this reduces GUI elements & repetitive player input.
2. All skills are performed by the main character only.
3. Players as well as the engine only have to book-keep the main chars skills.
4. other characters add to your main chars skill value, this bonus is removed when the car leaves your party again.
5. only your main char can increase his skill level.
6. your main char will always have the highest value, as the others just provide bonuses.
7. skill attempts do not require any kind of GUI at all. you either press the "interaction-key" or the engine asks for a skill-check itself, then an animation shows the outcome of the skill-check ("success" or "failure").
So, this is not my personal "perfect-solution", but its easy and re-useable. my favorite would have been to have skills for all chars and select one via dialog every time you atempt a skill check. but i sacrifice this idea due to simplicity.
this was already very helpful - any more thoughts?
Of course there could be skills where the party works together, while others have to be done by a single character. in terms of scripting simplicity I would ignore this fact, as its already complicated enough.
this is my current idea from what i read on this topic:
1. We do not need a character-select dialog at all, this reduces GUI elements & repetitive player input.
2. All skills are performed by the main character only.
3. Players as well as the engine only have to book-keep the main chars skills.
4. other characters add to your main chars skill value, this bonus is removed when the car leaves your party again.
5. only your main char can increase his skill level.
6. your main char will always have the highest value, as the others just provide bonuses.
7. skill attempts do not require any kind of GUI at all. you either press the "interaction-key" or the engine asks for a skill-check itself, then an animation shows the outcome of the skill-check ("success" or "failure").
So, this is not my personal "perfect-solution", but its easy and re-useable. my favorite would have been to have skills for all chars and select one via dialog every time you atempt a skill check. but i sacrifice this idea due to simplicity.
this was already very helpful - any more thoughts?