So ive mentioned that im currently working on an open source game template for wanna be game makers who want to better themselves and avoid using ripped sources, and in the long run end up with better games and more popularity. Well its been going great so far!
Expect the following features:
-Login Screen similar to how i handled naruto GOA, with a preview of your character loading up with all your base choices, hair choices and eye color choices showing up intuitively.
-Simple but efficient save system: I wont be throwing in anything as complicated as what i do on my games, because ideally a save system can cater to the game specifically, but that takes time. What i did instead is set up a converter that changes contents to simply a type list and doesnt save overlays,underlays, or your base icon. Which are easily reloaded from simple text variables.
-An Epic Projectile system: Seriously, this is basically the part ive spent most of my time. There is actual pixel based movement and hit detection. This package has a few features as well such as the Expand() feature, where you simply call src.Expand('icon.dmi'), where icon is an icon with greater that 32x32 dimensions. This proc will simply create the full sized object that follows src. Making multi tile animations and projectiles an absolute breeze. In testing so far i made a mock getsuaga(or whatever, ichigos black slash move) which is a 3x3 icon that has an actual phsyics radius to accomodate it, so the test shuriken being hurled at this big arse attack will actually get reflected by it. In with this i also included an example of how to make moves that push effected mobs with them. The Getsuaga is a great code demo which gives an efficient example to base all sorts of giant ki blasts, bankai, whatever you want off of. Conversely i also created a sniper rifle demo, where you use the skill and it changes your mouse to an ridicule, click any pixel on your screen and youll fire a bullet on a trajectory to that exact pixel. This little bullet will land in mobs, objects, dense turfs and deflect projectiles. It will leave a little bullet hole where it lands, and currently is amazingly smooth.
-Also included is a targeting system, which i believe is imparitive to get byond past this entire linear fighting system. If you use a shuriken or a getsuaga while targeting an opponent it will automatically angle the attack on a trajectory that will hit them. Getsuaga loosk really neat when you do this especially. Using some clever math ive managed to keep these projectiles really low on the cpu usage though.
-A proper equipment system: you shoudl not be able to equip a tshirt over a cape, as youve probably seen in all the rips, we show how you can accomplish having seperate variables for each equipment type (shirt,head,cape etc) which layer appropriately when you equip things, regardless of when you equipped them.
-A keep it simple stupid leveling system: Simply similar to what i did with GOA, you level at a constant rate as long as you are regenerating hp/mp on the condition that your meeting new opponents to fight. Obviously this is just one system im adding and if you want to override it you can easily.
-A base icon made by me, yeah its not that great but its better than the nbotls base, lacks icon states so far though. Need graphical help.
-Regeneration over time, no more rest proc, skill cooldowns and a very simple death handling (that you dont have to call every time you use an attack proc! simply lower your opponents hp and the regeneration proc will catch if they have died)
-AI, handled properly. The AI will be more advanced than the system currently featuerd in GOA, meaning ill be updating GOA and doing this system concurrently. Npcs will have the same reaction delays as players, will be eligible to use most of the skills that players use and will aggro in a similar to real player manner and feature a pathfinding library implementation.
-Vote Mute, Democracy is key and i intend to keep this demo similar to my beliefs and keep your option open to not hire any GMs, i would recomend this and im going to give you the tools to do it. Also Chat with appropriate safeguards.
-Level up system: an example will be included that you can simply modify, it will use very general attributes (probably STR,INT,AGI) and will feature a well executed leveling up curve and how to apply attributes to combat in a non linear way. None of this damage=STR*10 garbage that is prevalent on Zeta/WOTS rips.
Ill give you guys the tools, ill provide these basics and i hope i can get some help with graphics and turfs. I want you guys to understand that if you contribute to this project youll have a far greater effect on the quality of byond than if you just work on one project. Your efforts will be shared legitimately to hopefully tens or hundreds of future projects. If we can get one solid sample turf set for people to use, a solid base icon then we will really have something to work with in this community.
This package will offer the average person a warchest of really powerful procs to use as much as you want. I hope this has the impact on the community that i am so optomistic about.
My e-mail is danvk@shaw.ca Yes i have lots of spelling errors here, i had to write this up in between classes so im kind of a hurry.
ID:39123
![]() Feb 12 2008, 10:49 am (Edited on Feb 12 2008, 11:14 am)
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![]() Feb 12 2008, 11:23 am
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Sounds interesting.
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..Not neccesarily. Though it sounds good so far.
I'll check it out once you finish it. And then I'll give you my unbiased critique. |
Make the saving system include overlays and the like, or you are in for a LOT of threads in newbie central.
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Also, this entire idea sucks. You just want people to make GOA clones.
The whole, I'm PvP-ing so I am getting XP is stupid, not every game should be like yours. |
Jermman wrote:
Also, dongs. Wonderful opinion. Except this isnt going to be a GOA clone. The code is done originally but there are some game design concepts that youll see between them because i believe thats how you make a quality game. Targeting opponents, advanced projectile systems, intuitive character creation. Also the overlays thing isnt as complicated as i made it sound, its done automatically as a revision to the save system and a noob doesnt have to ever touch the thing. It automatically under save will replace overlays with a list of types, in load it creates all those objects from the type list. Its not really a big deal at all. Its unfortunate Jermman that you dont understand what this post is saying, i understand not everybody is a programmer or has game design experience but you shouldnt comment if you dont understand what im saying. This package is an interlinked package of demos, all well documented with examples from different anime on how to apply it (shuriken, getsauga, sniper rifle so far) Anyway it doesnt matter this project has a lot of support and when it hits the public domain itll start getting other coder and graphic artist contributions not just mine. |
I'm looking forward to the pixel movement part of this. I've always seemed to have trouble with that.
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Pixel movement is very easy. The only problem is that unless you have a static camera, it's going to look like shit on BYOND.
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Popisfizzy wrote:
Pixel movement is very easy. The only problem is that unless you have a static camera, it's going to look like shit on BYOND. pixel movement for projectiles is good though. The only problem with projectiles is that sleep(1) seems like a huge number when dealing with projectiles :( |
Popisfizzy wrote:
Pixel movement is very easy. The only problem is that unless you have a static camera, it's going to look like [boink] on BYOND. He could do the Legend of Zelda thing and just move from screen to screen. :) And Masterdan, whatever you do with this project, make sure that its well commented. Otherwise you're just wasting your time. |
Foomer wrote:
Popisfizzy wrote: I know :3 |
Foomer wrote:
He could do the Legend of Zelda thing and just move from screen to screen. :) That's what I meant by static camera. Something like Knytt could do as well. |
Jermman wrote:
...people to make GOA clones. Dan, I personally agree. And any review I may/may not give on this will be biased; -against- you. I still remember the days of Gekisen, for example, when you'd only allow new "Guild Houses" etc. for $40 'donations'. I've never had any respect for you since then; and I'm stubbornly trying (and failing) to keep it that way. Truth is, the entire BYOND community will benefit from your hard work. Keep up the good work. |