ID:52110
 
http://www.byond.com/members/TheMagicMan/files/srcdnd.png
This is only a test area, but the graphics in the game will all look like this. Areas you can walk over will have a clearly visible grid.
There will also be a HUD added at a later date, but it is going to be very minimalistic.

Any other windows will all have a similar theme as can be seen in the above screen shot.

These are example of character creation/level up screens.
http://www.byond.com/members/TheMagicMan/files/charcr1.png

http://www.byond.com/members/TheMagicMan/files/charcr2.png

http://www.byond.com/members/TheMagicMan/files/charcr3.png

http://www.byond.com/members/TheMagicMan/files/charcr4.png

http://www.byond.com/members/TheMagicMan/files/charcr5.png

http://www.byond.com/members/TheMagicMan/files/charcr6.png

And below is the recently finished character stats screen.

http://www.byond.com/members/TheMagicMan/files/low.png (Low level character)

http://www.byond.com/members/TheMagicMan/files/mid.png (Mid level character that multiclassed as a Rogue)

http://www.byond.com/members/TheMagicMan/files/high.png (High level character who is now part Fighter as well)

Progress on the game is coming along fairly good so far!
Most of the systems are done, just neither put to use, and lacking any sort of interface.
I am still working on the battle system, it is more or less fully functional, works like a stratergy RPG
Each person takes a turn, they can move a certain number of steps then attack, but it follows D&D rules, so each action you do is either take 2 move actions a turn, 1 move action and 1 standard action (a standard action is 1 attack, using an item, or something similar) or 1 full round action (a full round action is devoting the entire round to a single action, such as attacking multiple times). You can also make smaller "free actions" as well, which don't count as using up a turn.
The only parts missing from the combat system are anything related to magic (cannot cast spells, nor can enemy AIs make use of magic spells), and any unique feats or abilities.

Once I have added an interface for the inventory, and made the spellbook functional, I will probably start adding actual effects for magic (and try to devise a way to make an AI that can "smartly" use spells from a list of potentially several hundred, anyone got suggestions?).

Once that is done, the game will be developed enough that I can actually start making the world, adding content and quests and so on, and turn it into something you might actually play!
(and try to devise a way to make an AI that can "smartly" use spells from a list of potentially several hundred, anyone got suggestions?)

Hmm, luck is the first thing that comes to mind off the top of my head.

Never the less, lookin' good! Keep 'er goin'!
Please make the grid less opaque. It bothers me. A lot. Perhaps to the point that I won't play the game.

Also, make the grid toggle-able.

I used to be working on an RPG with a D&D style combat system. There would be combat areas... pretty much an area that surrounds each combatant that determines where the boundary of combat is (when players go into combat mode or not). It had initiative and action points and everything. It was pretty cool, back in the day. Sucks that I lost the source code.
I like the way the grid looks.

How do you mean make it toggle-able exactly?
Tiberath wrote:
(and try to devise a way to make an AI that can "smartly" use spells from a list of potentially several hundred, anyone got suggestions?)

I don't think it's very difficult for this. In Dungeons and Dragons, characters have to prepare spells. Out of hundreds and hundreds, only a handful would be prepared for use.

Have the AI pick favorite spells, and casting patterns or behaviors. You could have a number of attributes to help determine which spell would be used when, like anger, desperation, fear, confidence, etc.

You could even go as far as goal-based AI, like say a spellcaster AI wants to delay targets X Y and Z at point A, so it ends up casting Web. This could end up yielding interesting results, since it adds more opportunity and variation that could result from AI to AI communication.
Tiberath wrote:
I like the way the grid looks.

How do you mean make it toggle-able exactly?

I want a player option to turn off the grid, so players that like it can leave it on and players that don't can turn it off.
I don't think you quite understand the subtle concept of explanation I'm peddling here... <.<

You mean hide the grid and expand the other two blocks?

Or do you mean swap the grid control to an entirely different control that displays pretty much the same information, but is less grid like?
Tiberath wrote:
I don't think you quite understand the subtle concept of explanation I'm peddling here... <.<

You mean hide the grid and expand the other two blocks?

Or do you mean swap the grid control to an entirely different control that displays pretty much the same information, but is less grid like?

I'm talking about the grid that is on the map. You know, the way each tile has a graphical border?
Oh! See, NOW you're making sense to me.
God and I thought dwarf fortress had bad graphics!
Dwarf Fortress does not have bad graphics! It just has a unique graphical style!
Elation wrote:
God and I thought dwarf fortress had bad graphics!

Could be worse, could look like YOUR FACE.

Anyway, the graphics are not finalized yet. But I am aiming for a board-game based look.
I was originally aiming for a look similar to this http://www.wizards.com/dnd/images/mapofweek/ToH_Maps/ M03_TombOfHorrors_300_NoTags.jpg , but wasn't really capable of getting the look and feel I wanted to the game (a kind of hand drawn look).
I may have another go at drawing the graphics, but I will still include a grid based appearance.


I don't think it's very difficult for this. In Dungeons and Dragons, characters have to prepare spells. Out of hundreds and hundreds, only a handful would be prepared for use.

But even if they can only prepare 10 out of 400 spells, they still have to potentially know about every single spell (as they could have any of those 400 spells prepared).

Have the AI pick favorite spells, and casting patterns or behaviors. You could have a number of attributes to help determine which spell would be used when, like anger, desperation, fear, confidence, etc.

This is basically what I intend on doing.
The good thing about the AI system I have set up is that it is very modular in design. Each and every part of it can be easily altered and customized for different enemies.
At the moment I simply intend on adding 4 "standard" spellcaster AIs, an angry wizard who primarily uses offensive spells, an annoying wizard who favoured debuffs, a smart wizard who will buff himself, summon monsters then pick off enemies from relative safety, and a standard support type spellcaster that favours buffs and healing spells.
But more unique enemies will have their own custom behaviours.
The Magic Man wrote:
Elation wrote:
God and I thought dwarf fortress had bad graphics!

Could be worse, could look like YOUR FACE.

Anyway, the graphics are not finalized yet. But I am aiming for a board-game based look.
I was originally aiming for a look similar to this http://www.wizards.com/dnd/images/mapofweek/ToH_Maps/ M03_TombOfHorrors_300_NoTags.jpg , but wasn't really capable of getting the look and feel I wanted to the game (a kind of hand drawn look).
I may have another go at drawing the graphics, but I will still include a grid based appearance.

I still think that the grid shouldn't be completely opaque if you're going to go with it, and I'd still like the option of disabling it.
I have a boardgame bias, but I was actually going to say how I like the borders and think they work well with tiles that have obvious repetition. Without the borders, I'd probably want a lot more variation.

Transparent borders could probably work just as well though.
http://www.byond.com/members/TheMagicMan/files/scrdnd2.png

How does that look instead? It is still not the hand drawn look I want, but it is the best I can imitate it.
Look better or not?
The Magic Man wrote:
http://www.byond.com/members/TheMagicMan/files/scrdnd2.png

How does that look instead? It is still not the hand drawn look I want, but it is the best I can imitate it.
Look better or not?

I think it's a big improvement :D

Also, I think I'd like to point out that there's a big difference between hand-drawn and cartoony. I hope you can discern this difference when it comes down to drawing future graphics for the project.
Definitely like the new one more. The last one hurt my eyes.
D4RK3 54B3R wrote:
I think it's a big improvement :D

Also, I think I'd like to point out that there's a big difference between hand-drawn and cartoony. I hope you can discern this difference when it comes down to drawing future graphics for the project.

I know D: But it is more or less the closest I can get to "hand drawn" without actually hand drawing everything.
I like the new one better as well. It says "paper and pencil style" while the other leans towards "overused retro-bit". =)