Aeternial – Log #1

Hey there!

Bringing some information regarding the game development.

First off, as we can see the post title is different today. In the past few days I did recode almost all the game plugins, so it’s almost a restart. Because of that, I decided to take advantage of it and start to post the game modifications with log numbers, for organization purposes.

To the changes, shall we?

Note that the changes to come are highlited in bold and itallic.

  1. Reimplementation of the visual interface:
    • Set default screen size to 960×540 (scale to 1080p);
    • Removed player window from the HUD;
    • Removed mini map;
    • Removed chat bubbles;
    • Added HP, MP e TP bars to the characters;
    • Reimplemented the name labels:
      • It’s now possible to generate random names for events and entities;
      • Pending to add more interesting names.
    • Reimplemented log messages;
    • Implemented dynamic messages system that don’t interrupt the game (replacing the chat bubbles);
    • Added items hotbar;
    • Reimplemented skills hotbar;
    • Reimplemented hotbars controlls;
    • Added sound to the messages window;
    • Pending to reimplement the mini map.
  2. Reimplementation of the combat system:
    • Implemented item use for player and party members;
    • Reimplemented turn based movement;
    • Reimplemented skill usage:
      • Events can target the player, followers or other events;
      • Followers can target the player, other followers or events;
      • The player can target itself, the followers or the events;
      • Skills can have new effects for manipulating entities’ movement, position and range.
  3. Reimplementation of the NPCs’ interaction system:
    • The NPCs have a random past and a friendship level;
    • The conversations are based on the friendship level and the texts based on current NPC’ job;
    • Pending to implement more jobs.
  4. Implemented grid based camera movement (inspired by the old The Legend of Zelda games)
  5. Reimplemented the map generation system to fit the grid based camera movement:
    • Better room control and event spawning;
    • Guaranteed passability;
    • It’s possible to define when to build walls or change the room’s ground;
    • Possible to bind events to specific rooms;
    • Does not rely on plugin extensions for different map styles.

That’s it! I think it’s enough for a month, right?

Sadly there’s not much to show, so the post image will be the default one. :[

See ya!

BARRAdos no mapa

Ola!

Antes de mais nada, perdão pelo trocadilho.

Registrando uma atualização do Aeternial: estive reescrevendo todo o código (customizado) do jogo. Organizei, melhorei, recriei.

Devido ao lançamento do Warped em alguns sites de jogos, eu percebi que meu sistema de combate era muito simples, não havia estrategia envolvida.

Então, passei os últimos dias pensando nisso e planejando algo divertido de se jogar, não apenas lutar.

Por enquanto, queria apenas informar que o planejamento está pronto e eu já comecei a trabalhar nisso. O primeiro passo foi adicionar barras de atalhos na cena do mapa:

Hotbars

Como vemos, há três janelas.

A horizontal armazena itens e armas, permitindo que o jogador use alguns itens ou troque suas armas com alguns cliques, botões ou teclas.

A janela quadrada não é selecionável e somente serve para exibir a arma atual equipada pelo jogador, tanto primária quanto secundária.

E a vertical exibe todas as habilidades (skills) do jogador.

Essas janelas funcionam com controle, teclado e mouse, e por enquanto, as ações disparadas por elas têm efeito somente sobre o jogador e seu grupo.

O próximo passo é adicionar interações com outros eventos.

The rise of the bars

Good day!

Logging an update to Aeternial: I’ve been reworking the entire (customized) game code. Organized, improved, added to them.

Because of the launch of Warped in a few game sites, I realized that my combat system was too bland, there was no strategy involved.

So, I spent a few days thinking about it and putting together something funny to play with, not only fight.

For now, I just wanted to say that the thinking is done and I started working on it. The first step was to add hotbars to the map scene:

Hotbars

It’s funny how the heart comes right after the skull

 As we can see, there are three new windows.

The horizontal one holds items and weapons, allowing the player to use some of his items or changing the current weapon with a few clicks or keys.

The squary window is not selectable and only displays the current equiped weapons, main hand and offhand.

And the vertical window displays all player’s skills.

These windows works with controller keys, keyboard keys, mouse clicking and mouse wheel scrolling.

For now the actions triggered by the windows will only affect the player and his party.

The next step is to add interactions with other events.

Bye, Kaht!

Hello!

Today I bring a kind of sad news.

The thing is, I decided to give up on Kaht, that I’ve anouncend previously.

The idea was to create a strategy game following the style of Kingdom but, in the end, there came up some barriers and things got very different from what it was meant to be. The resulting game was far away from the main proposal.

I believe to have found a lot of good graphic resources and it would be a shame to make an awful game with them. Also I’ve been away from the main project for too long.

Meanwhile I came out with some good ideas, some which I would use in Kaht but instead, will be using in Aeternial. And this is a good thing, I guess.

Speaking of the main project, I decided to restart it. There’s a lot of stuff that I don’t like about it and I’m planning to change. Instead of using generic plugins (that could be used in any other game), I’ll create  stuff really meant to be used in this game only. Some previously done code will be maintained, like the map generator, the weather effects and the time manager.

So I’ll mostly change the combat system, instead of using something based on skills, I’ll create something based in tools:

Old:

  • Combat based on actor skills, does not allow actions other than fighting;
  • Hotbar can only have skills;
  • Useless menus using too much keys and buttons (keyboard and controller).

New:

  • Interactions based on the current equiped tool, which allows to have many kinds of interactions and not only on enemies;
  • Skills based on the equiped tool;
  • It’s possible to create a crafting system;
  • The tools can work according to other factors instead of events only, like the tiles around the player;
  • The hotbar can have skills and also items, managed by the player.

Besides the combat system, the interface will also be recreated to provide a better experience and integration with the other systems.

tcha kaht

#sad

Thats it! Hope I can bring something cool next time.

Cheers!

Save yourself

Hi!

Bringing another update about game development, but not a specific game, we have a newcomer!

I’ve always liked the game Kingdom but, the fact that we can’t explore it’s beautiful environment without worrying about enemies and death always bothered me.

SO, I decided to make something inspired by it: Kaht.

Kaht is going to be a small exploration and strategy game with a touch of RPG.

The story takes place on the same world as  Arternial, but it’s a prequel.

The objective will be to get to Aeternia, passing by 5 villages which must be free from monsters invasions that should happen because of the geographical changes around the world.

There will be a world map, and some area maps that will include the villages and some other random events.

For that, I created new extensions for the procedural map generator. A new feature is that the area maps  are created in a side-scroll[esc] style.

Check the new maps:

Cheers!

Sistema de interação

Olá pessoal!

Hoje trago uma atualização que achei bem divertida, o sistema de interação. Agora é possível que o jogador interaja com os NPCs de uma forma meio que aleatória.

Funciona de forma bem similar ao The Sims, porém, com um toque de aleatoriedade: a cada manhã o humor dos NPCs será modificado, o que força ao jogador interagir de forma diferente com um NPC a cada dia.

A principal ideia é possibilitar que os NPCs deem itens ao jogador, e quando o status de relacionamento dos dois for “lover” (namorado[a]), o presente será melhor ainda.

Os presentes serão aleatórios e os eventos de se ganhar um presente também.

Segue o vídeo:

Espero que gostem, até a próxima!

Interaction system

Hello guys and gals.

The update I bring today is a fun step into the game, it’s the interaction system. Now, the player is able to interact with NPCs in a kind of random way.

Basically, it works in a similar way to The Sims, but there’s a random touch: at every morning the mood of the NPCs will change. This forces the player to interact diferently with a NPC everyday.

The main idea is to give the oportunity to allow the NPCs to give items to the player, and when in love with an NPC (it’s only possible to have one lover) the player may get better items.

These gift events are going to be random and happen randomly.

Check the video:

 

Hope you liked it, cya next time!