2012-07-29

Weekly update

More work on health / stats system was done and I started to connect various systems to interact with each other. At the moment it is only that animations may trigger events but very soon there should be more things happening between various systems. Although one more new thing I want to add during this milestone (gameplay-wise, because there is one more thing in technical department to be done). Attack types that use queries to find enemies (if not provided, or to check if provided target is still valid) and stats. And then AI will play animation that will trigger an attack.

Oh, that may be huge change but I think that it may work better for today's audience. All attacks will have animations, so they will be properly telegraphed etc. There will be still (for at least astral projection) damage dealt when moving through enemy, as it would be too easy to avoid damage by moving through enemy, but each character should have unique attack animation too.

2012-07-24

Weekly update

Budapest is a beautiful city.

And is also a reason why I did so little during last week, just some little further work on damage / health system. In three weeks I am going to sea side but as there is not too much to do, I should be able to push Dragontorc forward much more than during this short vacation.

And I played League of Legends and I promise, it won't hurt development process.

2012-07-15

Weekly update

Finally I decided to write and finish the article I wanted to write. Well, actually I had to, as tomorrow is the deadline.

But I still managed to do some work on Dragontorc. I started to create health/magic system which for Dragontorc's remake will be used in simplier form, but should give modders more freedom.

I will try to do at least something this week, although, due to trip to Budapest, it might be tricky.

2012-07-08

Weekly update

And again. I spent more time on Dragontorc than on article. I still did some work on later and I hope to finish it this week, before weekend. But back to Dragontorc:

  • more improvements on AI movement, better handling following to different rooms, etc.
  • added "rating" operator
  • expanded "wait" command (added "wait until condition") and unified code for it
  • added "in" command to run command in other behaviour or action - nice thing to affect behaviour from message handler

I still have few important things to do to finish this milestone. Two most importants: damage/health system, appearance sequences doing stuff. Of course I have a list for few technical or minor things but I will keep it until some lighter milestone or I will have some small milestone in between. When I will finish it, I will write extensive note on why could/should I break it into few milestones but also why it is fine that I didn't.

Damage/health system's next. And even if it is really simplified for just Dragontorc remake, I want to have it a little bit bigger, so it could turn game into number-based RPG or even number-based action RPG. By the way, I now know what RPG stands for, it is not Role Playing Game. It is Rong Praying Grinding ;)

2012-07-01

Weekly update

Instead of writing an article, I did some work on Dragontorc:

  • priorities for actions
  • added sending AI messages from AI BASIC
  • added movement ordering from AI BASIC
  • few small refactors

I should not write anything related to Dragontorc next two weeks to have article done. But I'd like to finish code related to movement and start working on attacks/skills. With that in place, I should have all subsystems done for AI and player characters. Which doesn't mean that all functionalities related to AI are finished.