Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (767)
Games in Android Showcase (230)
games submitted by our members
Games in WIP (854)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 [2] 3 4 ... 9
  ignore  |  Print  
  Vangard  (Read 160611 times)
0 Members and 1 Guest are viewing this topic.
Offline J0
« Reply #30 - Posted 2015-09-04 14:57:30 »

Let's say the player can chop down trees, or enchant them. I guess you could open a context menu when they first click on a tree, either after launching the game, or acquiring a new ability. Say the player chooses to chop down that first tree. Well then, the player would chop down any right-clicked tree. But then, maybe you could either change the behavior in some kind of menu, or by left-clicking on a tree to open up the context menu. Wink

J0

Offline Herjan
« Reply #31 - Posted 2015-09-04 17:19:19 »

Let's say the player can chop down trees, or enchant them. I guess you could open a context menu when they first click on a tree, either after launching the game, or acquiring a new ability. Say the player chooses to chop down that first tree. Well then, the player would chop down any right-clicked tree. But then, maybe you could either change the behavior in some kind of menu, or by left-clicking on a tree to open up the context menu. Wink

Some nice thinking. It has a (few) disadvantages though: You would have to click multiple times to make the player do what you want.

My idea:
That when you press the right-mouse button a context menu opens, with all the behaviors to choose from in a radial menu. If the right-mouse button releases the context menu disappears, and the selected behavior will be executed. In the middle I would put the default behavior (which could be the last selected behavior), so that you can CLICK and not have to HOLD/DRAG the right-mouse button if the default behavior should be executed.

The advantage is that you can right-press the tree, the player goes to the tree already, and while he does you can drag your cursor to the behavior you wish (if you don't wish it to be the default). All in one clean click, while being able to keep checking on the game, since a radial menu does not cover half of your precious screen. + they are evident (if really needed you could show a description on hover)

An example radial menu:


With this you can just show it in the middle of battle, since it is very fast and does not cover half of your screen. I think the problem is less unique than you think Smiley
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #32 - Posted 2015-09-04 22:48:15 »

Thanks, that's an excellent suggestion.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline cebarks

Senior Newbie


Projects: 1
Exp: 7 years


Wannabe Software Engineer


« Reply #33 - Posted 2015-09-07 21:08:46 »

I've been looking for this kind of game for ages! I can't wait to play it!
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #34 - Posted 2015-09-07 21:46:59 »

I've been looking for this kind of game for ages! I can't wait to play it!

Me too! Smiley

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #35 - Posted 2015-09-08 10:15:59 »

For anyone into early mediaeval / dark ages stuff, I can highly recommend Njal's Saga. The story ticks along at a great pace, there is a little authentic magic and masses of historical detail. It's so vivid it's incredible it was written 700 years ago.

So the social structure will work something like this:

High King/Queen
King/Queen
Earl
Chieftain
Landholder
Peasant/woodcutter etc

Specialists like traders, priests, magic users are all in a parallel structure, but won't get a status much higher than Earl. Unless they get major bonuses from their items, dwellings, wealth and so forth.

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #36 - Posted 2015-09-12 14:00:20 »

Is this code bad? I would never write stuff like this at work...

1  
thiss.inventory.add(world.encyclopedia.itemLibrary.getInstance(spawnType[i]));

Offline J0
« Reply #37 - Posted 2015-09-12 14:17:41 »

1  
thiss.inventory

Don't you mean
1  
this.inventory
? persecutioncomplex

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #38 - Posted 2015-09-12 14:38:17 »

Actually no, the bahavior does not have a backreference to the entity, so I pass in a thiss variable to the plan() and execute() methods.

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #39 - Posted 2015-09-14 10:38:13 »

I scaled up villages to the right size this weekend. Villages need about 20 - 25 dwellings to represent all the economic specialties, the warriors in the chieftain's entourage and to provide a sufficiently large tax base for the chieftain. I expect that there will be maybe 80 villages in the game, some larger and smaller, with the possibility to found new settlements in wilderness areas. With about 4 kingdoms, each kingdom would have about 20 villages (or 16 chieftains and 4 earls).

At the moment villages consist only of peasants and woodcutters, but it is pleasing to see the bustle of the villages as the little people march to and from the market with their produce. With a higher density of buildings, vegetable plots woodpiles and so on, there is a lot more traffic and obstacle avoidance going on.

Logic ticks are at 21ms now on an A10 processor.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #40 - Posted 2015-09-15 22:04:14 »

I haven't published an image for a while. I did some work on the social tab today, where you will chat with the AIs and explore the social millieu. At the moment there is only a cheesy experience ranking (which is buggy because it does not show multiple entries for any given experience level). The pink thing is a market (of course), the red blips are peasants, the yellow blips are woodcutters, and the dark green blocks are vegetable patches.



Full size: http://i.imgur.com/AqHc2Ux.png

Offline J0
« Reply #41 - Posted 2015-09-16 14:41:33 »

The fact that the vegetable patches have a sharper colour than trees or houses annoys me... But I do believe you are going to redesign markets and vegetable patches, aren't you? Pointing

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #42 - Posted 2015-09-16 16:10:16 »

Absolutely. I have built a tool for drawing assets, and veg patches are first on the list.

...also not happy with the grass green, need something more restful.

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #43 - Posted 2015-09-16 22:33:54 »

@J0, how does this look? With my internet wizardry, I am giving you a zoomed in and out view. My tool exports to PolyPerfect 5.1 format (PP5), but I can't yet import to Vangard so you will have to live with a screen capture of my rival to Photoshop.




Offline J0
« Reply #44 - Posted 2015-09-17 09:31:56 »

but I can't yet import to Vangard
Well that does not sound very practical, does it Wink
Nah, other than that, I have great hopes in your game and I know you'll deliver something awesome in the end!

J0 (on a side note, that's a zero, you'll know next time Cool )

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #45 - Posted 2015-09-17 10:19:12 »

I obviously implemented import-export for my PP5 format for the graphics package, so it should be simple to add an importer to Vangard. In theory anyway Smiley

The screen is getting a bit too ugly with pink and dark green blocks, so I will focus on the graphics for a bit. (1) PP5 importing, (2) LOD support, (3) "frills", so grassy areas look more naturalistic, (4) rain/lightning.

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #46 - Posted 2015-09-22 22:28:16 »

It only took half an hour to write the basic importer. Here is my veggie plot model loaded into the game:


Offline J0
« Reply #47 - Posted 2015-09-23 15:06:29 »

You'll end up needing at least one texture!
I'm beginning to think you might be able to code this without using any of those actually! Grin


Those vegetable patches, do you think you could rotate them 0 | PI/2 | PI | 3PI/2 radians? Imo that could add diversity in a very quick and easy way (depending on your current code, that is). Pointing

J0

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #48 - Posted 2015-09-23 19:54:20 »

Thanks!

The vegetable rows should run east-west, so rotating 90/270 degrees would be wrong, but I will add a variety of different plots, fallow fields, with different crops, farm animals and so on.

Offline Herjan
« Reply #49 - Posted 2015-09-23 22:30:55 »

Here is my veggie plot model loaded into the game:



No offense, but I expected a totally different (consistent) drawing style.

Your trees were simple but truly awesome, I don't think the vegetables fit your game.
To be honest, your houses would lose in an instant too if they were to battle with your trees in a beauty contest. Smiley

To make your game look more cohesive:
I would suggest to make one vegetable look like a small tree (if you want to create a yard, you could concentrate them in a small area (will look nice since they have some transparency).
The same for bushes etc. with some colored berries in there (the bush/fruits have the same design as the trees, but on another scale).

Also, if that isn't the case already: I would make the trees (thus your vegetables and stuff as well) 'wobbly' (slowly transforming), like a slime, pudding or this bird:

Click to Play

Sorry for the bad example Tongue Make your game become alive!
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #50 - Posted 2015-09-24 11:04:03 »

No offence taken. For now I am happy to get the model loading in the game, but that doesn't mean i am finished with modelling! The colors of the veg patch are all wrong and the image is to too hard and blocky, and I will make alternative models more in keeping with the trees.

I do plan to add a wind animation to the trees, and I am currently working on frills (mushroom circles, little bushes and so forth) to break up the grass a bit.


Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #51 - Posted 2015-09-25 23:33:14 »

Is this any better?



and zoomed in...


Offline Herjan
« Reply #52 - Posted 2015-09-26 14:14:12 »

Is this any better?


I like it certainly more now!

Thanks for taking my feedback seriously, therefore I have made an example image for you as well, it's done quite quick and low resolution, but I hope it points out a little better what I stated in the above post.
Your vegetables are lined up, what is best for farms? I guess that's a matter of experimenting, this example does at least fine for wild bushes though.
You could also distinguish farms by surrounding them with a little fence or something.


Some strawberries and single colored sorry for being boring forest fruits

As you see my bushes have two layers just like your trees (but smaller), what tunes them the most are I think the fruits I added. This is still quite vulnerable to experimenting though Cheesy
Just throwing out some ideas, hope it can help!
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #53 - Posted 2015-09-27 22:22:49 »

I'm busy with adding small frills to the game like little shrubs and so on. I need to do this as if the screen has no trees visible, you get a sense of being lost in a green void, there is no sense of motion if there are no reference points.

Also trying to get more character classes into the game, even if they are just standing around for now. I'm doing some late coding tonight as I'm staying up for the super moon eclipse.

Current playable content: 0%. Making great progress here!

Offline philfrei
« Reply #54 - Posted 2015-09-28 07:56:59 »

I played through a pretty neat game from Steam called "The Banner Saga" which has a strong Norse theme, and good writing. The AI on the character interaction seemed pretty good, too, though it was entirely through dialog choices. I got it as part of a combo package, so it is probably inexpensive. The main draw for me was that the composer was the same one who wrote the score for "Journey." You might find it interesting to peruse, though the basic layout is very different from your game.

Am looking forward to seeing where you go with this.

music and music apps: http://adonax.com
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #55 - Posted 2015-09-29 21:08:14 »

I'm doing some late coding tonight as I'm staying up for the super moon eclipse.

Here's my best photo from the eclipse:


Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #56 - Posted 2015-10-05 14:10:07 »

Just a little update... I have added miners and guards to the village as well as starting on smiths, hunters and chieftains. I have got frills working ok, and added some new models to the village. I just need to get the smith working, and implement tax and pay relationships and I will have a basic village economy up. Well, I will have 50 basic village economies up. Then I will build a JAR for this currently uneventful non-game. It will be interesting to see the rendering and logic benches from some other systems.

Offline ShadedVertex
« Reply #57 - Posted 2015-10-07 07:40:27 »

Just a little update... I have added miners and guards to the village as well as starting on smiths, hunters and chieftains. I have got frills working ok, and added some new models to the village. I just need to get the smith working, and implement tax and pay relationships and I will have a basic village economy up. Well, I will have 50 basic village economies up. Then I will build a JAR for this currently uneventful non-game. It will be interesting to see the rendering and logic benches from some other systems.

Hey Cheesy If memory serves, you commented on my Marionette Cards project yesterday, and you shared your game on my thread. So I came here to check it out and yep, it's amazing. Keep up the great work  Wink
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #58 - Posted 2015-10-07 10:18:58 »

Indeed I did comment on your game, it interests me greatly. I am a fan of social simulations, as well as a fan of card games... so I want to see where your card game goes.

Offline ShadedVertex
« Reply #59 - Posted 2015-10-07 10:34:21 »

Thanks  Cheesy But seriously, your game is pretty amazing. If you're 12-15 years old, like I am (I'm 13), hats off to you; you really are talented.

EDIT: Sorry, that came out wrong. I didn't mean to boast. I was just trying to say that being 13 and able to create a game on this large a scale (I'm talking about Vangard) is just as crazy as being 15 and able to re-create Minecraft, or Call of Duty, or GTA, or something. Scratch Minecraft, that game is comparatively easy to create, except for the redstone part.
Pages: 1 [2] 3 4 ... 9
  ignore  |  Print  
 
 

 
EgonOlsen (1303 views)
2018-06-10 19:43:48

EgonOlsen (1161 views)
2018-06-10 19:43:44

EgonOlsen (900 views)
2018-06-10 19:43:20

DesertCoockie (1301 views)
2018-05-13 18:23:11

nelsongames (1106 views)
2018-04-24 18:15:36

nelsongames (1338 views)
2018-04-24 18:14:32

ivj94 (2079 views)
2018-03-24 14:47:39

ivj94 (1231 views)
2018-03-24 14:46:31

ivj94 (2213 views)
2018-03-24 14:43:53

Solater (798 views)
2018-03-17 05:04:08
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!