Page 2 of 5
Re: Tiny Places
Posted: Thu Mar 26, 2020 12:30 am
by Varkas
I feel my motivation dropping ... but I made two new map backgrounds and tweaked the UI a little.
Wasteland ground:
- tiny_places-003-wasteland.jpg (414.95 KiB) Viewed 18994 times
Rough grass:
- tiny_places-003-rough_grass_a.jpg (410.77 KiB) Viewed 18993 times
I published the wasteland and grass textures on opengameart.org:
https://opengameart.org/content/wasteland-background
https://opengameart.org/content/the-ver ... rass-patch
Likewise the trees that I used:
https://opengameart.org/content/80-more-isometric-trees
Re: Tiny Places
Posted: Sun Mar 29, 2020 6:34 pm
by Varkas
I started to work on code to handle creatures. It seems I'll have to handle creature AI all on server side, and send a lot of control commands to the client to make the creatures move and act. Overall there will be two types of maps. Places where players can meet and chat, and places to solve quests. I'm not entirely sure how to handle this best.
But here, some imps set up vs. the player:
- tiny_places-003-imps.jpg (512.59 KiB) Viewed 18956 times
Re: Tiny Places
Posted: Tue Mar 31, 2020 10:17 pm
by Varkas
I wrote some code to shoot projectiles. This actually goes over the net and through the server, but I'm not happy with the amount of messages being sent. The projectile graphics and light effects are placeholders to see if my idea how to display such light effects works, before I start to work on real magic projectiles.
https://www.youtube.com/watch?v=XGWbxXN ... e=youtu.be
Re: Tiny Places
Posted: Thu Apr 02, 2020 11:36 pm
by Varkas
I've started to work on life and mana gauges. The idea to have the UI kinda isometric like the map definitely did not help there.
- tiny_places-003-life_mana.jpg (521.36 KiB) Viewed 18835 times
Also, the code and assets are now here:
https://github.com/Varkalandar/tiny_places
Edit: Oh, if only I was better at making animated graphics and sound effects. This would become an orgy of light, colors, booms and bangs. Ah well, one can dream ...
Re: Tiny Places
Posted: Fri Apr 03, 2020 4:56 pm
by NobodysSon
Impressive amount of work you've done on this! Your graphics are really nice!
It is inspiring seeing what people can accomplish working alone.
Re: Tiny Places
Posted: Sat Apr 04, 2020 12:29 am
by Varkas
Thank you! To be honest though, I had made some of the graphics already before I started coding. And currently I'm struggling with making sound effects, so development will be slower. But Love2d gave me a very good start. Finally I can focus on the game part and do not need to deal so much with the technology. I like that.
Re: Tiny Places
Posted: Sat Apr 04, 2020 8:14 pm
by Varkas
I've been trying to make some sound effects. Started with explosions (
https://love2d.org/forums/viewtopic.php?f=3&t=88569 ) but since the currently only attack is a sort of fireball spell, it seemed that some "swoosh" type sounds suit better. Still not entirely happy with the result. My attempts in filtering low/high frequencies to shape the noise somehow also kill a "natural" sound. I definitely need to experiment and learn more there. Besides that, I've tried to create more "natural" light effects for the projectiles and hits.
https://www.youtube.com/watch?v=b3TPhekDseM
Still no explosion clouds, and no death animations for the imps, no burning ground ...
Re: Tiny Places
Posted: Mon Apr 06, 2020 8:55 pm
by Varkas
Slowly moving high speed vortices - I have some basic AI stuff on server side going now that can move creatures. Even if only randomly at the moment. They will stay as a group though and not run off.
https://youtu.be/QtNzhj2ZhYE
I still can't animate anything with real limbs. So this game will mostly have creatures which bounce, float, glide, scuttle ...
Edit: Can one make a crossover of an RPG and an arena shooter? Only one way to find out ... more flash for the bang!
Re: Tiny Places
Posted: Wed Apr 08, 2020 9:56 pm
by Varkas
Artillery duel. Vortices vs. player.
Needs better explosion graphics. Bang!
https://www.youtube.com/watch?v=Xpi2I7QvMr4
Re: Tiny Places
Posted: Fri Apr 10, 2020 11:25 pm
by Varkas
Another small step completed. Players now start in a lobby area and can now move from one map to another. This still has to be tested in the multiplayer version. Just yesterday I found and fixed a whole lot of issues that all seemed fine while there was only one player logged in to the server. Still no hitpoints and collision checking.
https://www.youtube.com/watch?v=AXn25l8 ... e=youtu.be