Please login or register.

Login with username, password and session length
Advanced search  

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.

TacticalRPG Engine  (Read 7234 times)
Pages: 1 ... 4 5 [6]
HowDoGameDev [Posts: 0]
  • View Profile
  • share
  • [November 12, 2016, 09:07:11 PM]
Re: TacticalRPG Engine
« Reply #100 on: November 12, 2016, 09:07:11 PM »


Battle Engine
*Counter Skills - I've started brainstorming how to implement counter actions, which will be pretty simple methinks. There are some caveats, but it'll basically be the same as FFT: Server tells clients to cast initial skill, then the server walks through the affected units, checks if unit has a counter skill, calculate if the counter will occur, check if it is smart for the counter to occur and finally if the enemy is even in the counter skill's range. If these all come back positive, the server will send out a counter skill. This skill command will probably have a special flag to prevent a never ending chain of counters.
*Skill Visuals - Working on implementing the shading effect where units and the stage are dimmed out during certain skills. It helps give the skill a more cinematic feel. I have to implement a "tint" attribute to the characters to change their colors in the shader, but I needed to do that anyways for status effects like poison.
*Skill Sounds - Implemented, albeit not very flexible yet. The skill system executes things like "play sound", "animate character", "activate particle" in layers. This means the engine doesn't allow you to play a sound on x frame of an animation. Allowing that will not require a lot of restructuring, but I need to make sure I plan it out well.

Art
I don't think it's a secret that I'm bad at art. The characters, environments, textures and even the UI have been a big weak point of the game engine. The engine is far enough along that this is becoming an issue to me with the stages being especially bad. Don't hesitate to constructively point out that something looks like garbage.
Oh god, the fisheye perspective X____X
The above is probably the most useful bit of feedback I've received and resulted in the most dramatic and appealing change. Don't worry about being blunt and don't hesitate to ask questions.

Demo Plans
Next demo will be fairly limited in that it'll just be a single battle between two identical monster teams. A bit of a step back, but I figure it's easier to limit the scope to get useful feedback. The squid will be usable, but his animations will be limited.

As always, thanks for the kind words.
Guru [Posts: 164]
  • View Profile
  • share
  • [November 14, 2016, 03:51:35 PM]
Re: TacticalRPG Engine
« Reply #101 on: November 14, 2016, 03:51:35 PM »
I actually think you have done pretty good on the art, especially considering you suck at art lol. I know the feeling, artistic is just something I am not.
I think this map looks pretty damn good, besides the lack of texture at the moment, but I'm assuming you just haven't gotten there yet.

The only thing I can suggest from looking at all of your work so far...the trees need a bit of touchig up. Wish I could give you specifics. Maybe this will help?

Really, I think you are doing fantastic work man and not only that but you are improving too. I see lots of potential here. I'll pop back in soon and give more feedback on everything else new you've added ( when I'm not supposed to be writing a 8 page essay on VPNs  :roll: )
HowDoGameDev [Posts: 0]
  • View Profile
  • share
  • [November 14, 2016, 11:21:40 PM]
Re: TacticalRPG Engine
« Reply #102 on: November 14, 2016, 11:21:40 PM »
I use a VPN for work, understand the concept, but would be utterly lost on setting it up. Good luck with that.

As for the trees, I agree, they're almost as bad as the hard angles. I will probably scrap the entire model and come up with something else. Stylistically, I'm trying to emulate Wind Waker. The textures do a phenomenal job at disguising that everything's low poly, looks good and matches my modeling skill.

This stage in particular has a lot of bland grass space. I've done a little bit of experimenting with particle systems and I wonder if I can use that to add a bit of shrubbery to liven it up.

First priority though will be softening up those edges. Something like below is what I plan on emulating.


Some topology changes


Coloring


Minor texturing, found some tricks with blender to assist in tiling. Probably need a wider cliff texture to add more variety.
« Last Edit: November 24, 2016, 03:21:10 PM by HowDoGameDev »
HowDoGameDev [Posts: 0]
  • View Profile
  • share
  • [November 30, 2016, 07:40:20 PM]
TacticalRPG Engine - AI?
« Reply #103 on: November 30, 2016, 07:40:20 PM »
Most of the updates thus far are nothing to boast about, just small things like adding skills and effects. So instead of boring everyone with that, I'd like to gather input in regards to an SRPG AI.

"Tactician" is the name of my most intelligent AI. It makes decisions based on how dangerous moving to a location is and measuring the potential effects of an skills. Tactician assigns values to the effects of skills and picks the highest value actions. Tactician also takes map influence into consideration. Influence consists of assigning a value to a tile based on what units could theoretically move to it. So if a tile has a danger value of 5, it means that 5 enemies could move to that tile, meaning they could probably cause whatever is in that tile harm.

Assume that damaging an enemy for 1% of their health is worth 10 points. What values would you assign to these effects?
Move to tile with danger value of 1 (-5)
Move to tile with safety value of 1 (5)
+1% HP Enemy (-10)
-1% MP Enemy (5)
-1 Speed Enemy (50)
Inflict Poison Enemy (45)
Resurrect Enemy (-500)
Kill Enemy (500)
-1% Health Ally (-10)
+1% Health Ally (10)
Resurrect Ally (200)

These would be baseline values. Eventually I would add another layer that includes a "personality" aspect. Personality would contain values for things like "aggression". Units with high aggression would increase the value of certain effects that inflict harm upon the enemy. Units with high empathy would increase the value of certain effects that assist an enemy, such as increasing HP, MP or casting positive status effects. Additionally, I hope to allow the AI to keep track of the effect units are having on the battle. This could be used to modify the tile influence a unit has or if an enemy unit should be prioritized for having a positive effect on their team.
Kaijyuu [Posts: 1336]
  • View Profile
  • share
  • [December 02, 2016, 05:54:22 PM]
Re: TacticalRPG Engine
« Reply #104 on: December 02, 2016, 05:54:22 PM »
Ah, so you're making a heat map? Awesome.

I dunno about specific values, but I would put reviving ally above killing enemy. Maybe those can be weighted differently based on the current ratio of enemies:allies, too (more enemies meaning reviving more valuable and killing less).
HowDoGameDev [Posts: 0]
  • View Profile
  • share
  • [December 28, 2016, 09:15:48 PM]
Re: TacticalRPG Engine
« Reply #105 on: December 28, 2016, 09:15:48 PM »
Yep, it's basically just a heat map. As for weighing actions based on the current status of the battle, that's not a bad idea. I'd probably add some other attribute for the personality, maybe something like perception that would increase the unit's awareness and given weight for factors like enemies left.



Additionally, still not dead. Haven't had a lot of time to work on things with the holidays. Most of the progress isn't very visual. Standardized a few things related to actions/events and learned a few more things with blender.

Added static 3D models as an option for props. I apparently never implemented. The bushes in the screenshot are examples of a static prop. A skill or event can manipulate a stage prop or spawn their own props. Other examples of props are the particle emitters and the waterfall and water from the river map.

I have scripted out the first battle. It's all basically just dialogue between characters and then a battle. Nothing overtly complicated. I have rough drafts for most of the scenes necessary for chapter one. I'm dodging any graphical asset work as I'd like to just have something to play and share that's a bit more appealing than a random battle. Going to create another forest vegetation prop though as I enjoyed making the bush.
HowDoGameDev [Posts: 0]
  • View Profile
  • share
  • [January 12, 2017, 03:58:43 AM]
Re: TacticalRPG Engine
« Reply #106 on: January 12, 2017, 03:58:43 AM »
http://www.youtube.com/watch?v=AqVZJ3jeeiA

Quick AI battle at the forest hut. Textures are still incomplete, but I got bored of working on them. Fixed a shader issue that was causing weird striping on some units and overall ruining the textures. Not featured in the video though.

Had to fix a few issues with the GUI code as well. I allow things to be positioned relative to designated sides of the screen. This was causing things to be positioned weirdly if the GUI control was something like an empty label. Completed further GUI updates as well.

I've also realized I never animated a basic punching attack for the human models. Going to have to put that together so battles don't look too goofy. Some of the bare minimum squid animations are also in. Received some feedback and suggestions for his gait. Going to see if I can get that working. That'd put me at 5.5 monsters. Mosquito's kind of crappy, so I barely count it. I've some basic sketches for a terror bird that I might pursue to bring it up to six. I know it's basically just a chocobo, but whatever. Animations should be simple and I think terror birds are cool.
Pages: 1 ... 4 5 [6]