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Messages - HowDoGameDev

61
The Lounge / Re: TacticalRPG Engine
August 09, 2015, 07:22:20 pm
Thanks for the feedback. I've switched to the smoother camera movement and it's looking much better. I have to fix a few minor bugs and write up code for skill visualization then I'll try to release a "playable" build.
62
The Lounge / Re: TacticalRPG Engine
August 07, 2015, 09:49:06 pm
63
The Lounge / Re: TacticalRPG Engine
August 07, 2015, 03:49:30 pm
Oh! I know what you mean now. You want an orthographic projection: http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Navigating/3D_View

I'll see what that'd take later tonight.
64
The Lounge / Re: TacticalRPG Engine
August 07, 2015, 01:12:42 am
I would definitely agree, the camera as it stands is garbage. Most of it was hacked together quickly so I could get something on screen. Camera movement in battle is certainly jerky and something I'll work on. The methods needed to smoothly scroll are there, but I haven't gone back and changed the "snap to" methods out for the "scroll to" ones. I'll add the camera to my primary focuses.

When you refer to the focal length, you mean the distance from the camera to the objects, right? Would something like the below be easier on the eyes for the time being?
http://imgur.com/98WVgCn,3GKE2en#0

My to do list currently consists of:

  • Simple visual skill effects system

  • Camera

  • Rigging human model



I'll probably keep the visual effects simple for now and take a page from FFT's book where it appears to just be a 2D animation billboarded over the world.

For those curious, most of the data is stored in xmls. A skill looks like this:
<skill id="1000" name="testAttack" aoeCalc="single" targetting="normal" speed="0" hRange="1" vRange="1" rangeUser="false"
frate="f(N:100|-|S:pev|*|N:2))" srate="f(N:100|-|S:pev)" brate="100">
<effect id="2" custom="true" exffvalue="0" effvalue="f(U:str|*|N:-3.6|*|S:pdef)" />
<xeffect id="8" />
</skill>


Some of the attributes are a bit cryptic, with things like "frate" being the calculation for hit chance from the front. The effect elements point to effects by id in the "Effects.xml", and include things like "AddStatus", "ChangeHealth", etc. I've got a decent formula parser as well that I've written: f(U:str|*|N:-3.6|*|S:pdef) evaluates as "current user strength" times base number times "current target phys defense". Not really familiar with the tuning or methods for RPG formulas, so it's all subject to change.

Thanks for the interest and feedback guys.
65
The Lounge / TacticalRPG Engine
August 06, 2015, 08:45:17 pm
Hello all, just wanted to show off something I've been working on for the last six months or so.


The game is built on top of my own OpenGL graphics engine. The engine is written in C# and utilizes OpenTK. Although I've not started any kind of extensive testing, I have found that it will work on Ubuntu with the Mono libraries installed.

The battle engine has a majority of the required features implemented, including movement, status effects, skills and AI. A very primitive job system has also been implemented. The architecture is server/client, with server commands and client request/confirmations controlling the flow of the game.

The end goal is to have a multi-chapter single player campaign with gameplay further supplemented by cooperative and PVP game modes. The game currently loads all of its data using XML files, which should be very mod friendly. Currently only 3D characters are supported, but with enough interest, I can see what 2D sprites would require. Let me know what you all think!

Demo Now Available
Itch.IO page is here
Please report any issues on the discussion board or message them to me.

Thanks,
HDGD

Demo Available Here