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SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: March 01, 2016, 12:27:42 pm »
Can we play a beta version before August?
it looks pretty cool.
it looks pretty cool.
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Btw, I'm currently working on the first boss which will be much cooler than I've thought before and fit "prison" theme better. I'll fully redesign him later and make a lot of changes to boss battle. I'll probably show as much as possible because I don't want to spoil anything for you.I hope you doesn´t make it too complex - because then i think u can´t finish this game (alone).
This boss is very complex and has a lot of different states and reactions to the stuff you do. It would have been pretty hard to make it with script state machines, so cutscene/scripted sequence helps a lot. It becomes more and more complex and lets me do stuff I never imagined to do before. For example, now I can easily track how many times one or another action happened (for example, how many times someone said something to you), so I can make NPCs react in another way if you do something twice. That's pretty cool, but also very hard to make good. So I'm trying out different approaches and maybe I'll write an article about that later.
But really I don't want no store and/or booster pack. I was thinking loots from 1vs1 game and quests.You mean that you don´t want a store anyway, right?
Yes, I'm using Tiled. I'm storing my map files as XML, as I don't know how to read the other formats. I suspect XML is slow, since I use std::fstream to parse the text. That causes some of the 'lag' when one changes from map to map.I also use Tiled. I think it´s the best mapeditor for a RPG.
Did the game run stable in your comp?Yeah, work on my i3 with Nvidia 610M without problems or errors on Win7.