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Messages - Ethan.Calabria

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Looks very cool, nice work!

SFML projects / Re: Confluence - A Human Strategy Game
« on: June 06, 2017, 04:33:51 am »
Thank you Hapax!  (for the compliment and the formatting help!)

I think I'll have to test it and see how the players do (which will be a way down the road).  I like the idea of no mini maps...but I also remember how frustrating it can be get lost.

That's a great falling animation!

It's always really interesting to me to see how other developers program their engines...there's a lot of ways to accomplish things I never would have thought of with my own style.

SFML projects / Re: Confluence - A Human Strategy Game
« on: June 03, 2017, 06:48:01 pm »
Thank you Carlos!  Yeah, I'm the lead artist and programmer...and animator...and accountant...and marketer, haha.

Thanks Elias!  That's a good point...the layout of the areas will matter a lot.  I've been talking with another artist I know about maps...so my ideas are still evolving on that, but I want to keep a very clean UI when possible.

SFML projects / Re: Sideview tactical rpg - first mockup
« on: May 31, 2017, 03:20:21 am »
You were asking about how to render partially hidden objects, I think that depends on on the game.  Do you control a single unit, or is this sort of a simulation?  Is the game turn based or real time?  Good work so far! 

SFML projects / Confluence - A Human Strategy Game
« on: May 31, 2017, 03:13:29 am »
Hi, this is my project 'Confluence'  I've been meaning to start a topic for a long time now.  I still have a long way to go, but I wanted to start a topic eventually, so I might as well start now!

Confluence is a story driven strategy game with (digitally) painted art:

It's mainly a game about interacting with other people:

But there's exploration:

And some combat:

I'm building the a prototype right now, so gameplay details will be a while yet, but here's one thing I'm working on:

How should I give the player directions?  I'm planning on having an 'overworld' map, but locations on the map also have different sub-locations.  I wanted to try to stick to physical directions in the environment like in the WIP below:

Or do people really love mini-maps?  If anyone has some opinion / insight, let me know!

General discussions / Re: 2.4.2 released!
« on: February 11, 2017, 07:25:41 pm »
I'm still a few releases back, but I really appreciate how well maintained the documentation is for sfml.  After trying to work with opengl the contrast is amazing.  Thank you everyone for your hard work!

SFML projects / Re: Remnants of Naezith is now on Greenlight!
« on: February 03, 2017, 07:05:24 pm »
Congrats, I voted for you on Greenlight!  I think if you can get the word out about your game, it could do quite well.

SFML projects / Re:creation - a top down action adventure about undeads
« on: October 31, 2016, 08:22:07 pm »
And I wonder... what's the best way to separate animation and collision so that they won't depend too much on each other? Any ideas? :D

I don't know what the best way is, but the way I'd do it is have animation frames associated with an attack geometry class.  The class would describe the initial size of the collision geometry (a rect for example), and then keys for size and rotation, which would be interpolated over the frames until the end frame (which could default to the animated end, or be specified).  It would have an entityID associated with it. 

I'd do basically the same thing for the hitboxes.  Then I'd sort them based on which quadrant (or some smaller factor) they're in.  There would be a similar sort for the collision geometry.  When any collision geometry was active, it would then check against the hitboxes in it's same quadrant.  If it hits, the event system would tell the attacker it hit, and the one attacked that it was hit...and then those entities would handle their own behavior. 

That's my very straightforward approach.  I'm not really sure how well it would work, my own game is turn-based, so the animations themselves don't determine if something is hit or not, that's determined beforehand.  I tried to keep it fairly generic since I don't know how you have your game set up.  Anyway, don't know if you'll use any of those ideas, but maybe it will inspire something cleverer.

No problem!  I hope some of it was useful!

Hello, saw your post on twitter, so I thought I'd drop in and give my impressions.

I think you've got a good base game to build on.  I didn't really encounter any bugs, although I was curious, is there a reason that the character and save file names have a minimum length?  I often use single letter names, but that might not be something other people run into.

I think a few things that will help generally fall into UI:
-Make the damage done by you (and enemies) more visible, maybe make the text larger when a large amount of damage is done
-I think a mini-map will help a lot.  I got lost and wasn't sure where I was supposed to go.
-I'm not sure where my health is?  I thought the blue and red meters were health and mana, but they didn't change when I got hit, are they potions?
-I wasn't able to pick up the plus icons (I'm assuming they're power ups of some kind), but then at one point I could pick up one of them.  I'm assuming eventually I took damage, and the game then let me pick up the health up.  Maybe allow players at full health to pick up the health-ups for a small amount of experience or money instead?

Overall, I think it's a very good start, it will be interesting to see your progress!

As a side note, is there any mechanical difference for light and dark areas?  For example, could a rogue hide in the dark, or sneak attack someone?  I realize features like this are probably a way off, but just curious about the design direction you're headed in.  I think if you did have something like that, you could distribute the light less evenly, so it might be visually a little more dynamic.

Yeah that makes sense!  I think as long as there are a few options and certain options remain consistently they players should be able to figure it out.

Hey congrats on the release!  The story sounds pretty cool! 

I haven't played much of this genre of games.  How flexible are the commands?  That's one thing that usually makes me hold back on these sorts of games (potential frustration from really specific commands).  Would 'Talk to Yan about Julia' and 'Ask Yan About Julia' both work?  Or if you just wrote 'Talk to Yan' would he bring up Julia on his own?  (just as examples)

Hey Elias, thanks for the ImGui tutorial, it was great!  I'm looking forward to the second part.  Out of curiosity, do you have a Youtube channel for you or for Re:creation?

Looks pretty cool!  Some of your marketing efforts must be working too as I see screens of your game re-tweeted from time to time.

I didn't go through the entire thread, but I saw mostly questions / updates about the game mechanics / programming.  How is the story / writing progressing?

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