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Re: Untitled RPG Project

Postby Error » Tue Dec 06, 2016 5:38 pm

ROFL. I love it. It fits the childish theme well.
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Re: Untitled RPG Project

Postby Error » Sat Dec 10, 2016 7:05 am

Quietly working. Update: I've been attempting a complete retexture of the world map, as well as implementing the inventory system. This could take a bit of time, as work is bogging me down as well as the holiday season. I expect more updates soon though.
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Re: Untitled RPG Project

Postby Error » Tue Dec 13, 2016 11:11 pm

Started work on the inventory screen...
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Re: Untitled RPG Project

Postby Error » Thu Dec 15, 2016 1:04 am

First Test Video: Just a walk around town.

NPC's not yet implemented.
Weapons and Hats not yet finished.
Monsters not yet shown.
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Re: Untitled RPG Project

Postby frag.machine » Thu Dec 15, 2016 3:34 am

Nice! I noticed the player turns in steps of 45 degrees. Can you roam freely on the map or are you restricted like in most 2D JRPGs ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Untitled RPG Project

Postby Error » Thu Dec 15, 2016 5:04 am

Free as can be. There will be a few clip brushes to keep players from getting stuck in certain areas, that's all.
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Re: Untitled RPG Project

Postby Nahuel » Thu Dec 15, 2016 1:35 pm

really nice pics frag.machine!! :biggrin: :biggrin:
hi, I am nahuel, I love quake and qc.
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Re: Untitled RPG Project

Postby frag.machine » Fri Dec 16, 2016 12:29 am

Nahuel wrote:really nice pics Error!! :biggrin: :biggrin:

;)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Untitled RPG Project

Postby Error » Fri Dec 16, 2016 4:29 am

lol
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Re: Untitled RPG Project

Postby toneddu2000 » Fri Dec 16, 2016 9:26 pm

Project is shaping up, no doubt about it. I like minimal walking animation, really! Also I like how streets cut grass meadows, but probably you'll need (not now, but during final composition) sun lightmaps to give detail to environment.
Good work, Error!
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Re: Untitled RPG Project

Postby Error » Sat Dec 17, 2016 2:40 am

Thank you all. I plan on worrying about lighting as it gets to a more complete stage. The map is a priority but not the lighting... I'm also no mapper.
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Re: Untitled RPG Project

Postby toneddu2000 » Sat Dec 17, 2016 8:43 am

Error wrote:I plan on worrying about lighting as it gets to a more complete stage. The map is a priority but not the lighting...
Yeah, completely agree, lighting process is final stage, mine was just a suggestion, probably useless, but of course if some angel/developer would add cascaded shadow maps and gi to fte that would change everything.. :lol:
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Re: Untitled RPG Project

Postby Error » Sun Dec 18, 2016 5:28 am

So, I need a little input on what I should do with the control scheme here.

I originally planned on having a keyboard only control scheme, then I added a mouse driven inventory system that is causing a problem. I don't like having to take my hands off of the keyboard for anything. It's an inconvenience.

So, here is how it currently is:
https://youtu.be/yix89oN8dSo
WASD - Movement
Arrow keys for attacks and abilities.
Mouse driven inventory (which I can change to a keyboard driven menu)
The character faces the way you move. I like this. Reminds me of old Zelda games.

Here is an alternative:
https://youtu.be/0lq6mktSMcA
WASD - Movement
Mouse for attacking and abilities.
Mouse driven inventory.
The character faces the way the mouse aims. I don't like this as the animation looks wonky.

Anyone have any suggestions?
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Re: Untitled RPG Project

Postby toneddu2000 » Sun Dec 18, 2016 9:03 am

Second one, with no doubt. Player facing mouse is not wonky at all, imo. It's cute! :biggrin:
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Re: Untitled RPG Project

Postby Spike » Sun Dec 18, 2016 2:41 pm

the second is more familiar to me.
its a little more arcadey in that strafing while fighting is much simpler, which means you can require its use without excluding casual players quite so much, whereas the first limits gameplay to only 8 directions which requires more strategy.
or in other words, gameplay is probably going to be easier to balance with the second scheme, assuming players are not limited to a dpad.

regarding animations, if you split your model into upper/lower parts, you could more freely twist the upper without twisting the legs. additionally only respond to the mouse when actually clicking/attacking (some timer after which it reverts to the direction that its facing), should make the inventory etc feel a little more natural.
either way your animation+movement+angle changes seem too jerky for my tastes.
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