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Community => Your projects => Topic started by: polyglot762 on July 29, 2015, 06:33:23 PM

Title: Day Zero
Post by: polyglot762 on July 29, 2015, 06:33:23 PM
Hello all,
I am currently developing away from the standard Zelda themed quests.

The time-line
PRE-ALPHA for the end of the year for the coding.
ALPHA: well over a year for the sprites and art.
BETA: ~ 2 Years.

I am far enough along to post this as this version will be finished.

The current goals list and change log are posted below.

GOALS LIST: For Summer 2015
Finish the Custom Entity Allies.
Finish the Enemy types: IE Melee, Scout, Ranged, Leader + New Weapon Types.
Finish New Weapon Type behaviors: Knife, Pistol, Shotgun, Rifle, Grenades,
Finish HUD for Allies. Finish Pause Screen for Allies and Equipment.
Start Minigame Implimentation.
Start Dialog and Map Coding.

I hope this will give some scope and focus to the type of game that is in process.

FIXED BUG: Created ally behavior so that it isn't constantly running over the hero.
FIXED ERROR: DLL No longer crashes. Make sure to enclose all maps.
FIXED ERROR: Do set optomization distances.
FIXED Flee function: Make the enemy/ally run away.
FEATURE: Enemies now run away/ towards hero when enemy has low health. (to a distance away)
FEATURE: Enemies now regenerate health with the "regen" in properties.
FEATURE: Rudimentary weapons effect.
FEATURE: Created leader generic enemy that spawns a number of enemies outside the view of the player.
FEATURE: Finished generic ranged enemy that spawns bullets of sorts.
FEATURE: Created allies system...
BUGGY: Working on leaders and commoners code to detect various enemy groups.

The story is done, (Conceptually).

The allies system progress is below.
--DONE! ENEMY/ALLIES_BEHAVIOURS: Melee, Run when weak(Low health)
--DONE! ENEMY/ALLIES_BEHAVIOURS: Ranged, Stay far, run when weak, attack far.
--DONE! ENEMY/ALLIES_BEHAVIOURS: Leader, Attack close, Spawn enemies, attack far, stay far.

IF you want to help shoot me a post.
IF you want to discuss how to implement or create these features please start a separate post in the development section.
When in ALPHA the game code will be released and you will be able to tinker with it then.
Title: Re: Day Zero
Post by: polyglot762 on August 20, 2015, 08:45:10 PM
GOALS UPDATES

SUMMARY: I am almost finished with implementing the Targeting ally code... along with many other features.
       Getting the ally code to work smoothly and well is top priority... because it is a key feature.
       Targeting works solid. Behavior... Buggy. Working on simplifying and cleaning up the code.
       Real code coming soon... by the end of 2015. (If I get some time... sooner than that... or not... later than that...)

NEW Finished Code Migration to new code from Z_M_chest...
         UPDATE: FIXED all: completely migrated. Kind of... am migrating now to a newer version with better scripts that work.

??? Finish the Custom Entity Allies...
       Created enemy universal naming system that allows the default name to be accessible by the ally script.
       Created all mem id's for allies and their stuff/ conditions.
       Created target search function in the names to allow allies and enemies to target each other. (IMPLIMENTED)
       Last day to work on targeting... am close to finishing... dang... so much work.
       Every enemy, ally, door, boss, switch, stairs, npc, projectile, tile ect... must have a name to be seen.

;D Finished the Enemy types: IE Melee, Scout, Ranged, Leader + New Weapon Types.
      Created optimization code for bullets and enemies.
;D Finished Intro-screen, Pause Screen for Allies and Equipment.
      Finished shiftscape logo.

:o Finish New Weapon Type behaviors: Knife, Pistol, Shotgun, Rifle, Grenades,
          Not Finished yet...

:o In process HUD for Allies.
     Modified HUD system, created new sprites, for Allies and Player. (BUGGY)
Title: Re: Day Zero
Post by: Christopho on August 20, 2015, 08:52:14 PM
It seems like a big project! Keep up the great work :)
Title: Re: Day Zero
Post by: polyglot762 on October 05, 2015, 01:47:53 PM
GOALS UPDATES

SUMMARY: TileSet, Sprite and Map Questions... oh my!

Now that the summer is over I have been working through some serious art, sound and animation style questions.
In hopes that the new engine will be released some time the next year I have recently decided to wait on serious tilesets, sprites and maps.
Instead this month, I have focused on developing a game style that works well with the messages I want in the game. Also my time has been pretty limited.

Next Month: Create complete overworld game map using existing art and tilesets in Solarus. (For now it will be a "Link" art game anyways. Until I get the tiles and sprites created.)
Title: Re: Day Zero
Post by: polyglot762 on November 05, 2015, 06:07:33 PM
GOALS UPDATES

Month's Goals:
:P Created complete overworld game map. (On paper) but not in Solarus.
:o Working on using existing art and tilesets in Solarus.
(For now it will be a "Link" art game anyways. Until I get the tiles and sprites created.)

I have been steadily working towards a complete or at least workable tileset and sprite style. I think I am nearing the goal... Putting all those tiles into a tileset is taxing to say the least. Working on dialogue, and narrative themes and also big map design questions... so much to still do.

Next Month's Goals: Finish the tileset and set up the overworld map. (I think that will be plenty...)

just a teaser...(http://pixeljoint.com/files/icons/demosprite.png)