Sunday, July 20, 2014

The Rise of Dagon Update Week of 7/19/2014

Greetings folks, hope you had a great week!

This week I focused on trying to get combat in for just one enemy and one player.  Eventually of course I'll have to handle the 4 players and as many enemies that might be able to be in the immediate vicinity around you - but I like to take things one step at a time to avoid over-confusing myself.

I created a basic enum for player and monster states in the behavior classes for the player and in this case the melee skeleton we'll be testing and then made sure that they were able to pass back and forth some variables to let each other know its the other ones turn.

I also created a really simple messaging system to print out on the screen some basic info about the combat as for now I didn't want to get into programming out the buttons dimming when its on cool down , and then worrying about a global cooldown timer and such.

Right now its purely turn based. You go, monster goes, you go monster goes -- until someone is dead.

And here's a quick video to show it off:



Speaking of not wanting to work on the gui elements .. I really am doing my best to wait for Unity 3D 4.6 release until doing very much UI work. I did make some player bars (as you can see from the video) but this is all band-aid stuff until I get my hands on the new tools!

I do not want to go through writing a character creation screen, level up screen, inventory management, merchant buy/sell screen's etc and then have to refactor it all in 2 months (or less??) when the new UI system comes out.

That's pretty easy to leave for now as there is just such a mountain of work that needs to be done -- the UI only has to work the tiny bit that requires for me to move forward with the core gameplay right now. Also the level editor I want to write really needs to wait for the new UI also. I could certainly make some progress on it as its not as important as the player's UI ; but honestly I'm going to be using it  A LOT. I'd rather have nice tools to use rather than kludgey ones!

 Hopefully Unity will not drop the ball and make it take a year though -- obviously any kind of delay of that magnitude and I will have to "roll my own" or buy a solution from the asset store.

I've started to become pretty overall unsatisfied with most Unity asset store purchases that aren't actually 3D models though ..around 80% of the asset's I have are cumbersome to integrate and do not work the way I would like to. Usually after I get too far into integrating it I realize its not worth the work and take it back out and write my own stuff.

I think the only thing that's been a flat out win so far is the Sonic Ether Natural Bloom asset.  I don't plan on stopping to buy assets ; I have actually learned things by buying them -- like what not to do sometimes!  Also they've given me ideas about how I might like to approach something as it gave me insight how the other person did it.  So I don't think assets are useless or anything, but I do find myself not using them that often.

Finally if you've got a really keen eye you may notice I've tweaked the tone mapping on the camera again.

Previously I was using an 'adaptive' tone mapping script which is like in Half-Life (or other more modern games) where at first when you go in a bright area its "too bright" and then it would 'tone down' after x seconds.

I ended up feeling that was just too much for this style of RPG and now I swapped to a "photographic" tone mapping.  One side effect of that is the photographic one seems to have a better white/dark level in it so I'm a tiny bit happier with the lighting levels in general.  I reserve the right to tweak it a dozen more times .. especially if I can pick up Unity 5 and do the phyiscally based shaders!

Thanks for checking in. See you next week!

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