OpenArthurian – Milestone 3 completed!

Mirrored

I’m developing full speed. Milestone 3 is completed now as of version 0.5. Check the demo online here. Onwards to Milestone 4

  • Support for multiple height levels per map
  • Support multiple layers of tiles per level per map
  • Smooth transition between levels using stairs
  • Using levers to open and close doors
  • Finding hidden objects
  • Solo mode, so you can move around with an individual party member.
  • Examine items on inventory
  • Update pathfinding data when opening and closing doors.

oaxM3-2

oaxM3

OpenArthurianX6 Milestone 2 completed!

Mirrored

I’m developing full speed. Milestone 2 is completed now as of version 0.4. Check the demo online here. Onwards to Milestone 3

oax6dragable

  • Restore door state correctly
  • Fix Drop item flow
  • Use inventory item with the keyboard
  • Integrate using a key with the mouse with the main logic
  • Add armor
  • Display equipped weapon and armor on inventory
  • Click on party member to show inventory
  • Fix issues with the door opening and unlocking, and click interaction
  • Draggable inventory panel
  • Fix floating item state transitions
  • Change appearance of Asteroth
  • Ensure combat turns triggers are done before the mob action. Separate endCombat action.
  • Destroy old level when loading a new one, fix an issue with combat end before loading level causing issues with party member positioning.
  • Fix issue when trying to talk to non-NPC mobs
  • Make half of the door objects “fixed”, so you cannot walk thru them even if they change their appearance to open
  • Fix conflicts with look box being active during WORLD state
  • Add area to Iolo’s hut
  • Allow canceling floating item selection

OpenArthurianX6, Line of Sight

Crossposted from OpenArthurian devlog.

Was considering what would be the best way to do this. LOS in Ultima 6 is weird since it seems to be location-based (once you open a door you can see the room inside), but you can see through walls (some times?).

I thought just replicating it for the sake of it didn’t make sense and would bring more complexity for map handling and editing. So instead I went for a full system with opaque tiles, so you just have to define the tile as opaque and the engine takes care of the rest.

The current implementation is a pretty simple raycasting, and a mask drawn over the map. It works almost great except the tweening of the mask moving is not in sync with the camera tweening, which causes some small artifacts in the mask border.

fov1fov2fov3

Expedition: July 7, 2019 Update

It’s been about three weeks since the last update so let’s go!

Don’t forget to check out the forums and discuss there, as well as follow the blog!

Cartography – Automap

We had made progress on this some months ago, but with all the changes in the design and now that we have procedural terrain, we practically had to remake it from scratch.

Discovering

We are now generating the base map from the generated (or loaded) terrain, taking into account the heightmap to draw the shoreline as well as icons for the mountains and forests, and then displaying it as the player explores, including the position of the player and adding the discoveries he has made (see below).

Automap

I must say that it looks pretty cool.

Discoveries and Findings

This facet of the game is meant to provide the players with a motivation to explore the map. As you walk around you will find things such as animal or plant species, ruins or new cultures. When you find a new one you will have a chance to name it and will earn “stars” based on its rarity. You can always check your discoveries in your journal.

Discovery Journal

This facet is still very early in progress, it will be heavily based on procedural generation for the description and (2D) appearance of the findings you are making.

Procedural Generation

We invested a serious amount of dev on terrain generation, we are now generating islands using midpoint displacement fractal with preseeded key points and a lot of tweaking to make them look nice, be more controllable, and play well with the base procedural generation we had in place which was 100% Perlin noise.

Islands

We are also affecting the base heightmap so that plains look plainer and mountains look more dramatic, by scaling specific portions of the heightmap.

Dramatic Mountains

Combat

Combat now takes place on a separate “scene”, so when for any reason the player engages in combat (right now there are just random ambushes) he transitions to a separate area with a higher level of detail

Combat

Exploration

Small tweaks on how things are portrayed in the overworld, to give a better sense of scale now that the combat has been moved to a separate scene.

Also, further additions to mouse movement so you can now move in the ocean and enter towns.

Title Screen

Working in the flows for both the Campaign mode and the New Expedition mode, you can now select the campaign (but there’s a single one, the Pacanchique one), or select the “civ” you are going to use for the procedural mode.

 

Expedition: June 17 update

Procedural Generation

expJun17

  • Make individual features of towns “land” into irregular terrain when placing them.
  • Allow setting the tiling sizes of the terrain layer’s textures.
  • Paint terrain with rock texture based on its slopeness.
  • Place towns in grass band.
  • Prevent trees from being placed in steep slopes.
  • Select between premade or procedural terrain based on the selected game mode.
  • Paint “dirt” below trees and towns placed in the map with a semitransparent texture mask.

Combat

expJun17-3

  • Release camera lock on the main unit when entering combat mode.
  • Add visible arrows as projectiles for archers.
  • Transition to Game Over scene when the main unit dies

Exploration

expJun17-2

  • Mouse movement in Exploration mode