I set up a new website for OpenArthurian, development of the engine will be posted there. The site also contains dedicated pages for:
- About: What is this project
- Project Status: How far along are we
- Project Plan: Detailed progress on the plan
- Instructions: To create games using the engine
- Contact: Send me spam.
Making the enemies being able to attack the player with ranged weapons required two things: first was allowing defining initial inventory for mobs (so that they could have ammunition for the weapons).
This was already possible for NPCs, but not for MobTypes. I considered merging this data together but rather decided against it so that you could have NPCs share MobTypes without having to duplicate data. So now you can define initial inventory for both (and it will be added together).
After modifying the “base” mobs tileset to handle two types of soldiers (swordSoldier and xbowSoldier) with different weapons and inventory, I ran into problems with the process of embedding the tileset on the tiled map. It just doesn’t seem possible to update the embedded tileset with modifications (Once embedded it’s copied into the map, and I couldn’t find a way to replace it without deleting the tiles that were already using it).
However, on a second thought, I think it makes sense for the mob types and NPCs to be used in a given map to be embedded as tiles on its tileset. This means I’m ditching the idea of a “master” external tileset for the mobs, instead, each map will have tiles with custom properties for it.
Once that was in, I implemented some basic AI for the enemies, if they have a ranged weapon and there’s a clean LOS, they will fire instead of bump-attacking. This worked well, however, I hit a problem with the hybrid realtime-turn based model since the combat mode was not being kicked until the projectile animation was over, it was possible to affect the flow just by moving around evading the projectile while on exploration mode.
Plans for M1 are looking good, this is the list of pending tasks:
- Implement “triggers” in combat based on a number of turns passing.
- Transport to another map via trigger outcome
- Fix bug: NPC interaction depending on having pressed a key
- Fix bug: Crash when all party members killed
- Add indicator for party member’s HP (New)
- Fix conflict between party members and friendly NPCs in combat
All this should be done by the end of the week.
I’m also in the process of setting up a website for the project. This includes it having a logo, so if you think you can contribute with a cool looking logo, please let me know 🙂
Back to development!
Added a mask for the celestial bodies on the skybox, tried first with a sprite mask but then realized a simple rectangular mask would work just as well.
Next up was sky color, dug up a very old sky color calculator thing done originally for Pixal in 2009
Also found these notes which seems I used to code it :
atmosphereBase: Universe is black always, right?
lightStrengthForTheHour (Sun)0.0 ----------> 0.3 0.7 0.9 ------> 1.0 ------------------> 1.0 ------> 0.9 0.7 0.3 ---------> HOUR 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
baseLight: Stars emit white light.
It seems like the core of the tool is an interpolation function for these values, coupled with some research on how light works in the atmosphere (over-simplified of course). I went ahead and used the original old source code (probably one of my first works in JS) and transformed it into a decent module. It’s now integrated into the engine, in theory, this would allow to change some attributes of the atmosphere and have the color of the sky respond (small details, but it’s fun).
Also allowed defining items for the NPCs, which allows Shamino to fire arrows.
Been considering how the UI should work (full-screen map vs. a layout similar to U6). For now, I think I’m going to continue on the route to create an exult/nuvie-like layout with floating windows. This also means much smaller reliance on the events log/messages window for things like combat, the damage will instead be shown on screen, for starters.
Another thing I’m considering is merging MobTypes and NPCDefinitions, I see a lot of overlap there, and it’s causing the code to be more complex than it should, what I’m thinking is a single list, so you’ll be able to define what a generic skeleton is, and in the future make spawners for them, but in the same set of definitions you would have for example Shamino, including his full dialog and initial equipment the current way things are laid out you reference a mob type from the npc definitions, but I’m finding out that most of the times you will not reuse an existing mob type….
Unless maybe if we need to have a lot of NPCs, reusing the same basic definition for a “townsman” or “children”… gotta think about this more before making the moves in the code
The source code for OAX6 can now be checked out by campaign backers as defined in their perk level.
It is still early, but even at this stage, a simple game could be created! I hope some of them get to play around with it and come back with suggestions. Of course, as development continues it will become easier (ultimately providing editing tools for this) and more complex games will be able to be created.
The instructions have been posted at the OpenArthurian website
Still not there but it’s been a lot of work. As I worked towards the goals for Milestone 1 I found quite a bit of work was needed on the dialogs and the mobs AI.
- “The Law of Virtue” scenario
- New test map (Forest clearing)
- Asteroth conversation
- Shamino conversation
- Scenario setup
- Read starting map, starting time of day and starting player position from Scenario Info
- Allow placing NPCs and Mobs on the tiled map
- Added support for simple “Cutscenes”, that is sequences of text dialogs to tell the story.
- Support multiple fragments of dialog per keyword
- Add variants per keyword based on player flags
- Add support for “triggers” executed inside the conversation
- Add triggers to join the party, end conversation and set player flag
- Fall back to “unknown” dialog if no match on variant
- Merge triggers into the dialog as objects so they happen sequentially
- Add support for dialog qualifiers (in addition to normal dialog lines)
- Dialog interruption: for other NPCs to participate in.
- Event: For event descriptions
- Add support for keyword synonyms
- Allow NPCs to start a dialog when getting closer
- Make friendly mobs act differently than party members
- Make unfriendly NPCs have a minimum range before chasing
- Implement intents for mobs
- seekPlayer: Do nothing waiting for the player to be on sight
- waitCommand: Do nothing.
- Implement subintent logic based on intent.
- Use direct LOS to define if can track player.
- Speed up combat
- Added Shamino and Soldier Mob appearances
Funders with early source access privileges will be given access to the source code repository on request starting now!
Note that some work was done offline, of course.