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1
Programming / Getting my Head Around Dark Data
« Last post by BrynP on February 29, 2012, 02:42:52 am »
Figured I'd put my notes in here as I'm trying to understand it. Unfortunately the help files and examples aren't exactly clear on how it works.

The first thing for DD to do is save the 'database' because that's what it is.

'DFS' is the database and 'KFS' are the keys within the database used for pulling out data.

So to code the database into a saved file.:

Create the file:

DFS Create 1, "Save.dat", 0
The '0' at the end is to decide whether or not it's encrypted.

Then in this database you need to add each database field, so the types of variables:

DFS Add Field 1, "string 1 as num"
   DFS Add Field 1, "string 10 as name"
   DFS Add Field 1, "integer as level"
   DFS Add Field 1, "string 10 as skill"

Then you create the 'keys' for finding each instance of this data.
KFS Create 2, "CheckNum.kfs", 1, 0, 0  `0 - unique
   kfs create 3, "CheckName.kfs", 10, 1, 0   `1 - non unique
   kfs create 4, "CheckSkill.kfs", 10, 1, 0

Then you can create each instance of data in the data base.

number$ = "1"
   name$ = "Keats"
   level = 17
   skill$ = "Murder"

And record it:

record = DFS Add(1)
 
   DFS Put 1, "num", number$
   DFS Put 1, "name", name$
   DFS Put 1, "level", str$(level)
   DFS Put 1, "skill", skill$
 
   DFS Save 1, record
 
   KFS Add 2, number$, record
   kfs add 3, name$, record
   KFS Add 4, skill$, record


Then close the database and all keys:

DFS Close 1
   KFS Close 2
   KFS Close 3
   KFS Close 4



Then you can load this data if you wish:

Open the database and all of the keys:

kfs open 2, "CheckNum.kfs"
   kfs open 3, "CheckName.kfs"
   KFS Open 4, "CheckSkill.kfs"


Then very simply, load the first instance of data

record = 1
   dfs load 1,record
   number$ = dfs get$(1,"num")
   name$ = dfs get$(1,"name")
   level = dfs get(1, "level")
   skill$ = dfs get$(1, "skill")


You could use a for/next statement to get ALL instances, like:
for x = 1 to KFS Count(2)
record = KFS Next(2)
[insert 'get' code]
next x

Don't forget to close all of the indexes (KFS/DFS)

And you can then make use of those variables. :)





2
Programming / MOVED: RPG Battle System
« Last post by BrynP on February 21, 2012, 11:40:39 pm »
3
Abeyance / Details on the Project (Demo/Screenshots included)
« Last post by BrynP on February 18, 2012, 11:44:25 am »
If you don't want to follow the blog, I will post progress here too:


Overview:

Abeyance is a game I’m working on in my spare time using Dark Basic Professional. It is inspired by some of the old RPG’s I’ve played over the years. This game is to work in a similar style to games that were released on the original Playstation where a fixed angle camera is used, except instead of using 3D rendered backgrounds the game is full 3D, but think in style of Final Fantasy, Resident Evil, Parasite Eve, Star Ocean and many other games used.

You follow ‘Keats’ a young man who works in a factory and everyday is exactly the same, working as a cog inside of a machine. So much as a sign of individual thought could be seen as a punishable offence. Freedom of expression is dead. Everybody is the same. Bubbling away in his psyche is the need to break free from these manacles forced upon him; he must think freely once again, learn what it means to be human.

Twisting and turning in his sleep he finds himself having these strange dreams, a world very much like his own where he has to defeat the demons inside of his head and to take rule of his own mind. The more he submits himself to this dream-world the more insane he becomes and the line between fantasy and reality begins to fade.

Fight your way through an army of shades known as the ‘Notts’, explore Keats’ mind and unlock all that he has repressed. Defeat much larger demons who are key to learning his secrets. Help Keats come back to reality.

After completing the original demo, I decided to do an overhaul and a graphical update, because I suck at sprites and I think the original demo wasn't that pleasing graphically. Plus, some parts of the engine needs major changes and a few improvements here and there. But to give you an idea of the leap:




The Design:

The game is made up of two parts. The turn based battle system, which I'll explain below, and puzzles. So in the first map you are exploring a warehouse and it's full of various fiends and at the end is a boss fight. For every fiend you kill they will drop a clue and you need each clue to be able to beat the boss. In the first map you have to be able to translate what the boss says, as there's an important message that'll help you decide how to win the fight.

The complicated bit is actually the battle system, but it'll make sense. Like any RPG you've got stats and here is how the stats are laid out.
Stats:
HP - Health
Concentration - Mana
Strength - Physical attack power
Vitality - Physical defence
Mind - Neuro ability power
Delusion - Psycho ability power
Dexterity - Accuracy/Ranged attack power
Agility - Evasion
Threshold - Resistance to different attack types.

Paths:
Keats can take 1 of 6 different 'paths'. Paths are basically the game's class system.

All paths have access to melee attacks, ranged attacks, Neuro Abilities and Psycho abilities. But what abilities Keats has may vary and also so will Keats' effectiveness in any one school.
For classical RPG players you can think of the path system like this:

Whisperer = Magic User
Psychopath = Magic Sword user
Manic = Warrior
Trigger Finger = Ranger
Shadower = Rogue
Tormentor = Paladin
But of course, they work in their own ways. Whilst a Trigger Finger may be like a ranger in that it takes advantage of ranged attacks, it also has the ability to fire Psycho abilities from his gun, he can also steal useful stats from the enemy. A Tormentor is great at taking damage and a Paladin can usually heal themselves, however, holy knights really don't have a place in this game, the only benefit a Tormentor gets to healing is that the 'Leech' ability drains health based on Keats' Vitality, therefore a defensive Tormentor can drain more health. He's also able to weaken enemies. The comparisons are just there to visualise the roles a bit more.

Thresholds
Curse (Mental boost)
Blood (Delusion boost)
Frantic (Strength boost)
Nerve (Dexterity boost)
Fear (Agility boost)
Empowerment (Vitality boost)
Lucid (All stat boost) - can only be activated through item use.

Thresholds are a little like elements, except a Threshold can also boost stats and during a battle the player can change their Threshold, but it does use 1 full ATB bar. Using the right Threshold can make all the difference, especially when facing a boss. Paths will have their favourite Thresholds, but the idea is for them to find situations where they're not relying on one Threshold. You might be a 'Manic' for example and take advantage from Frantic's Strength boost, but if you're looking to leech you might want to use a Blood Threshold instead.

Here is a shot of the battle system BEFORE the graphical update (the graphics in the battle system need work, so I'm sticking to this image for now)

The above shows Keats using a standard attack on an enemy. The enemy is actually weak to 'Curse' based attacks and in the original demo Keats has already learned to use 'Hex', which is curse based. All Curse attacks are Neuro abilities, but by using a Curse Threshold he gets a bonus to Mind AND his Curse attacks. If he were a Whisperer, then even more of a bonus.

Basically, I want to make Thresholds an important part of the battle system. Whilst this sounds like a lot of information, the game won't throw you in the deep end (test out the demo and you'll see).

Battle System: Done
Inventory System: Done
Save System: Partially Done
First Map: Done
Replaced Graphics: 50%
NaGaCreMo 2012 Demo: Done. Download Demo v0.1 here. It's the first map in full, but using the old method of graphics (I've decided to go full 3D).

Overhaul Status:

Add Transition Points (between scenes): Done
Add Characters: Partially Done
->Player Added
Add PickUps Done
Fix Inventory System Done
Add Save Points/Loading Options: Partially Done
-> Saving Done
Add Main Menu: Partially Done
-> New Game/Class Select Done
Add Character Interaction:
Add Menu: Partially done
-> Displays Stats and Inventory
Add Restructured Battle System


Demo v0.2? Expect a release at the end of February, assuming nothing gets in the way.

You're welcome to leave any comments or questions.


Tools Used:
Programming: Dark Basic Professional
2D Art: GIMP
3D Models: Silo 2 Demo & Hexagon 2
UV Mapping: Lithunwrap
Animation: Milkshape3D
3D Scenes & Light Maps: Cartography Shop
Music: Music4YourVids
SFX: Soundmatter

Plugins:
Collision: Sparky's Collision DLL
Direct 3D Functions: Cloggy's D3DFunc
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General Discussion / Re: I ARE A TEST
« Last post by BrynP on February 18, 2012, 02:33:56 am »
Aristotle vs SMASHY SPIKE PLATE
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General Discussion / Re: I ARE A TEST
« Last post by Myriad Dreaming on February 18, 2012, 02:31:30 am »
You monster.
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General Discussion / Re: I ARE A TEST
« Last post by TestyMcTestaton on February 18, 2012, 02:26:34 am »
And there will be no cake
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General Discussion / I ARE A TEST
« Last post by TestyMcTestaton on February 18, 2012, 02:25:39 am »
FOR SCIENCE!
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Abeyance / Nostalgia
« Last post by BrynP on February 17, 2012, 06:17:15 pm »
This is a thread for images from previous attempts at this project...also includes alternative ideas to the project and demonstrates my shame. :P

FFVII Style:

Battle from 2009 (placeholder media)

Map from 2009 (placeholder media)

Original Keats (render)

Under the name of 'Lucidity'
Reaper

Test Shot

Cell

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Ronin / Nostalgia
« Last post by BrynP on February 17, 2012, 05:59:27 pm »
Whilst the original take on this project was unrealistic, especially for my skills at the time, I did love the planning stages of this and I had some good ideas back in the day.

For Nostalgia, here's some pieces from the original project, minus my noobishness.  :P
Menus


Battle:

Shaders:

Characters:


http://i5.photobucket.com/albums/y173/seppuku05/tsuki.jpg
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Abeyance / Roadmap
« Last post by BrynP on February 15, 2012, 04:46:53 pm »
The current roadmap for the updates for Abeyance is as follows:

Re-structured Version:
Add Transition Points (between scene) [Done]
Add Characters [Done]
Add PickUps [Done]
Fix Inventory System [Done]
Add Save Points
Add Character Interaction
Add Menu
Add Restructured Battle System

Maps:
[Level]Warehouse: Boss Jor
[Safe Zone/Plot Development] Estate/Factory
[Dream/Safe Zone] Horizon
[Level]Horizon: Boss Na'ish
[Accessible Dream Zone]Horizon (Use Keats' bed to activate a Dream Zone to recover items
[Safe Zone/Plot Development]Estate: The Girl
[Level]Distant Memories: Boss Memento
[Accessible Dream Zone]Memories
[Safe Zone/Plot Development]Horizon: The Girl Part 2
...
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