I've published a new snapshot, because two things felt so unfinished in the last release. There was the pyramid, but you couldn't enter it. And there was the experimental item graphics overlay feature for the PC, which had a shield overlay, but no weapon. Now there is also a weapon overlay, that is shown if the PC is actually wielding a weapon, and there is a new map generator for the pyramid. It only produces a group of empty rooms though, but well, at least you can actually enter the pyramid.
- Added pond and waypoint graphics. - All item defense values were multiplied by 10, to make a +5% mod more meaningful. - Added new blacksmith graphics. - Added stronghold graphics, not used in game yet. - Fix: Monster lairs should no longer overlap. - Added pyramid dungeon. - Added PC graphics sword overlay. - Added UI spell icons.
Today I feel a bit disappointed - the project isn't looking bad, but I can't get it the way I want. The controls are clumsy, the magic system is largely non-existing, I have no real idea how to make good looking graphics effects with OpenGL, and still the project feels like bloatware: 12MB download for a walkaround demo - which even stalls on slower systems.
Maybe my winter depression is creeping at me again. There is little to be happy about these days. It's dark, cold, and the autumn leaves are dropping, soon the world will be brown and gray, dirty. Pale, colorless, like baddies in my project want it to be, too.
PS:
I think I must rename the gray mummy to the white mummy, since after finding this goodie http://opengameart.org/content/isometric-25d-western-european-castle I got a grayer stronhold than the pyramid, to where one of the jewels will be kept. Gray Knight .. or maybe an undead gray knight? Who knows. Gray for sure. And thanks to the artist for putting this nice work into the public domain!
I've published a new development snapshot. This time it's a more "in-between" version, because the pyramid interiors are not done yet, and the pyramid map is done only partly.
I'm using PovRay and my process produces them with a dark grey background (the remains which you see if you set the black to transparent). It's not a problem though, at least in my project they look fine on the map.
At times I'd like a process too, though, that produces such images with a transparent background.
Improving the tagging system is certainly a good thing. Another art site recently moved to hashtags, though, quite the opposite direction as OGA. I think, given the growing popularity of hashtags, it might be a good idea, to hash all tags. But eventuall it doesn't matter at all if there is a leading hash or not (the site internals just can ignore leading hashes, the UI always show leading hashes).
Tag trees are a good idea, but most likely without a database that contains such semantics, difficult to curate. E.g. it's easy if you have a database that already has the "is a" relations. Entering them by hand will be very tedious. It's a good thing to have though.
Same goes for synonyms, but there should be databases readily available for that.
I'd say, for the time being, keep it simple. A well working search is top priority IMO, and once that is in place, tag trees and tag synonym handling can be thought about. So first, a good search, then, an elaborated tagging system.
I've started to work on overlay graphics and code to show the equipment of the PC. I've started with a shield.
It's fairly time consuming to create the overlays. I'm not sure if it was a good idea to start this, even if I only do overlays for the most frequent types of equipme, I quickly end up with a blade, an axe, a club, two or three sorts of shields, armor, helms ... that looks like a weeks worth of free time just going into the equipment overlays.
I've published a new snapshot, because two things felt so unfinished in the last release. There was the pyramid, but you couldn't enter it. And there was the experimental item graphics overlay feature for the PC, which had a shield overlay, but no weapon. Now there is also a weapon overlay, that is shown if the PC is actually wielding a weapon, and there is a new map generator for the pyramid. It only produces a group of empty rooms though, but well, at least you can actually enter the pyramid.
https://sourceforge.net/projects/jewelhunt/files/jewelhunt/r021/
- Added pond and waypoint graphics.
- All item defense values were multiplied by 10, to make a +5% mod more meaningful.
- Added new blacksmith graphics.
- Added stronghold graphics, not used in game yet.
- Fix: Monster lairs should no longer overlap.
- Added pyramid dungeon.
- Added PC graphics sword overlay.
- Added UI spell icons.
I wish I could make better looking water surfaces - today I made a pond for the rainbow temple map:
And the village map got a waypoint - using Clint Bellangers teleporter graphics ( http://opengameart.org/content/teleporter-circle )
Today I feel a bit disappointed - the project isn't looking bad, but I can't get it the way I want. The controls are clumsy, the magic system is largely non-existing, I have no real idea how to make good looking graphics effects with OpenGL, and still the project feels like bloatware: 12MB download for a walkaround demo - which even stalls on slower systems.
Maybe my winter depression is creeping at me again. There is little to be happy about these days. It's dark, cold, and the autumn leaves are dropping, soon the world will be brown and gray, dirty. Pale, colorless, like baddies in my project want it to be, too.
PS:
I think I must rename the gray mummy to the white mummy, since after finding this goodie http://opengameart.org/content/isometric-25d-western-european-castle I got a grayer stronhold than the pyramid, to where one of the jewels will be kept. Gray Knight .. or maybe an undead gray knight? Who knows. Gray for sure. And thanks to the artist for putting this nice work into the public domain!
(mistake, sorry)
I've published a new development snapshot. This time it's a more "in-between" version, because the pyramid interiors are not done yet, and the pyramid map is done only partly.
https://sourceforge.net/projects/jewelhunt/files/jewelhunt/r020/
I want to say thanks to all the folks who publish their art here on OGA. Without you, this project would look a lot worse.
I'm using PovRay and my process produces them with a dark grey background (the remains which you see if you set the black to transparent). It's not a problem though, at least in my project they look fine on the map.
At times I'd like a process too, though, that produces such images with a transparent background.
Improving the tagging system is certainly a good thing. Another art site recently moved to hashtags, though, quite the opposite direction as OGA. I think, given the growing popularity of hashtags, it might be a good idea, to hash all tags. But eventuall it doesn't matter at all if there is a leading hash or not (the site internals just can ignore leading hashes, the UI always show leading hashes).
Tag trees are a good idea, but most likely without a database that contains such semantics, difficult to curate. E.g. it's easy if you have a database that already has the "is a" relations. Entering them by hand will be very tedious. It's a good thing to have though.
Same goes for synonyms, but there should be databases readily available for that.
I'd say, for the time being, keep it simple. A well working search is top priority IMO, and once that is in place, tag trees and tag synonym handling can be thought about. So first, a good search, then, an elaborated tagging system.
Fantastic! Thanks for making those :)
Seven jewels have been stolen. So far, the location of the first one was known, it went down the sewers and ended up in the imp catacombs.
Among the classic locations of importance, pyramids always have been among the most impressive.
And as it seems, the second jewel has been hidden in a particularly pale place, the uncolored pyramid, home of the grey mummy.
Added a second version with a glow effect.
I've started to work on overlay graphics and code to show the equipment of the PC. I've started with a shield.
It's fairly time consuming to create the overlays. I'm not sure if it was a good idea to start this, even if I only do overlays for the most frequent types of equipme, I quickly end up with a blade, an axe, a club, two or three sorts of shields, armor, helms ... that looks like a weeks worth of free time just going into the equipment overlays.
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