In another forum I could watch the progress of someone using GameMaker. She made good games very quickly. Well, she did that for a living, so good tools and speed were important.
I just want to say, GameMaker, despite all the gossip that circulates in some forums about it, can be a very good tool. But there are limits what you can do with it.
For Python, my memory says, there is a thing called "PyGame", a set of libraries or even an engine to help game development with Python. I never really took a look at it, just googled this:
I'm a programmer, so I usually make my own engines. I like Java, but C++ surely is more popular if you look into the wild.
PS: Some people make good games quickly with GameMaker. Others hate the tool. Then there are mid-level engines like Irrlicht or the JMonkey engine. All require some learning. Which would be easiest, I can't say.
Finally, I've made new walls and proper pieces for the different sorts of wall ends and connections. Left to do are matching front walls, but I have an idea meanwhile how to those and replace the current ones.
I'll also have to rework the tunnel walls in the same way. And then I need a different type of brick wall, for a temple environment. Brighter and more friendly looking than these "catacomb" walls.
Finally, I managed to complete the character dialog and related code. It now shows the "real" values instead of dummies, and all the internal calculations should be in place, too. I noticed that there are no item mods yet to affect player stats like strength or intelligence. I'll add those some day soon, hopefully.
Life is currently str+dex, Mana is wis+int. Magic devices skill will be used for "autocasting" items like wands and rods, which have inbuilt spells and "just" need to be triggered. This skill is (int+dex)/2. And I figured that a mix of (str+wis)/2 will be the base resistance against harmful influences, the more you know and the stronger you are, the better you can deal with such. Well, at least it makes a little bit of sense ;)
Stealth is wis+dex, the more you know about the creatures and the better you can move, the easier it is to escape their perception.
I've published a new development snapshot, including the new combat code, basic animation code and some improvements to the character sheet, which now shows the current resistances given by the equipment. Also, a new title screen which is shown while the assets are being loaded.
It's hard to write a good answer, because rationality and emotions both influence such decisions.
Emotion: I've been working on the code for more than a year. I've written quite some code for the project. The idea to throw all of it away and start from zero with the Flare engine doesn't feel good. I like my code, don't want to dump it just so, after having put so much work into it.
Rationality 1: There is a second project being developed with the same code base. It's a Dungeon Keeper inspired project, and creature AI is a big part there, also the interaction of the player and the games world are quite different from an RPG. Still I can use the map code, the display code, some of the persistence code and parts of the UI toolkit for both projects. I'd have top maintain the codebase anyways when I work on the other project.
Rationality 2: Using a readymade engine usually gives faster progress ocne one has learned how to use it.
Problem: Flare is written in C++. I don't want to do any C++ development anymore. So even if I could change the engine if I need a new feature, I don't want to work with the code.
For me the emotional level weights much right now, and the argument with the other project that I develop using the same codebase.
I'm not quite happy with the results, but it works and a start has been made. Bolt, beam and chaining/arcing type spells will follow (some day ...)
Also I've been working on more naturally looking walls for caves and tunnels. I must also make a matching floor, and I'm a bit cluless what to do about the front side walls for rooms and tunnels. But a start has been made here, too.
I'm not quite sure what you want to say with that - is "this place" the OGA forums, the project, or is it just an exclamation from a imaginary inhabitant after visiting the rainbow temple after the theft?
I must admit though, that the project is kind of discontinued, once I'm using the codebase and art assets for a different project meanwhile, and I've also been busy with other projects, and real life activities like gardening.
It might happen that I'll pick up work on this project in winter again, depending on my mood.
Edit: The followup project using the jwelhunt codebase has been discussed over there:
In another forum I could watch the progress of someone using GameMaker. She made good games very quickly. Well, she did that for a living, so good tools and speed were important.
I just want to say, GameMaker, despite all the gossip that circulates in some forums about it, can be a very good tool. But there are limits what you can do with it.
For Python, my memory says, there is a thing called "PyGame", a set of libraries or even an engine to help game development with Python. I never really took a look at it, just googled this:
https://pygame.org/wiki/tutorials
Maybe it helps, if you got the Python way.
Now. Final version of the front walls. The ancient spirits of good looking walls are pleased.
I'm a programmer, so I usually make my own engines. I like Java, but C++ surely is more popular if you look into the wild.
PS: Some people make good games quickly with GameMaker. Others hate the tool. Then there are mid-level engines like Irrlicht or the JMonkey engine. All require some learning. Which would be easiest, I can't say.
I'm still undecided if I want to keep the black top of the front walls, but it's an improvement in any case.
Also, nova is an effective spell against imp hordes. It seems Imps carry a lot of things with them ....
Finally, I've made new walls and proper pieces for the different sorts of wall ends and connections. Left to do are matching front walls, but I have an idea meanwhile how to those and replace the current ones.
I'll also have to rework the tunnel walls in the same way. And then I need a different type of brick wall, for a temple environment. Brighter and more friendly looking than these "catacomb" walls.
Finally, I managed to complete the character dialog and related code. It now shows the "real" values instead of dummies, and all the internal calculations should be in place, too. I noticed that there are no item mods yet to affect player stats like strength or intelligence. I'll add those some day soon, hopefully.
Life is currently str+dex, Mana is wis+int. Magic devices skill will be used for "autocasting" items like wands and rods, which have inbuilt spells and "just" need to be triggered. This skill is (int+dex)/2. And I figured that a mix of (str+wis)/2 will be the base resistance against harmful influences, the more you know and the stronger you are, the better you can deal with such. Well, at least it makes a little bit of sense ;)
Stealth is wis+dex, the more you know about the creatures and the better you can move, the easier it is to escape their perception.
I've published a new development snapshot, including the new combat code, basic animation code and some improvements to the character sheet, which now shows the current resistances given by the equipment. Also, a new title screen which is shown while the assets are being loaded.
https://sourceforge.net/projects/jewelhunt/files/r015/
It's still a long way to a real game.
It's hard to write a good answer, because rationality and emotions both influence such decisions.
Emotion: I've been working on the code for more than a year. I've written quite some code for the project. The idea to throw all of it away and start from zero with the Flare engine doesn't feel good. I like my code, don't want to dump it just so, after having put so much work into it.
Rationality 1: There is a second project being developed with the same code base. It's a Dungeon Keeper inspired project, and creature AI is a big part there, also the interaction of the player and the games world are quite different from an RPG. Still I can use the map code, the display code, some of the persistence code and parts of the UI toolkit for both projects. I'd have top maintain the codebase anyways when I work on the other project.
Rationality 2: Using a readymade engine usually gives faster progress ocne one has learned how to use it.
Problem: Flare is written in C++. I don't want to do any C++ development anymore. So even if I could change the engine if I need a new feature, I don't want to work with the code.
For me the emotional level weights much right now, and the argument with the other project that I develop using the same codebase.
I've been toying around a bit with the project once again.
I started to work on a magic system and made a nova type spell effect:
https://www.youtube.com/watch?v=aLMGeJ1OGYg
I'm not quite happy with the results, but it works and a start has been made. Bolt, beam and chaining/arcing type spells will follow (some day ...)
Also I've been working on more naturally looking walls for caves and tunnels. I must also make a matching floor, and I'm a bit cluless what to do about the front side walls for rooms and tunnels. But a start has been made here, too.
I'm not quite sure what you want to say with that - is "this place" the OGA forums, the project, or is it just an exclamation from a imaginary inhabitant after visiting the rainbow temple after the theft?
I must admit though, that the project is kind of discontinued, once I'm using the codebase and art assets for a different project meanwhile, and I've also been busy with other projects, and real life activities like gardening.
It might happen that I'll pick up work on this project in winter again, depending on my mood.
Edit: The followup project using the jwelhunt codebase has been discussed over there:
http://forum.freegamedev.net/viewtopic.php?f=22&t=6206
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