I'm not sure if the term "Wuselfaktor" is known in English, but this version definitely has something of it. 50 imps are scurrying around, travelling between wells to drink from and their lairs to rest again. It's fun just watching :)
I'm not sure if this runs smooth on weaker computers, since this version does a lot of pathfinding. If it turns out to be a bottleneck, I'm somwhat confident that I can optimize it.
Edit: Due to a bug it might happen that maps are generated which have no wells. In that case the imps just sit sulking in their lairs. If that happens, just start the demo again, most often the maps are correctly generated.
The missing well can happen if an imp places its lair on top of the well ... I believe that this even can remove the stairs from the map.
I had been trying to learn Blender some years ago, but this version looks quite different already again. But I think I'll get it done with your explanation. Thanks for taking the time to help!
Awesome, indeed. Now, I'm a Blender noob - how can I create renders like the previews? I'm working on an isometric RPG and would need such for the inventory view. I've installed Blender 2.69, but the UI just left me totally confused - I couldn't even figure out how to switch to a certein book style for the render.
I've added some more graphics, and improved the monster pathfinding performance. Now there are 50 confused imps on the starting map, moving randomly. Combat has been expanded a bit, physical damage is now actually calculated, and there are very simple effects indicating if you hit an imp. No death animation though, so the imps just vanish upon the final hit. The imps have 20 hitpoints and don't fight back at the moment.
I spot a carmageddon reference!
The aliens are cool, too.
I like the Chroma Thief. Must be a sort of level boss. Thanks!
I'm not sure if the term "Wuselfaktor" is known in English, but this version definitely has something of it. 50 imps are scurrying around, travelling between wells to drink from and their lairs to rest again. It's fun just watching :)
http://sourceforge.net/projects/jewelhunt/files/r009/
I'm not sure if this runs smooth on weaker computers, since this version does a lot of pathfinding. If it turns out to be a bottleneck, I'm somwhat confident that I can optimize it.
Edit: Due to a bug it might happen that maps are generated which have no wells. In that case the imps just sit sulking in their lairs. If that happens, just start the demo again, most often the maps are correctly generated.
The missing well can happen if an imp places its lair on top of the well ... I believe that this even can remove the stairs from the map.
I had been trying to learn Blender some years ago, but this version looks quite different already again. But I think I'll get it done with your explanation. Thanks for taking the time to help!
Wow, there are some very nice images in there! Thanks for the hint :)
Didn't find anything for the moster lairs yet, but lots of other very handy items. Thanks again!
Got some of the AI done, the imps now come visiting a well when thirsty. And when the level is newly created, all are thirsty ...
Awesome, indeed. Now, I'm a Blender noob - how can I create renders like the previews? I'm working on an isometric RPG and would need such for the inventory view. I've installed Blender 2.69, but the UI just left me totally confused - I couldn't even figure out how to switch to a certein book style for the render.
Sure, just go on. If you have a place in your project, put a link back over here, that'll be great :)
I've added some more graphics, and improved the monster pathfinding performance. Now there are 50 confused imps on the starting map, moving randomly. Combat has been expanded a bit, physical damage is now actually calculated, and there are very simple effects indicating if you hit an imp. No death animation though, so the imps just vanish upon the final hit. The imps have 20 hitpoints and don't fight back at the moment.
http://sourceforge.net/projects/jewelhunt/files/r008/
First quest: Clean the level from the 50 imps :D
Well, not really, but at least there is something to do now.
Friday and Saturday morning all uploads bigger than a few KB failed for me. Saturday evening it seemed to be alright again.
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