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True, true iterate, iterate,
Saturday, October 2, 2021 - 13:18

True, very true; iterate, iterate, iterate. Ideas are great but everything should be challenged and tested until it breaks to see its strengths and weakens and so that ~'version 2' can be built better via more insight on the errors of the past. Bit by bit, piece by piece :-).

How can ammunition be added in flare is it possible or is it quite clunky? If so is it just one item for say 'arrows'? If ammunition was added I would like it to have the option to have different types (bronze arrows, iron arrows, steel arrows etc.) Also the possibility of magical ammunition such as http://mikesrpgcenter.com/bgate/ranged.html with say Ice arrows deal extra ~'cold' damage but are limited / more expensive so a player can chose to 'load up' / buff up before a challenging fight to increase their fighting odds. Could this be done with a common ammunition type but it is equip-able like weapons / armour and gives +stats when equipped yet how would you prevent melee / magic / other non-ranged from getting +cold damage when it is only meant for ranged?

Also if expendable ammunition could be made to work the system could lend it self to other weapon types like melee with say flaming oil where every melee attack get extra ~'fire' damage but with limited amounts of attacks / charges. How could this be done? Would each item that adds weapon damage have to be a clone of the base attack ability but with extra related features but with limited stacking uses / 'charges' like kind of like potions and scrolls? Or is there a way to passively add to a select base attack ability (strike, shoot, channel etc.) in a limited use way once an item is equipped? Whereas a player equips say 'Acid Arrows' but there are x87 of them so every shot had added ~'acid' damage but the stack of x87 Acid Arrows is drained by 1 every time / shot? Could there be ~3 quiver slots that are drain in a predictable order such as slot 1, 2 then 3? Could multiple types of 'ammunition' be carried for say Arrows or Bolts and only bows would drain arrows equipped and not the Bolts; even when the bolts are equipped? Could the base ranged shoot ability have infinite arrows (as it currently does)but enhanced arrows are limited?

Could all of this be simplified into abilities and talents and or limited use items (like scrolls and potions) that just grant a buff that is drained with every ranged only or melee only or ranged and melee but not magic etc attacks? Could ~'flaming weapon oil' be made like a potion / scroll but it grants a passive buff to all attacks in dealing extra ~'fire' damage to all attacks but over a limited amount of time across all attacks but on a limited time basis to have it work roughly the same gameplay wise yet to vastly simplify everything mechanically and use existing systems? What kind of mechanic options are there for ammunition / ~'limited expendable weapon power boosters'? - Formal thread for tangent / off-topic question here: https://opengameart.org/forumtopic/expendable-ammunition-limited-use-wea...

I second that notion, does
Saturday, October 2, 2021 - 03:30

I second that notion, does this swamp set exist for the public to enjoy?

Okay that sounds amazing :-D.
Saturday, October 2, 2021 - 03:28

Danimal Okay that sounds amazing :-D.

I was wondering how to handling weapon speed so attack speed can vary I take it to have 'fast' and 'slow' weapon speeds that can make different say sword types like a Bastard Sword has ~50% Attack Speed verses a Short Sword that has ~75% Attack Speed but the damage can be averaged to make the same Damage Per Second and make both weapon types roughly equal but lend to different play styles? Or does the fact that weapons just give a straight +damage buff kind of ruin that and that could lead to highest weapon speed = best in slot but just buffing damage in potentially other means outside of weapons or would this be prevented by locking in all damage sources and carefully calculating all possible damage calculations and making sure they all average out in the same 'tier' / item level? Or maybe all melee weapons attack at the same speed and damage is all the same; that would work regardless, less depth but it works.

Also I agree on slowing down the attack speeds in Flare. The melee weapons I hope can have attributes like Diablo where some weapons are fast but weak and some are slow but powerful and yet if the all have the same item level (roughly) the have the same Damage per Second. Although if that cannot be properly replicated I can just have all One-Handed and Two-Handed Melee Weapons attack at the same speeds and use the 150/100/50 damage system.

In general it seems that melee should have more damage potential than ranged weapons for there is more risk to the player and a serious risk of being encircled and exposed to serious damage. Whereas ranged attacks are more safe and can be hit and run and this kind of combat should be lessened. The melee poise of enemies should be in the spirit as you suggested to prevent 'machine gun' melee happening. Also ranged attacks in real life do not have to be very fast and most war bows do not draw quickly and the speed in Flare is a bit crazy; also the infinite ammunition is 'okay' but not perfect. Slower attack speed = less damage over time than melee of equal level / 'tier' would force the player to make a choice to kill faster with greater risk or kill slower but with greater safety. This could even be 50% the attack rate of melee one-handed weapons with 50% the damage as well. Also it is unrealistic to shoot so fast without fatigue and fatigue will slow the average rate of attack lower than a quick burst. This quick burst could be trained ranged ability like ~'Rapid Shots' that is a temporary ranged attack speed increase yet I am unsure how to make it only work for ranged attacks and not melee and magic. Also a damage much lower to melee for ranged attacks makes sense in that if you imagine taking a sword and striking a bare body. A properly placed strike from a sword will rend a huge gash in the body whereas a ranged strike leaves a point of damage. The difference is more so over long range where ranged attacks lose energy over distance; whereas melee does not.

Magic should be powerful but potentially the most clunky to use. It cannot be too weak or else it feels kind of pointless like flashy weak attacks and loses the respect as found in most medieval fantasy settings. If it is too powerful and easy to use it ruins the ranged and melee balance. If it is powerful and offering lots of utility / options of employment of its powers to aid the caster that fits with the usual expectations of medieval fantasy settings. If it is a bit clunky to use like long cast times and or some versions using lots of resources / mana and making only a few select costly casts per minute realistic without digging deep into potions and other outside resources this will force the player to use strategy and cunning and planning to win with magic. Powerful, impactful and rarely un-useful a magic spell could be clunky to use over and over in combat yet quite useful if the caster can make the limited casts per minute count; skill verses spam. Yet wands and the such could be used to be the back bone of a magic user to fill a role between melee and ranged. Where wands and such could act almost as a hybrid ranged / melee role. In that they are longer in area of threat / attack range than melee, yet shorter than ranged, less damage than melee, equal and or even greater in damage to ranged, and perhaps equal or potentially slower in attack speed than ranged for potientially less, equal or even greater damage per minute compare to ranged. Yet less than melee in most all areas except area of threat / attack range. To have a cycle develope of using spells to blast a start / buff up then wand the enemies to keep them at bay while the spells recharge and blast more magic at the foes and keep the cycle going.

This is my current set of views regarding with combat and the weapon type / play style rolls moving forward for my R.P.G. prototype at least :-).

"Replace a shield and render
Friday, October 1, 2021 - 17:11

Danimal - "Replace a shield and render a sword in the left hand, easiest but will feel ugly, only for show."

What is the minimum viable product for this Dual-wielding solution of weapons rendered in the Off-hand?

Render one of each One-handed weapon type to start such as: 1 Sword, 1 Axe, 1 Mace, 1 Dagger, 1 Staff / Rod and 1 Fist Weapon?

How can these animations be created?

I am trying to build out item types and the dual wielding / weapon type solutions to get the gameplay + itemization prototype rolling. Currently this is my best iteration on how to incorporate weapon types and play-styles with itemization:

One/Main-Handed Weapon +100% Damage
Two-Handed Weapon +150% Damage
Off-Hand Weapon +50% Damage (Shield animations but with One-handed weapon rendered in the Off-hand but increase +Physical Damage like a weapon; even though visually only the Main-hand is attacking).

It's usually a combination of
Wednesday, September 29, 2021 - 02:30

"It's usually a combination of community ideas/feedback and my own desires for "that game I want to make one day but haven't gotten to yet.""

Could you elaborate / expand / add more detail on this? You have worked on this for years and you probably have a long term vision; which I am curious to better understand.

Could you delve into your perspective / passion / pursuit for "that game I want to make one day but haven't gotten to yet"?

Hmmn, so you got myself
Wednesday, September 29, 2021 - 02:18

Hmmn, so you got myself curious about this XD:

"I am currently working on overhauling the gamepad experience."

Console / Non-PC Support? Potentially for something like Unity multiple platform export features? What kind of ideas orbit around this work?

Goals for 1.13:
Event / Enemy properties ~overlap / crossover support.
Overhauled gamepad (controller?) support.
Floating decimal point support.
Arbitrary definition of resources (e.g. HP and MP) support.
Fog of War support.
-Any more goals?

Bug fixes continued...

Tentative date ~November 2021?

Thank you for all the work
Tuesday, September 28, 2021 - 12:45

Thank you for all the work you keep doing with the Flare Engine.

What kind of features are going to be headed for 1.13 / possibly 1.12.1?

How do new versions / patches / releases work?

Are new versions / patches / releases a matter of a lot of new features or is there a time variable?

Is there a list of wish list features to be worked on and then when they are tested / worked on / implemented a new version rolls out?

Is it possible to get a small new version like ~1.12.1 with a new big game building feature like supporting floating point numbers (so more refined itemization can occur / build a new kind of previously non-possible depth / scaling detail of many simultaneous equip-able item types; to support lots of item slots and lots of attribute depth)?

Or is there a big difficulty releasing a new version so a few new features (like Added additional requirement properties to enemy and NPC map objects ) alone are not worth the effort; what is usually worth the effort?

Is it possible to ask for a small patch release like 1.12.1 if there are significant game building features (supporting floating point numbers and the new post 1.12 release features such as the added additional requirement properties to enemy and NPC map objects)?

How is this process of building / working onto the Flare engine and making a new release version play out in general and what usually happens?

Do you play by feel and when ever you have free time / motivation / inspiration / ideas from the community, or is it like going through a wish list and you have a sort of schedule / semi-order / routine you go through; what is your general creative process?

How do you feel when working on Flare / what do you like about Flare and what do you want / strive towards?

Thank you for reading this and I hope things are working out smoothy, if not I hope they get better:-).

What kind of gameplay are you
Tuesday, September 21, 2021 - 21:35

What kind of gameplay are you after? What do you like in these kinds of games and what do you wish to avoid? I would like to read more suggestions and feedback from more people aiming towards more opinions on gameplay driving features / types of enjoyable content that people would like to see in general. The more voices the better :-).

Yeah that sounds good. I view
Sunday, September 19, 2021 - 21:35

Yeah that sounds good Danimal; Also thank you Dorkster for your help and advice :-).

I view my game development as a kind of a working first version commercially viable prototype for setting up a larger scale R.P.G.; I hope XD. If I can get more visuals for the main armour slots that would be great to add more quality and depth to the main driving gameplay element of explore, fight, upgrade and repeat. Even if it is just few a pixels it is like having a working template for a bigger scale game; if I get more resources to make a bigger scale game. It is true that Baldur's Gate and Diablo I and II only had a limited amount of armour visuals per armour slot. Yet still if there are more independent layers or armour customization it adds more quality to Flare. Yet even if I don't manage to get more visual layers, what Flare currently offers still works; it is just limited in that extra layer of high quality.

How hard would it be to add all the one-handed weapon types / models into the off hand to support 'off hand' weapons? Even if off hand weapons just buffing the main hand damage would work even if technically they are a 'shield' / off hand frill. Implementing the visuals of the character dual wielding (even it is just technically attacking with the one weapon in the main hand) is still a success. If a person really wanted to split hairs crafting could be used to translate one-handed weapons into off-hand weapons with enough crafting recipes; and vise versa. At any rate your idea Danimal for 'off hand dual wielding weapons' would be waayyyy easier than paired weapons with a million combinations XD.

It is great to work with people to even just share thoughts and make things better. Especially with the more brain power and more iterations of ideas that brings; it can offer more perspective and ability to further develop ideas into good ideas :-D. I hope some form of dual wielding can get supported (I can pay for extra motivation if need be) to support the spirit of dual wielding game play. Also I hope more independent visual armour slot / types and be developed and supported in Flare.

Also it would be an added bonus of gameplay quality if we had more independent visual armour slots layers to have them help drive a deeper item / equip-able item slot system that is at the heart of the core of gameplay and character progression. In such ways as with having the new item slot types being visually independent interchangeable just like the preexisting main armour slots / types. Even if say visually independent Shoulders armour type / slot were added / supported it would be quite impactful and the player can see a lot of shoulder armour visuals / art.

Although I wonder if in Blender if all the armour layers were hidden minus the independent layer for the new slot type / old armour assets subdivided into new types:
- one animation render run being just shoulder armour,
- one animation render run being just the torso armour without arms and shoulders,
- one animation render run being just shin armour,
- one animation render run being just wrist armour,
- one animation render run being just the leg armour without shins and waist armour,
- one animation render run being just arm (bicep area) armour,
- one animation render run being just the feet without shins,
- one animation render run being just waist armour (belt / 'plate skirt' area),
etc.)

Then ran the preexisting armour animations and and armour models to generate new armour visual layers how hard that process would be? It would require no new animations and art assets (most likely) for one has to just hide armour models in strategic areas minus the new ones / new armour slot areas and run the animations and render-er script(s). This should make the new 2.5D animations with the preexisting armour models for both male and female? Or is there something I am missing that adds extra difficulty? I could pay for this as well if it is matter of motivation / required skill / professionalism.

I am hoping I can help add more item customization / opportunities / depth and play style options. Such as new visually independent armor layers and mechanical and visual implementation / support for dual wielding. I wish to help add to the Flare engine to make the gameplay and character progression deeper. I hope to work towards added features with projects such as this in hopes to add more high quality content opportunities.

I wish to have the Flare R.P.G. engine be rich in gameplay features and be home to amazing wonderous elements of R.P.G.s. Even if they are in a simpler form to work within our scope of game engine with Flare; as like with Danimal's dual wielding idea. Even with simple implementation the main gameplay driving features would still be there to enjoy; yet simplicity is the ultimate form of sophistication ;-P. I hope for players to explore a deep and richly enjoyable form of high quality gameplay while they play the games built in the Flare game engine :-).

Hmm, I suppose if all else
Saturday, September 18, 2021 - 14:20

Hmm, I suppose if all else fails I might have to figure out how to make new animations for Flare in blender with the source model files. A bit of a learning curve but doable. Bit by bit, still I would have to prioritize to make other things work in my R.P.G. first and probably add in dual wielding later. I'd prefer if the animations work could come from some one more talented with 3D animation / art than I but if all else fails I have the potential to succeed. It will mostly likely be a drawn out grind of trial and error; but it is possible.

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