In the case of bow shooting I put away the melee weapon. One easy change would be if some melee weapons were always put away (e.g. at the hip or on the back), and are in the hand only when actually doing a melee attack. Or, e.g. a shield that is on the back and appears in the hand specifically when blocking. This could differ by individual weapon/shield, and nothing about the game engine would have to change.
The harder change would be as you suggest, have different animations when in combat and outside. It's a cosmetic-only change for a lot of work so it's unlikely to happen, unless we can think of a more general implementation that gives us new features too.
Ah that's fine. This isn't the kind of game that warrants a test suite. I expect people to mess with the code and data, that's a big part of why it's open source.
Worst that could happen, someone cheats at a single player game? I guess the actual worst is if they manage to crash the engine, but maybe that turns into a bug report.
The Alpha quest line is sort of done. It may be revived/retold later, but it will be mostly replaced for 0.19.
The eggsac is fun. It might be too much detail for a small tile size though. Perhaps a similar design with fewer bulbous parts, and maybe a more irregular overall shape.
If I were creating the egg sac I would animate it a bit -- make it pulsate at least.
Our goal really isn't to implement everything (e.g. I'd never add a carrying capacity) but to make it a bit easier for people to want to add that. I want there to be some good customizability of the core action elements (e.g. attack, hit, crit, damage) at least, because those are going to be common for most games of the genre.
As far as just adding more stuff (powers, items) that's just editing data for the most part. I add more as I get inspiration.
I can create one of the files as a test. Let me try the greatsword.
It's something I think about sometimes.
In the case of bow shooting I put away the melee weapon. One easy change would be if some melee weapons were always put away (e.g. at the hip or on the back), and are in the hand only when actually doing a melee attack. Or, e.g. a shield that is on the back and appears in the hand specifically when blocking. This could differ by individual weapon/shield, and nothing about the game engine would have to change.
The harder change would be as you suggest, have different animations when in combat and outside. It's a cosmetic-only change for a lot of work so it's unlikely to happen, unless we can think of a more general implementation that gives us new features too.
This must be a popular tutorial :)
We may want to change the title on this, because Got Milk is probably a trademark protected phrase.
The engine and the game have different issues lists.
https://github.com/clintbellanger/flare-engine/issues
https://github.com/clintbellanger/flare-game/issues
Report any bugs you don't already see, especially any that cause the game to crash.
Ah that's fine. This isn't the kind of game that warrants a test suite. I expect people to mess with the code and data, that's a big part of why it's open source.
Worst that could happen, someone cheats at a single player game? I guess the actual worst is if they manage to crash the engine, but maybe that turns into a bug report.
The Alpha quest line is sort of done. It may be revived/retold later, but it will be mostly replaced for 0.19.
Did you really get 2B XP?
Or were you doing some kind of modding of enemy XP? Or save file modding? Just curious.
We have more music given to Flare than we can put to use at the moment. And threads like that tend to appear on /r/gamedev weekly.
The eggsac is fun. It might be too much detail for a small tile size though. Perhaps a similar design with fewer bulbous parts, and maybe a more irregular overall shape.
If I were creating the egg sac I would animate it a bit -- make it pulsate at least.
We have begun some refactoring to allow modders to set the benefits for different attributes. See this recent change: https://github.com/clintbellanger/flare-engine/pull/675
Our goal really isn't to implement everything (e.g. I'd never add a carrying capacity) but to make it a bit easier for people to want to add that. I want there to be some good customizability of the core action elements (e.g. attack, hit, crit, damage) at least, because those are going to be common for most games of the genre.
As far as just adding more stuff (powers, items) that's just editing data for the most part. I add more as I get inspiration.
No, but thanks for asking. We're not close at this point. I'll post later when we are ready.
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