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Author Topic: The Plan for the Wholesome Fun Release  (Read 11719 times)

Toady One

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The Plan for the Wholesome Fun Release
« on: June 28, 2003, 08:40:00 pm »

All right, so if you've been keeping track of the last few threads, we've been trying to sort out exactly how to top off this not-so magical release.  My plan is to work on it until I leave for this mathematics conference in Canada on July 25th.  So July 24th is either the release date for Wholesome Fun, or I'll say sometime before that there's some horrible bug in which case early August.  In general this is what I'll be trying to do (not necc. in this order):
--
  • allow other resolutions
  • allow interface windows to be hidden
  • spell cancellation
  • improve the spell targeting system
  • fix and display height, weight, and length as appropriate
  • implement simple spell power sources
  • make more things cool off
  • expand options for detonate and melting targets (allow targeting of all parts below a part, or just, say, the upper arm, and then leave severed debris or not depending on that)
  • add more blood projectiles or something
    when stuff blows up and melts and bleeds
  • add some more spell affects, such as flaying, area effects, clouds, more damaging type spells (nothing good!  I guess the creatures aren't complicated enough to have spells to make them happy or anything like that).
  • I also want to add random targeting and delays so that, for instance, you could make a spell that pops a random bodypart every 10 seconds until the creature is deceased.

--
This is enough to keep me occupied until, and possible after, the conference, so hopefully you all spoke up when I asked (if you care).
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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #1 on: July 04, 2003, 04:14:00 pm »

Weight is now more reasonable, and you can see height and length, where length is the longest distance it can find within your creature (from fingertips to toetips in a nonJohnHolmes human, for example).  The numbers aren't perfect yet, but now it is because my tissue density and size numbers are a little off, rather than just having bad calculations.
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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #2 on: July 04, 2003, 07:14:00 pm »

Simple spell power sources are in now.  This just means energy and blood drain.  That also means shadow demons can't do certain spells (like detonation) because they don't have blood.  In fact, they lack the punching skill to do the red hand melting spells...  so shadow demons can only heal.  That's kind dumb.

Anyway, on to more additions...

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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #3 on: July 05, 2003, 02:06:00 am »

I've started working on higher resolutions.  So far I've finished the title screen, up until you begin playing your character.  It's a morbid process...  like putting tags on wounds in an autopsy...  at least all of the book-keeping will make it a lot easier to customize the interface later on.

I also fixed the red halos around the leaves.  Now they have black outlines.

It'll take a while to finish the resolution update.  I still have to do the editors (for those who want the 1024x768 editing experience?), the main game and all of the interface pages.

Oh, I made the highscore the sum of your skills for fun.  It's better than what it used to be, anyway, although creatures without lots of body combat skills are at an initial disadvantage.  It'll be more complicated later, so I'm not going to bother working on it for now.

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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #4 on: July 06, 2003, 02:07:00 am »

The main view resolution upgrade is done.  You can also click on little buttons on the border to hide windows...  you can get it down to the point where everything (including the borders) is out of sight.  Or you can keep a map in the upper corner, or whatever.  It could be a better (dragging windows around etc.), but it's fine for now.

High res looks good, even if the textures weren't prepared at that resolution.  OpenGL's blending takes care of a lot of that.

Anyway, I still have to do the editors and the interface pages.  If the editors are too aggravating, I'll just officially call them an easter egg for low resolution users, at least for the time being.  No point in killing myself over so scant a reward...  but I'll do the main game interface pages by necessity.

Given the rate at which this unforgiving crap is proceeding, I think I should be able to complete it before I leave for Canada.

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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #5 on: July 07, 2003, 01:08:00 am »

I did the inventory and information (species etc.) screens.  The body part descriptions will fit on one page now!  He he he...

What's left resolution-wise:
Help, Options, Magic, Ground/Manipulate, Combat, Status Screens, Movement, Travel

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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #6 on: July 07, 2003, 05:50:00 am »

I did everything but status and magic...  I feel more productive since I started chugging 1 Liter Dr. Pepper's yesterday.  Type-two diabetes and cavities are cool.

After I finished those interface screens, I decided to take a break and play in the new highres modes.  I fullscreened it and turned off all of the side windows, so it was just a full first person view.  Wandering around, looking at the trees, I came upon half of a rabbit in a pool of blood.  I glanced left and right but didn't see anything.  Then I turned around just in time to see the screen fill up with a dragon and it tore me to pieces.  It was actually kinda scary.  That'll teach me to turn off the radar...

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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #7 on: July 07, 2003, 05:31:00 pm »

I'm finished with the resolution update.  I decided not to do the editors.  I don't think it's that important, but I'll probably do it later.  But not before the magic release.

Hmmm...  speaking of which, I could put it up now I guess.  I didn't add any new spell effects yet.  Maybe I'll do that for a while.  The new version will be on the web before I go to Canada, anyway.  After that, the creatures will lose their innocence, start sinning, become aware of their nakedness and wear clothing.  Then they'll start living in towns, acting ever more violently.  And with the water release, the Great Flood...

No sleep lately.  Apologies.

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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #8 on: July 09, 2003, 03:26:00 am »

Rectangle and spherical area effect spells are done.  They work with detonation, temperature changing, and healing (that's everything).  It works to clear foliage...  but you do have to be careful.

Lessee...  I'm leaving in 16 days or so.  I have time to add a few more of those spell effects.  I'll do some effects, and maybe some of the technicals like delays, triggers, cursors, and random elements etc.

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Demon

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Re: The Plan for the Wholesome Fun Release
« Reply #9 on: July 09, 2003, 10:59:00 am »

Make sure you put in ray effects.  It'd be like a beam that you'd have to hit things with.  The near misses which take out unlucky trees would be hilarious.  But that might have to wait until the projectiles release...
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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #10 on: July 09, 2003, 12:10:00 pm »

I could put in one shot rays now I think...  if you wanted a ray that you spray around like a fire hose then, yeah, that's more of a projectile release, when I start worrying about making the target interface work well in real time.  Not that the projectile release is really a long way off anymore.  If we go by the magic release, it'll only be seven months or so.  He he he...
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Toady One

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Re: The Plan for the Wholesome Fun Release
« Reply #11 on: July 13, 2003, 12:11:00 am »

Today I added variables and cursors (cursors are pointers to locations of various shapes that can be moved around).  The spell effects can now use variables and target cursors.  So for instance, you could make a moving rectangular cursor and have a spell target all the creatures in it.  Some of the spell effects can also take random input.

I also added a nerve damage effect (draining and summoning are next up).

Triggers are in as well.  The current triggers/conditionals compare variables to a set or random value, compare a random value to a set value (rolling a die), and check if a creature is close to a target or cursor.  Triggers create targets that can be used until the trigger is called again.

To test some of these things, I made a spell that sends out a spell cursor in a random direction.  If it detects a creature near to it, you exert energy to detonate the creature.  When this happens the cursor changes direction.  There is a fuel variable to make the cursor disappear eventually, and a recharge variable to stop it from detonating continuously once it acquires a target.  There's also a delay effect that makes the spell take time to do these things (removal of the delay would result in the entire spell being executed during a single frame - this would make for a nasty instant spell, but it should work fine).

Of course, I haven't put in constraints yet (in progress), so the first target the cursor acquires is the caster, who subsequently blows up (according to my basic pattern it seems).

You can give cursors and targets appearances, but I haven't finished that yet.  So for instance, you'll be able to make a targeted creature crackle with blue lightning, or make a cursor appear as a cluster of red dots.  Later on, some of this will be shifted over to actual side effects (e.g. the cursor IS a bunch of red magical dots made out of some material in an energy or gaseous state that can interact with the environment), but for now it's all an illusion.

There are a few more things (along the lines of side effects, constraints, and skills) that I want to do.  Then it'll be done.  Some of the more extravagant spell effects you guys suggested won't be in there, but I'm doing what I can.

Lessee...  I remember somebody wanted to make a spell that damages creatures but has a 5% cumulative chance to kill you for each creature hit.  You could do that with a variable and trigger as it stands, as long as you are satisfied with detonation, melting or nerve damage.  Or you could make it heat you a few degrees for each creature killed...  he he he....

The spell editor is kinda ugly, overwhelming and confusing (as all of the editors)...  I'll either have to convert it to script-style text files or graphicsy blocks that you glue together and drag around.  But that's later...

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