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Author Topic: Fief: A new game idea  (Read 47110 times)

Thes33

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Re: Fief: A new game idea
« Reply #150 on: August 28, 2010, 03:02:31 am »

I added some Forestry tasks to the game and a viewing mode.  Screenshots on dev page. Now on to getting some trees chopped into wood chunks for building and burning. :)
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Tilla

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Re: Fief: A new game idea
« Reply #151 on: August 28, 2010, 03:15:08 am »

Oh-ho, things to do, it's starting to sound like a teensy bit of a game :D
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Thes33

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Re: Fief: A new game idea
« Reply #152 on: August 31, 2010, 02:37:14 pm »

Here's an update: :)

Added the ability to chop a tree into smaller chunks (Logs, Branches, and Brush), The Logs will be largely used for constructions, with the smaller ones used for wooden poles.  Each log maintains a width and height in order to meet building and item requirements.  The Branches will be used for various wood objects: cups, bowls, tool handles, wooden tools, arrows, etc...   The Leaf Brush has no direct purpose other than to improve the soil fertility of an area.  I will add an action in the agriculture skills that will allow one to work a Leaf Brush object into the soil to improve fertility.

I also added a nice view for displaying the contents of a square while examining, it's a little pop-up menu with information on each object in the square (screens to come).

Next on the list is adding inventories and the corresponding character inventory screen.  I think I'm going to have a certain number of slots (like most RPGs) for basics like Head, Left Hand, Right Hand, etc... I hate how many RPGs have the ambiguous section of inventory items that are miraculously floating about the character's body.  Therefore, I'll create some containers to handle carrying items with appropriate maximum volumes and weights.  The list of containers should include: Waterskins, Cups, Bowls, Backpacks, Sacks (occupy a Hand slot), Belt Purses, etc... 

Any other ideas, let me know! :D
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Thes33

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Re: Fief: A new game idea
« Reply #153 on: September 05, 2010, 03:28:25 pm »

Update and screenshots on page: www.arboreantears.com/fief  :)
Just need to finish with containers and tool definitions before I either get planting and agriculture implemented or I may start working on creatures and hunting...
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Tilla

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Re: Fief: A new game idea
« Reply #154 on: September 05, 2010, 03:50:52 pm »

Cool beans, glad to see it developing nicely
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ductape

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Re: Fief: A new game idea
« Reply #155 on: September 05, 2010, 09:33:52 pm »

Keep it up! We are all watching excitedly (are we? I am.).
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Cheese

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Re: Fief: A new game idea
« Reply #156 on: September 06, 2010, 04:09:34 am »

Keep it up! We are all watching excitedly (are we? I am.).
Hell yea
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Thes33

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Re: Fief: A new game idea
« Reply #157 on: September 08, 2010, 11:13:58 pm »

More inventory screens on the dev page:  www.arboreantears.com/fief

Taking the weekend off to go to the Terrapin Hill Harvest festival, will return to development on Monday. :D
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Ampersand

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Re: Fief: A new game idea
« Reply #158 on: September 09, 2010, 02:40:26 am »

I'd like to see an Ascii mode screenshot for this if you implement such a thing. Never been a fan of tiles myself, just gets in the way of immersion for me.
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Thes33

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Re: Fief: A new game idea
« Reply #159 on: September 17, 2010, 02:38:18 pm »

I think I got inventories working decently now... will probably shuffle a few things around over time, but at least a system is in place.  :)
I decided that I'll add my combat system to the game now in preparation for hunting.  This will involve getting creatures in place as well.  The combat system is something I devised for a table-top RPG with a few modifications.  I'd like to allow for the opportunity to have multiple attack and defense options.  This update may require adding some perceptual parameters, such as lighting (which will require the addition of light sources). 

The combat model uses various body points with their own health points.  This will allow for all sorts of fingerless, footless, and other fun variants that we find in DF.  There will be optional attacks based on weapon type (similar to that seen in UnReal World) and defensive options (such as Dodge, Parry, and Block).  Armor reduces the damage at any given location, with the target location randomly decided (for now at least, I'll add targeting later on).  The body parts are as follows:  Head, Body, Left Arm, Left Hand, Right Arm, Right Hand, Left Leg, Left Foot, Right Leg, Right Foot, and Vitals (e.g. heart).  A character's Endurance score adds health points to all locations except the Vitals.  Statistically, most strikes will hit a none critical location (65%), with hands, feet, and head unlikely (30%), and hitting the vitals very unlikely (5%). 

Damage is based on the strength of the attack versus the strength of the defense.  A poor defense roll will result in greater damage.  The three defense options each have their own combat skill governing their ability: Parry (associated weapon skill), Block (Shield skill), Dodge (Dodge skill).  In any given combat round, a character has only two hands to work with, such that if one is equipped with a sword and shield, they can only use one Parry and one Block each round, but an unlimited number of Dodge's (albeit with penalties for each additional Dodge action).  The only other choice is to take the hit and hope your armor will absorb the blow.  This will only be a major concern when confronted by multiple enemies as each person only gets a single attack each round.  Therefore a skilled warrior can fight three enemies while maintaining decent defenses.  Facing will be a concern however.  One cannot Block or Parry an attack from behind.

I'll get bows and crossbows in ranged combat set as well for hunting.  I hope to be tanning a deer skin soon. :D

P.S. There will be no ASCII mode for this game, however, if you prefer ASCII characters, you can always create your own tileset of only ASCII characters.   :P
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Yaddy1

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Re: Fief: A new game idea
« Reply #160 on: September 17, 2010, 09:24:37 pm »

This looks cool. God speed.
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Svarte Troner

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Re: Fief: A new game idea
« Reply #161 on: September 19, 2010, 09:10:34 am »

Looks great, i'll be watching this.
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Thes33

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Re: Fief: A new game idea
« Reply #162 on: September 21, 2010, 10:55:44 am »

Here's the update:

Its been a long crazy weekend.  I put in about 20+ hours and spent last night (this morning, whatever) up until five trying to fix a tangled mess of code with containers.  But its all good now, was mostly due to incompetent copying-pasting from a tired mind.  A good lesson to quit when the brain fizzes out.  Its going to be a challenge staying awake during the university talks today.  All's well that Fief's well. ;D

Tons of changes, read the dev page:   www.arboreantears.com/fief 
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Thes33

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Re: Fief: A new game idea
« Reply #163 on: September 24, 2010, 12:34:43 pm »

Here's the update:  :)

Another late night for me.  I ended up shuffling some arrays around after some efficiency insights.  Of course, I thought it would take maybe 20 min, and it took something like 4 hours in the end.  But it is finished and I think I increased the speed quite a bit. 

I added Terrain tracking to the game.  These include designations like Forest, or Grassland, or Domestic areas (buildings, roads, etc.).  These will be used for spawn wild creatures and will govern some of the available actions, such as only being able to Fish into a water-based terrain tile.   These will also govern other ecology aspects such as plant spawning in vacant spots.  I'd like to have a system such that when Spring roles around and trees are dropping all sorts of seeds nearby that some of these seeds should spawn seedlings into vacant forest tiles.  Grasses should do the same at all times of the year to nearby Grassland tiles via their runners.  The interesting effects will be seen at the border regions when tree seedlings spread to the grasslands and convert the tile to a Forest tile.  Therefore if your peasants are told to leave the forests alone, they should recover over time (albeit a long time).  I would also like to see random branches generated in heavy winds and dying trees to fall over in the forests to allow for "dead-wood" collection.  Therefore your peasants can build some primitive houses without harming your trees and lumber reserves.  Without forests, there will be few deer or boars to hunt and few nuts to collect as well.

I added some Sodding skills, specifically one can now dig for mud and dig for clay at the Bank terrain found near brooks, mountain streams, and lakes (Not that I have any map generation set yet).  Once I get basic soil maps in place, clay will be moved to only clay soils.  I will probably allow for soil digging at any location, such that with the addition of water, one can create a mud ball found for free at banks.  What is the mud ball good for?  Well, many primitive structures can be made with mud and branches.  And even wattle and daub houses require much mud (primarily the reason the sodding skill even exists, although I folded brick-making into it as a single skill). 

I will probably start working on terrains and creating a test map that offers a variety of features.  I may try to add elevation to the game and make use of my height-Map arrays.  The main reason for this is create water terrains for creature AI to deal with decreasing thirst.  It would be evil to program physical needs into the creatures before they can be met by the environment, although it'd make hunting easy. :P  After I get these issues worked out, I'll start on the combat model so I can finally go hunting. 

I already have death implemented, creating creature corpses that can be cut (via the Hideworking skill) into hides and a carcass (which is butchered into bones and meat objects).  I was originally going to have individual items track their size and volume in order to track larger and smaller hides.  However, since there will be much resource gathering in the future Manor mode, these aesthetics will become less important once the game leaves Survival mode.  So now items will be segmented into volumes based on item quantity, such that an animal will drop a number of "Hide" objects based on the size of the animals skin, each hide object represents a fixed unit of animal hide sq. footage.   The quality of individual items will still be tracked, keeping stacking limited to items of the same quality category: "Crude", "Rustic", "Average", "Superior", and "Masterwork".  I may use this to determine the number of such quality items based on the animal and the skill of the butcher.

Anyway... once I feel there is a basic survival game in place.  I will begin to continually release the game for alpha testing as I continue to work.  Please bear with me.
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Sheb

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Re: Fief: A new game idea
« Reply #164 on: September 24, 2010, 12:42:47 pm »

I cannot wait to play this!
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