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IceBlinkEngine.com • View topic - Coding Task List - Before IB2 Initial Release

Coding Task List - Before IB2 Initial Release

Discuss anything in general about the IceBlink Engine + Toolset project (or anything else) here.

Re: Coding Task List - Before IB2 Initial Release

Postby slowdive » Sun Mar 24, 2019 12:38 am

Having a timer (number of turns) to reset the puzzle sounds like a great idea of it works out with the code. Would definitely make puzzle more challenging.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Mar 26, 2019 7:10 am

[double post, sorry]
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Mar 26, 2019 7:16 am

Timer is up and running :) .

Next up is mining terrain/destroying objects:

1. Bumping into destructible prop (even on different hieght level) brings terrain height of target square to party square's height, use script function to recalculate shadows

2. Prop grapic is replaced with alternative graphic (optional)

3. Tile layer 1 grpahic is replaced with alternative graphic (optional)

4. Skill test whther destroying/mining is possible (as usual)

5. Add item to inventory (think ore found), optional

6. System for several bumps requied before destruction?

7. Different graphic for props, depending on state of destruction

WIP
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Mar 26, 2019 7:56 am

I think this mining stuff will have quite the level design potential in the end. Think eg mining too deep, hehe :mrgreen: , and opening up a small cavern that has hidden a moving and chasing prop called Balrog :lol: .
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Re: Coding Task List - Before IB2 Initial Release

Postby Dorateen » Tue Mar 26, 2019 5:02 pm

Sounds fantastic. Keep up the good work!
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Mar 26, 2019 6:13 pm

Thank you for the encouragement, Dorateen - I will do my very best to keep the good stuff coming (albeit at a leisurely pace :) ). It's great fun to see it all come together as time passes :) .
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Mar 28, 2019 7:15 am

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Re: Coding Task List - Before IB2 Initial Release

Postby slowdive » Sun Mar 31, 2019 1:53 pm

My kids will love the mining feature (they love Minecraft and I play with them, but I just like exploring random caves :D ). Sounds like a great plan! No rush of course... We like our pace :D
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Apr 03, 2019 5:59 am

I was a bit knocked out by harmless illlness in the last days (and by geeting back into No Mans's Sky :lol: ), but nonetheless: the first mining prototype is up and running. I already dug a little tunnel network into a mountain flank ingame :D .

There's much debugging and polishing to do still, but I am very optimistic that this will be a fun new gamplay element.

Once done, I think that vessels (eg sailing ships or space ships in a scifi scenario) will be my next project. Oceans, lakes and broad rivers add a lot to a campaign. And having some kind of solar system/galactic map is almost mandatory for a scifi rpg. I think it will be quite straightforward with:
1. Enter vessel by stepping into it (check traits optionally for allowing so)
2. Switch party graphic to vessel graphic, turn off party tail
3. Squares can have attributes like sea, land, space (ports are eg land and sea)
4. Vessels can only move on squares with attributes fitting the vessel type
5. Party can only walk on land (land will be default attribute)
7. Leaving a vessel only works by stepping from a port square (land and sea attribute) onto a land type square. Vessel prop remains in port in this case, party appears on land next to it
6. There might be stuff like deep seas, ionized nebula, etc requiring advanced vessels and/or higher piloting traits

Big question will be what is the easiest way to assign the new attributes in toolset, mmmhh...
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Apr 03, 2019 6:21 am

It might work out by using layer 5 tile graphics to indicate terrain types in toolset. There might graphics showing the words land, sea, space, port, etc. as their tile graphic(transparent otherwise). These special tile graphics will have corresponding unique names. In toolset they will work as normal graphic (blend in and out via layer 5).

In engine, tiles with these names will be excluded from the draw routines. The engine will look for tiles in layer 5 withese names in order to determine whether party or vessel can enter a square.

Multiple tile attributes will be a bit more complicated this way, but might not be needed when making port an attribute of its own.

The whole system is not caterd to vessels also moving over land (like balloons or horses, mmmhhhh... but these would need many other adjustments anyway (ports for horses feel wrong, balloon would have to ignore height and most prop collision). Must think about this.
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