Friday, May 02, 2008

The Combat Front

Not a lot of updates on the Fishguts front. Minor minor things really.

I’m going to split out all the combat sprites into their own sprite sheets rather than bung them all onto one large sheet. Its a minimal help for memory consumption and means I can make several versions of the same sprite and not feel guilty about having them all in memory in the one sprite sheet.

I’m still debating (though 95% sold on the below idea) paperdolling to a limited extent, only because the player will always be a humanoid size (so no need to account for dwarf / ogre sizes in paper dolling) .

1 - Need only draw a couple of same size icons
2 - Draw a couple of weapons.

Each sprite will consist of a couple of primary colours (chest colour, arm, leg, boots, hat etc) that the player can cycle through to select.

Once chosen, this sprite will be composed as a flat bitmap and saved as a file on disk, so I don’t have to recompose it each time we go into combat

Lets think it over a bit more.

Players icon is composed of;

1 - Ready/Guard sprite
2 - Attack sprite

That would consist of;

1 - head (bald, hat, short hair, long hair)
2 - torso
3 - arm overlay (see below)
4 - legs
5 - boots

Placement must accommodate any one of

1 - One hand weapon only
2 - One hand weapon and shield
3 - Two handed weapon
4 - Bow
5 - Staff
6 - Nothing

Now right away I can see that a two handed sword selection doesnt mesh with anything else so separate arm overlays will be required…

Each item could have a one or two colour selection.. lets make it a one colour selection, using the ‘bright’ colours and I can map in the second colour for shadow/detail as being its ‘dark’ alternate.
(Those that remember the old ANSI colours or 16 colour paint programs will know what I mean by this).

Looking over this I have immediately made things more complex than I intended, but I think its a good complexity than forcing the player to always have a preset icon…

Now, in an ideal world, and which I may still implement, is have the player choose his primary colours for torso/arms/legs/boots/head and at the start of combat dynamically create the sprite using whatever selected weapon is on hand. That would require recomposition when changing weapons mid combat… that shouldnt be too bad since combat is turn based and not realtime…

Time to get back to work-work and stop thinking game development.

Posted by Stu on 05/02 at 10:54 AM Permalink to this post.
Filed Under : ComputersDevelopmentFishguts
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Bump friendly

I’ve made the start town ‘bump friendly’ now, so if you bump into a guard you wont be summarily wiped out. You can still hit ‘a’ to attack and force an encounter but bumping by happenstance wont kill you.

I’m thinking of extending the time give before being kicked out of town, so that the player has more of a chance to see whats in the town than only being able to hit the supply shop first…

Things are slowly progressing nicely toward an 0.5 release

Posted by Stu on 05/02 at 10:51 AM Permalink to this post.
Filed Under : ComputersDevelopmentCracks and Crevices
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