dja's Blog

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Re: dja's Blog

Postby Macar » Wed Nov 04, 2009 12:55 pm

I agree, it's pretty promising to see that there's people out there doing real rpgs.

So, should we announce that we're moving then?
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Re: dja's Blog

Postby MarcoFerrigno » Wed Nov 04, 2009 7:24 pm

that link with 'nice scenery' has sold it for me, thats fantastic!

im actually a bit more interested in the engine side of things now.
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Re: dja's Blog

Postby Rhys » Thu Nov 05, 2009 11:19 pm

Got some competition.
http://www.udk.com/index.html
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Re: dja's Blog

Postby dja » Fri Nov 06, 2009 2:01 am

Unreal 3 engine is notoriously a huge pain in the arse to make games with, even for pros, so even being free doesn't automatically mean its the best choice even if it is THE standard game engine for the games industry.

Ah, just noticed you need to pay 25% royalties to Epic, so not quite free. Still.. its a lot cheaper than the ~$400K that a game studio I worked for paid for it.

It's also windows only, total waste of time :P

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Edit: Changed from $2,500 (thats apparently only for internal applications) to 25% royalties (which is even worse).
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Re: dja's Blog

Postby Rhys » Fri Nov 06, 2009 2:31 am

Yeah i was just thinking it as a competitor for unity free's market, btw its free for non commercial use. If I read someones post correctly you can only export the proprietry format from autodesk apps.
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Re: dja's Blog

Postby dja » Sat Dec 12, 2009 8:21 pm

C4 2.0 has gone into alpha, physics arent working right, and it has a LOT of bugs, so its not very close to being very usable, so its looking more like using Unity is our best option for the foreseeable future.

I wrote up a quick IRC bot to log the IRC Channel, you can see the log at http://www.casualgamer.co.uk/chat

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Re: dja's Blog

Postby dja » Fri Jan 22, 2010 4:30 am

Sorry I haven't been around lately, but work has been hectic and I have barely even had time to visit the forums, let alone work on the game.

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Re: dja's Blog

Postby Thogrim » Fri Jan 22, 2010 5:44 am

Hey, glad you stopped by at least. I have the UI files on hand whenever you may need it, so good luck with your current endeavors and we'll try to get what we can done for you so that you have something to work with when you get back.
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Re: dja's Blog

Postby Macar » Fri Jan 22, 2010 7:23 pm

hope things cool down for you soon.
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Re: dja's Blog

Postby MarcoFerrigno » Sun Jan 31, 2010 7:18 pm

when things get too crazy you just have to remember, at least ive got a job!
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Re: dja's Blog

Postby dja » Sun Jan 31, 2010 7:40 pm

I did some work on the game, which I have shared with Macar, today I hope to finish off some more, and will post screenshots.

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Re: dja's Blog

Postby Macar » Sun Jan 31, 2010 8:51 pm

Thanks for your work, d
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Re: dja's Blog

Postby Thogrim » Mon Feb 01, 2010 3:20 am

Indeed, thanks for your time.
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Re: dja's Blog

Postby dja » Mon Feb 01, 2010 9:32 am

Unfortunately I didn't achieve nearly as much as I would have liked.

I have created a Talk script, which can be connected to any NPC, this gives them the ability to talk. You then connect dialogue scripts to the NPC to give them things to say, and you can connect Link scripts to the NPC and connect dialogue scripts to them, to have topics in each dialogue.

It is quite confusing, but think of it as having 2 dialogue scripts, one which greets the user, the other tells them about a topic. Dialogue script 1 has 1 topic, so there is 1 link script, that is connected to it. The other dialogue script describes the topic, but has no links, and therefore has no link script.

When a player clicks on the NPC (within range) the talk script is run, and automatically pulls all the information together. It is important to ensure the linkId in the link script is for the correct dialogue script, and that the dialogue script has a unique id.

I also got the text to wrap (an issue I was having with the build I sent Macar yesterday).

I promise to do some screenshots when I have implemented trading, but I got carried away with conversations, when I wanted to make it extensible for multiple NPCs to chat, allowing them to say the same statements about topics, but not have to write scripts for NPC that speaks.

Hopefully someone will have done some icon textures for things to trade with NPCs by the time I get chance to implement trade.

I have some textures for implementing damage UI (thanks Thogrim), but I didn't get chance to implement it yet (its 2.30am now, and I have to be up at 6).

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Re: dja's Blog

Postby dja » Tue Mar 02, 2010 3:59 am

Got the site moved over to the new server. Doing TR in a week or 2. Should have time to finish the inventory/trade system in April.

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