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Vapourware Codexian Game Development Thread

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jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

Niektory

one of some
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Mar 15, 2005
Messages
808
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the great potato in the sky
U9eZVXg.png

Maybe something like this?
 
Unwanted

jcd

Punished JCD
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Joined
Jan 4, 2012
Messages
10,681
Location
UNATCO HQ
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Unwanted

jcd

Punished JCD
Patron
Joined
Jan 4, 2012
Messages
10,681
Location
UNATCO HQ
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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jagged-jimmy

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Codex 2012
The first part of a topic suggested by jagged-jimmy on building a generic way to process the chaos of P&P rule systems:

http://artificerentertainment.blogspot.ca/2014/08/guildcraft-dev-diary-part-x.html

Now we're talking. It will be interesting to see you piece the puzzles together.

My thoughts (basically resulting from my own tinkering):

I don't think the Effects should handle themselves or have any logic like "onTurnStart". You will have to put char/class data into them to manage the calculations required and this will bloat the Effect class. You also will still need to have a class, that manages to call those "on_X" methods. So why not just create an EffectsProcessor, read current char Effects and process them at certain points of combat (like at turn start, etc.). Thus Effects would be exactly just pieces of info on "what property is modified how" and some other class will sort out how to do it.

Race/Feats could be just groups of Effects. Like Dwarf would add a +Str/Con with infinite duration.

I also don't think there are Effects alone anywhere. Effects would sit on a Spell (Spell.effects) or Condition or maybe piece of equipment (magic weapon). Always the same generic "piece of info" that you can reuse anywhere. You won't have to distinguish between spell effects or magic armor bonuses (+2 CON, etc.).

Some things worth discussing:
You will have to add a complex "source of effect" too. If i disspell this Spell, what effects must be removed? Can this unit disspell this spell, who (caster lvl) cast it on target unit?
Chaining effects. Some effect spawn another effect after X turns... like Color Spray spell.

For spells you will have to group effects and guard them with conditions (works on Undead only) and SavingThrows (which effects are to add on Partial).

Calculating stats and effects is also a very interesting problem. D20 mostly gives a good pattern - sum all bonuses of the same type, apply highest (and lowest). Bonuses without type do stack. For exceptions you still can introduce "isStackable".

I found that getting the data in a generic way is the best approach. I.e. having a generic getProperty(Property p) method on Unit.

So any calculation class would not start adding all those effects and checking if you are "Blessed" or "Slowed". It will just call getProperty(Property.STR) and the unit would dynamically compute the total STR value by reading and processing all effects that modify Property.STR.
Would like to read your thoughts.

Like i said, i consider the combat implementation the real meat of such a project. Lots of interesting stuff to design.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong


Finished a hell lot of things over the past few weeks. Only capable of showing the stuff right now because most of the stuff is in the engine.

  • Finished coding player type characters with progression.
  • Finished coding attributes and their interactions with everything including skills and defense.
  • Finished coding all 17 blasted skills.
  • Finished coding bonuses and how they stack or don't depending on type of bonuses.
  • Finished coding races and how different races affect the character.
  • Stopping the temptation of giving -4 to strength to female characters.
  • Finished coding NPC characters either enemies or allies (No progression)
  • Finished coding props
  • Finally figure out how to implement multi-tile props and enemies.
  • Finished the spawning system for props
  • Fixed the Z-level system for better appearance
  • Finished setup the chess class which is used for props, characters, allies and enemies in the battlefield

Should be faster now that most backend stuff have been dealt with for now. Still pretty long before combat demo is ready.
Learnt a lot from both Wasteland 2 and PoE betas on what I should not do.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,746
The first part of a topic suggested by jagged-jimmy on building a generic way to process the chaos of P&P rule systems:

http://artificerentertainment.blogspot.ca/2014/08/guildcraft-dev-diary-part-x.html

Now we're talking. It will be interesting to see you piece the puzzles together.

My thoughts (basically resulting from my own tinkering):

I don't think the Effects should handle themselves or have any logic like "onTurnStart". You will have to put char/class data into them to manage the calculations required and this will bloat the Effect class. You also will still need to have a class, that manages to call those "on_X" methods. So why not just create an EffectsProcessor, read current char Effects and process them at certain points of combat (like at turn start, etc.). Thus Effects would be exactly just pieces of info on "what property is modified how" and some other class will sort out how to do it.

Race/Feats could be just groups of Effects. Like Dwarf would add a +Str/Con with infinite duration.

I also don't think there are Effects alone anywhere. Effects would sit on a Spell (Spell.effects) or Condition or maybe piece of equipment (magic weapon). Always the same generic "piece of info" that you can reuse anywhere. You won't have to distinguish between spell effects or magic armor bonuses (+2 CON, etc.).

Some things worth discussing:
You will have to add a complex "source of effect" too. If i disspell this Spell, what effects must be removed? Can this unit disspell this spell, who (caster lvl) cast it on target unit?
Chaining effects. Some effect spawn another effect after X turns... like Color Spray spell.

For spells you will have to group effects and guard them with conditions (works on Undead only) and SavingThrows (which effects are to add on Partial).

Calculating stats and effects is also a very interesting problem. D20 mostly gives a good pattern - sum all bonuses of the same type, apply highest (and lowest). Bonuses without type do stack. For exceptions you still can introduce "isStackable".

I found that getting the data in a generic way is the best approach. I.e. having a generic getProperty(Property p) method on Unit.

So any calculation class would not start adding all those effects and checking if you are "Blessed" or "Slowed". It will just call getProperty(Property.STR) and the unit would dynamically compute the total STR value by reading and processing all effects that modify Property.STR.
Would like to read your thoughts.

Like i said, i consider the combat implementation the real meat of such a project. Lots of interesting stuff to design.
You raise some interesting points about Effects and stats. Here are my thoughts:

-I agree that storing character data in an Effect is the wrong way to go. Initially I had a reference to the character the effect applied to, but I removed that for a couple of reasons. First, it's a circular reference. Second, it is only sufficient for the trivial cases of "+1 Strength" and other passive effects. Any tricky effects, such as "+2 attack vs. trolls" require more information to process. Since the required information changes every round, it made sense to pass it to the Effect during calculation time.

-The reason I like having Effects able to respond to events such as "OnTurnStart" is so the processing for strange exceptions can be bundled into a feat or class trait. A good example of this would be, say, a class feature that on the start of the turn grants an additional use of a level 1 spell slot, but only if the character has no remaining level 1 spell slots. Another use is for spawning secondary effects during "OnRemoved", like in your Color Spray example.

-I do have a class that functions as an "EffectsProcessor" that iterates over the effects applied to a character.

-Yes, that is how I am implementing race traits, feats, class features, etc. Each has an effect or effect list that it applies to a character.

-I haven't implemented spells yet, but I expect to create a SpellEffect child class of Effect for all spell effects to derive from. That would be a logical place to include some of the information and common processing that you mentioned, such as who cast the spell and its dispel requirements.

-I finished implementing the generic calculation of stats including different types last night. It needs some soak time, but my dev diary two weeks from now will go into the details. I have something similar to your getProperty method, but it also handles things like stat maximums and overrides. (Think D&D Basic, where ability scores are capped at 20, but guantlets of ogre strength set strength to 22.)
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,746
Does anyone have a recommendation for a Unity asset that I can purchase that will provide an in-game console for debug commands?

Looking for:
-Command completion
-Command history (up arrow, etc)
-Monospaced font or customizable font
-Low startup overhead
-Easy to add commands

I was very surprised that this sort of thing isn't built into the engine.

Also: we really need a Unity megathread here, because I would like to see some discussion of the new GUI that is finally available in the 4.6 beta(!):
http://unity3d.com/unity/beta/4.6

:yeah:
 
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28.8bps Modem

Prophet
Joined
Jan 15, 2014
Messages
302
Location
The Internet, Circa 1993
Does anyone have a recommendation for a Unity asset that I can purchase that will provide an in-game console for debug commands?

I doubt what you want actually exists. If you think about it, the core of that's pretty much intimately bound up with the parser for whatever scripting language you're using. You're going to have to feed the input to the parser, or make a facsimile of the parser in whatever parser generator C# has available. Command completion relies totally on the scripting engine's symbol table. Maybe you can find some sort of generic input terminal and wire it up to your scripting engine?

Or, you know...

vfDPU0E.png

:rpgcodex:
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,746
Does anyone have a recommendation for a Unity asset that I can purchase that will provide an in-game console for debug commands?

I doubt what you want actually exists. If you think about it, the core of that's pretty much intimately bound up with the parser for whatever scripting language you're using. You're going to have to feed the input to the parser, or make a facsimile of the parser in whatever parser generator C# has available. Command completion relies totally on the scripting engine's symbol table. Maybe you can find some sort of generic input terminal and wire it up to your scripting engine?

Or, you know...

vfDPU0E.png

:rpgcodex:
:roll:

If my goal was to build a game engine I wouldn't be using an existing game engine.

There are a variety of command console tools on the store. I'm looking for a recommendation from someone here because most don't have trials and people here are likely to be building RPGs with them.

Unity megathread: http://www.rpgcodex.net/forums/index.php?threads/unity-megathread.93927/
 
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jcd

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UNATCO HQ
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Unwanted

jcd

Punished JCD
Patron
Joined
Jan 4, 2012
Messages
10,681
Location
UNATCO HQ
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:
Joined
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Messages
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Location
Malaysia
Shadorwun: Hong Kong
Getting a bit tired of coding recently, so been doing so artwork and writing in the mean time.

A bit of foreword, for the game which combat demo I am making, I decided to name the city where all the events are centered at as Wildebourne.
And yes, I get it off a random name generator so sue me.

This is a list of the largest factions in the Wildebourne. These factions will have an effect on the gameplay and story of the game. They will grant your special quests, give your boons, try to sabotage or kill you depend on your actions in the game. Besides that, if you earned their favor high enough, you will be granted training for their unique faction-only powers and traits to improve your avatar. A lot of the recruitable characters will have a faction aside from the Leford Adventurer Guild as their actual sponsor, therefore be wary of whom you hire to bring along in each quest. Many do not reveal their main faction until certain criteria been passed. Certain factions are hidden due to spoilers.

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Name: Ruby Consortium
Type: Trade Syndicate
Main Goal: Profit Above All
Other Notes:
· Control most of the trade in Wildebourne
· Members compete against each other as much as they work together
· Have strong support of the ruling class

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Name:
Wildebournean Guard
Type: Town Guard
Main Goal: Protect Wildebourne
Other Notes:
· Consist mostly of simple minded folks
· Pretty much responsible for law and order in the city
· Do not tolerate public misconduct of any kind.

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Name: Faith of Serilye
Type: Religious Order/ Environmentalists/ Nature Hipsters
Main Goal: Preserve Nature Bounty
Other Notes:
· Hate despoilment of nature.
· Most followers hailed from the middle class
· Extensive knowledge of the surrounding area

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Name: Church of Dardall
Type: Religious Order
Main Goal: Spread the Faith
Other Notes:
· The common religion of the citizens of Wildebourne.
· Responsible for uniting people of different races through a common culture
· Held most of the large celebrations and events in the city

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Name: Phantom Network
Type: Thieves Guild
Main Goal: Lie, Cheat, Steal
Other Notes:
· Active in less patrolled wards of the city
· Control the Wildebourne black market and most of the smuggling network
· Also involved in thievery, get rich quick schemes, loan sharks and assassinations

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Name: Bloodsword Company
Type: Mercenary Guild
Main Goal: Protection At A Price
Other Notes:
· Trusted by many because they will never switch sides on a job no matter what.
· Emphasis on tactics and offense.
· Will never harm a civilian unless proved otherwise.

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Name: Wilde Lions
Type: Knighthood Order
Main Goal: Sword Of The State
Other Notes:
· Entry only through nobility or great acts of valor or service to Wildebourne.
· The strike team of the ruling class.
· Value honor and the rule of law above all else.

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Name: Elean Wanderers
Type: Travelling Clan
Main Goal: Endless Travel
Other Notes:
· Constantly flaunt local laws
· Involve in both smuggling and legal trade
· Best source of news from around the world

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Name: Leford Adventurer Guild
Type: Adventurer Guild
Main Goal: Explore and Resolve
Other Notes:
· Almost all dangerous people in Wildebournean join this organization.
· Act as the middleman between clients and “problem solvers”
· Offer a lot of services for people willing to risk their lives.

Faction sprites will replace portraits for the combat UI because I suck ass at drawing good-looking faces. That's all for now.
 
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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jagged-jimmy

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Codex 2012
Dev diary entry about calculating RPG stats of different types with arbitrary rules:

http://artificerentertainment.blogspot.ca/2014/09/guildcraft-dev-diary-part-xi.html

Summoning jagged-jimmy.
I am lost in the Wasteland for weeks to come... :negative:

Well, you very much summed up all the possible cases of calculations. Good job on research. I only used typed/untyped with optional stacking and overrides(min and max).

The only thing i don't quite get, is why you need Max and Override outside of EffectsManager? I think simple get() would do, the calculation is hidden in the class anyway.

Why not Hex? I had some fun implementing a hex grid. I don't know what else the library can, but a simple top-down map with A* pathfinding does not take long. And you don't need anything else. Now if you want an iso look ... it's a different story.

Btw. you might've already wrote, but what level of graphics are you aiming at? My plan was top-down, icon based - i.e. the easiest, if you cannot into art.
 

Farage

Arcane
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Feb 17, 2014
Messages
596
hey jcd your game is looking pretty neat.
good a.i stuff and very clean.
engine made from scratch?
 
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jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

J1M

Arcane
Joined
May 14, 2008
Messages
14,746
Dev diary entry about calculating RPG stats of different types with arbitrary rules:

http://artificerentertainment.blogspot.ca/2014/09/guildcraft-dev-diary-part-xi.html

Summoning jagged-jimmy.
I am lost in the Wasteland for weeks to come... :negative:

Well, you very much summed up all the possible cases of calculations. Good job on research. I only used typed/untyped with optional stacking and overrides(min and max).

The only thing i don't quite get, is why you need Max and Override outside of EffectsManager? I think simple get() would do, the calculation is hidden in the class anyway.

Why not Hex? I had some fun implementing a hex grid. I don't know what else the library can, but a simple top-down map with A* pathfinding does not take long. And you don't need anything else. Now if you want an iso look ... it's a different story.

Btw. you might've already wrote, but what level of graphics are you aiming at? My plan was top-down, icon based - i.e. the easiest, if you cannot into art.
I don't understand your question about Max and Override. Can you elaborate?

Why not hex:
http://www.rpgcodex.net/forums/index.php?threads/turn-based-square-grid-vs-hexagonal-grid.34078/
http://www.rpgcodex.net/forums/index.php?threads/hexes-vs-squares.83776/

Graphics level would be best described as 'functional'.
 

jagged-jimmy

Prophet
Joined
Jan 25, 2008
Messages
1,562
Location
Freeside
Codex 2012
I would have thought the overriding and max values are just used internally. Like, if some stat is requested with get(Stat) the processing goes through effects and as soon as there is an "override" modifier is encountered it's value is returned - basically as you described in you post anyway. So i was wondering why you would need public getOverride and getMax.

Anyway it will be probably more interesting when you start using the classes together.

About hexes: i guess it really depends what level of graphics the game has. Drunken running might be a cosmetic problem in Fallout, but in a top-down game i find the hex movement cleaner. Same costs paths, straightforward cone/circle AoE.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,746
I would have thought the overriding and max values are just used internally. Like, if some stat is requested with get(Stat) the processing goes through effects and as soon as there is an "override" modifier is encountered it's value is returned - basically as you described in you post anyway. So i was wondering why you would need public getOverride and getMax.

Anyway it will be probably more interesting when you start using the classes together.

About hexes: i guess it really depends what level of graphics the game has. Drunken running might be a cosmetic problem in Fallout, but in a top-down game i find the hex movement cleaner. Same costs paths, straightforward cone/circle AoE.
The most common example of using getStatMaximum() would be displaying hit points on a character sheet. Essentially any time a resource is tracked, refilled, etc.
 

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