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aiaf

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  1. aiaf

    Roll call

    Im working on the first level mechanic.Just using csg. Want to have working dialog and reader into this. Some exploration mechanic, pick pistol, read mechanic, and some other things. Lots of stuff to do.
  2. I started with something more simple. Ill commit when something is playable.
  3. Seem winter holidays are here and maybe will have less activity. I put this post too see who can help in this period. The design doc is great imo, we should expand/modify on that. If you dont know what to do just go to the pdf and pick something you like and make it happen or start discussion if want something changed. For moment we need csg levels with mechanics , no need to worry about modeling yet just use cubes. I come up with idea to have a person be in charge for a level. What are your thoughts on this ?
  4. We have a design document started by mdgunn here:
  5. Yeah this should be stick in the repo. Im thinking to have a person responsible for one level.Others can come in help at any time if they feel like it. You guys ok with this ?
  6. Yep agree with csg models then.Mechanics are more important. Well , here it is Player wakes up in one of the outer rooms Staying long in cryo statsis can be dangerous to health so this level is design to make sure the guardian is still sane and make him remember.Not all guardians survive the trials. So to gameplay: Lots of papers in the rooms to read that give info Each room has a teleporter , that need an number to activate and will move you to that room. Each room has a switch that need to be pressed only once to activate , once all 8 outer rooms switches are active you unlock the 4 inner rooms. In the mean time you are presented to all kinds of logic tests, or choices designed to test you. For example on room could have some spikes that activates in 15 seconds once you get in the room.And you would get warning of this in some of the papers. More info about the island in papers.Activate the switches in the inner rooms to go to room 0 where is a teleporter out. All outer rooms has displayed in some place its number (001 002 003 004 005 006 007 008) The 4 inner rooms (01 02 03 04) The center room has number 0. It contains the way out of this level. Besides this to each room it corresponds one of this fibonnaci numbers. 0 - exit room 1 2 3 5 - inner 8 13 21 34 55 89 144 etc - outer rooms Somehow player need to understand this from the papers. So to go to first room in outer levels you need to input in teleporter 8001. \ This is a bit different, but once we exit this trials rooms we can continue with your story with no problem. So this is just an idea , i can keep this for other level also but think can serve as good intro, what do you think ?
  7. Ill make a test , i have some good gameplay ideas for this map.Also have an idea to include number 004. Later will need some models, so who can help with this ? cryo coffin, med kit ,display terminal, power generator, switches etc . pls add you own ideas to this thread Stay tuned.
  8. Rgr makes sense. Do we have the low poly island from above commited to git ? Need more work ? from my point of view looks great we could use it
  9. You have rights with the git repo i just checked. We just going to use your model probably, it fits the current theme. For rest keeping the low poly feel , and use vertex paint when possible.
  10. Seem vertex painting is pretty easy to do. Single issue is that you need some vertexes in the model to work ok. Just made a test export to fbx and leadwerks , no more textures
  11. Now im loading game data at startup of game. gconfig, gworld files that contains serialized lua tables.Think this mechanism is enough for our needs. At the moment looks like this: gworld: do local _={nrislands=2,playerLocationId=1,islands={{name="Principium",id=1},{name="Secundus",id=2}}};return _;end gconfig: do local _={sound=1,fullscreen=1};return _;end
  12. Can someone with more csg knowledge make a simple starting room (in start.map). Something like a big corridor with rooms on the side (each containing space for a cryo pod).But only our pod is present. Then we can fill it with models. I can try myself but im not used to the editor.
  13. This looks great. Can we get the character added to the git repository? Looking to make the first level, check the post in game design Thirsty Panther you need more time for this? Or we should go with first person for now
  14. I create this topic to discuss the first room/level. Level will be csg based. Im fine with cryo room described in the document.If someone want something changed/different speak now and we can vote if necessary. Have a look at design document:
  15. I wanna start with the first room as soon as we can. You still need time for the design document draft ? Lets try do the initial room with csg. At moment just me mdgunn and Thirsty Panter are active so will be fast with voting. Im creating a post Initial Room to talk.
  16. I had to change the indexing.Now is done and working perfectly bonus the code is simpler. TestOneChoice = { ["11"] = { speaker = "Minsc", text = "Who are you ?", navButtonType = "None", choices = {"Minsc", "Rom (Lie)", "I dont know", "What What"}}, ["1111"] = { speaker = "Guardian", text = "Ok Minsc, now show me the money", navButtonType = "None", choices = {"I dont have any money", "Say what ? die", "Banzaaii"}}, ["121111"] = { speaker = "Minsc", text = "Then give me some bread. Now!", navButtonType = "End Dialog", choices = {}}, ["221111"] = { speaker = "Minsc", text = "You will regret this. Defend yourself!", navButtonType = "End Dialog", choices = {}}, ["321111"] = { speaker = "Minsc", text = "Die!", navButtonType = "End Dialog", choices = {}}, ["2111"] = { speaker = "Guardian", text = "Ok Rom nice to meet you", navButtonType = "None", choices = {"I need food", "Lets rob a bank", "Whatever"}}, ["122111"] = { speaker = "Guardian", text = "1", navButtonType = "End Dialog", choices = {}}, ["222111"] = { speaker = "Guardian", text = "2", navButtonType = "End Dialog", choices = {}}, ["322111"] = { speaker = "Guardian", text = "Test3", navButtonType = "None", choices = {"Test3"}}, ["13322111"] = { speaker = "Guardian", text = "Ok", navButtonType = "None", choices = {"Test1", "Test2"}}, ["1413322111"] = { speaker = "Guardian", text = "Ok1", navButtonType = "End Dialog", choices = {}}, ["2413322111"] = { speaker = "Guardian", text = "Ok2", navButtonType = "End Dialog", choices = {}}, ["3111"] = { speaker = "Guardian", text = "What", navButtonType = "None", choices = {"Test"}}, ["123111"] = { speaker = "Guardian", text = "Test", navButtonType = "End Dialog", choices = {}}, ["4111"] = { speaker = "Guardian", text = "What What", navButtonType = "None", choices = {"What1"}}, ["124111"] = { speaker = "Guardian", text = "What1", navButtonType = "End Dialog", choices = {}} } 13322111 - means: 1 - the menu selection index 3 - depth 22111 - the parent id You can figure it out by looking at the example.
  17. aiaf

    GUI

    Use gui:GetBase() Draw your widgets similar to the panel.
  18. aiaf

    GUI

    Have a look in menu.lua. For what you need draw widgets with last parameter gui:Getbase(). It's like the parent to draw on, when you draw on a panel you have the panel variable there.
  19. More progress with this , now i have a tree like structure for the dialogs. If you pull the changes can see the dialog in game made from this description file: TestOneChoice = { ["1_1"] = { speaker = "Minsc", text = "Who are you ?", navButtonType = "None", choices = {"Minsc", "Rom (Lie)", "I dont know", "What What"}}, ["1_1_11"] = { speaker = "Guardian", text = "Ok Minsc, now show me the money", navButtonType = "None", choices = {"I dont have any money", "Say what ? die", "Banzaaii"}}, ["1_2_11"] = { speaker = "Minsc", text = "Then give me some bread. Now!", navButtonType = "End Dialog", choices = {}}, ["2_2_11"] = { speaker = "Minsc", text = "You will regret this. Defend yourself!", navButtonType = "End Dialog", choices = {}}, ["3_2_11"] = { speaker = "Minsc", text = "Die!", navButtonType = "End Dialog", choices = {}}, ["2_1_11"] = { speaker = "Guardian", text = "Ok Rom nice to meet you", navButtonType = "None", choices = {"I need food", "Lets rob a bank", "Whatever"}}, ["1_2_21"] = { speaker = "Guardian", text = "1", navButtonType = "End Dialog", choices = {}}, ["2_2_21"] = { speaker = "Guardian", text = "2", navButtonType = "End Dialog", choices = {}}, ["3_2_21"] = { speaker = "Guardian", text = "Test3", navButtonType = "None", choices = {"Test3"}}, ["1_3_32"] = { speaker = "Guardian", text = "Ok", navButtonType = "None", choices = {"Test1", "Test2"}}, ["1_4_13"] = { speaker = "Guardian", text = "Ok1", navButtonType = "End Dialog", choices = {}}, ["2_4_13"] = { speaker = "Guardian", text = "Ok2", navButtonType = "End Dialog", choices = {}}, ["3_1_11"] = { speaker = "Guardian", text = "What", navButtonType = "None", choices = {"Test"}}, ["1_2_31"] = { speaker = "Guardian", text = "Test", navButtonType = "End Dialog", choices = {}}, ["4_1_11"] = { speaker = "Guardian", text = "What What", navButtonType = "None", choices = {"What1"}}, ["1_2_41"] = { speaker = "Guardian", text = "What1", navButtonType = "End Dialog", choices = {}} } I need to do more testing, and think of a way to store player choices. What that key index means: (index)_(depth)_(parent index depth joined as number) They are actually easy to do once you figure it out. I think i have a problem with duplicate entires, ill come back with an update.
  20. Good stuff there. We just need one player model , to not complicate things other humans should not be running around, be just in the story or static dead people. Also if we can do in some way to not have tutorial would be great , just tell player by reading some documentation left on ground or something, or listen to some voice. And yeah agree is kind of hard to keep the fantasy setting also , maybe by adding some kind of demon enemies. Have more comments but i let you finish first draft.
  21. Agree with csg based for the sublevels. I didnt even thinked of a boss :) Maybe first sublevel is an arcade type of thing, jumping around , move some objects to be able able to get to some places, activating some switches and escape to the island. Story example: Guardian is awakened and dont remember why all is quiet (setting inside the monolith). Wonder around, find some ancient scrolls from which you get info about the game story and start to remember things (maybe do voice here). Then meteor strikes and you must escape to the island.
  22. Ok so will have some arcade mechanics also on the island, this is good, cheers. Want to propose some other levels (a command center room, engine room etc) , where island(ship) functions will be available. I can take care of this after you put the design document draft.
  23. I added a gui system, work in progress but i commited it so you can see i make good progress. I tried to keep it simple and flexible ,this is how its used: local guimanager = GuiManager:new(nil, gui, gstate) guimanager:loadDialogData(TestDialogs) Under the hood the GuiManager takes care of main menu, dialogs and in future also inventory. The dialog text is loaded from a file: TestDialogs = { {id=1, speaker = "Minsc", text = "Welcome to Forth!", navButtonType = "Continue", choices={}}, {id=2, speaker = "Minsc", text = "Welcome to Forth! Second", navButtonType = "Continue", choices={}}, {id=2, speaker = "Minsc", text = "Welcome to Forth! Third", navButtonType = "Continue", choices={}}, {id=3, speaker = "Minsc", text = "Welcome to Forth! Fourth", navButtonType = "End Dialog", choices={} } You can see it in action on game main menu, can click continue when last dialog panel will be closed. Also a game state class , may be too simple but for now is ok. Next i will implement the dialog choices.
  24. Rgr, good to hear and take your time. Most of the earlier decisions are in discord pins.
  25. Ill go for quest system, dialog system, inventory system and game options. I started with dialog system and a way to have game states. And doing some props in the mean time.
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