Monday, August 13, 2012

SO many large objects

I just added in...
-cliffs
-stone fences
-trees
-house walls
-rocks
-grave stones

And maybe something else too? I forget.  But I also write a function to teleport heroes to the nearest grave stone object if they die.  Furthermore, I added 'warprifts' which are pairs of coordinates, designated in the map editor, that allow units to teleport in between seamlessly.  This will work well with ladders and other such objects. 
I am planning on making mobs drop crafting materials (metal scraps, pieces of wood, etc.) for the heroes to collect.  While they will have no inherent effect, I will make a DM guide designating the required materials for crafting certain items.  Then, DMs can look at this chart, remove materials from Heroes' inventories, and then add items to Heroes' inventories.  This way, the system is easily 'moddable' on the fly, and DMs can get creative with it.  Maybe a certain Hero is a more efficient crafter?  It is for you to decide, not the game!
This is the premise.  This is why I do what I do.

Saturday, August 11, 2012

Cliffs and water have been added to the game! Oh, and foliage.  Thanks to OpenGameArt and Daniel Cook!

Friday, August 10, 2012

Arm Yourself

I have improved the 'Overlay Graphic Animation' framework, so now I can simply call a function to display effect animations on tiles.  I have successfully implemented a Bow&Arrow and a Shortsword into the game with working weapon skills, and I also added in slightly-animated water tiles with proper collision. 

Also, hero spawn points are green glowing cylinders of light with collision, so heroes can join in at any time.  I plan on adding a graveyard system so when a hero dies, they will respawn at the nearest available graveyard. 

The modular ability framework makes everything so easy, and the only thing slowing me down is drawing all of the graphics!


OH YEAH- the main menus are finally all done and OpenGL based.  Woo!

Thursday, August 2, 2012

Going Around In Circles

I am now trying to polish my game and get it to a point where it is both playable and fun.  I converted the whole game over to OpenGL using the LWJGL library and I have made the ability system completely moddable (with CSV file[s] like the maps.)  This will allow me to make abilities much faster and also allow anyone else to come up with their own crazy custom abilities.  Look forward to a 0.2 release that will be drastically different from the 0.1 release!

Sunday, June 24, 2012

The port to OpenGL is going great! It is about 90% complete and I just have to polish up some remaining elements.  So smooth!

Thursday, June 21, 2012

Currently working on 0.2 which will feature an overhauled menu with animations (looks pretty sharp so far) and also an overhauled graphics library with active rendering instead of passive rendering, since OpenGL is much more efficient and robust than straight up Java.  This could take some time, and I am making minimal changes to the core mechanics, but this will be awesome!

 Oh yeah, and fullscreen is supported now.

Monday, June 18, 2012

The new BaneForge intro screen, complete with burning fire