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RPG Editor - RPG Battle, Tracker Radar, and Zbrush

by Kevin Mitchell · 05/02/2012 (2:49 am) · 3 comments

Finally I get to a point or progress. Made some needed adjustments to the editor and the base database after actually using the editor in a practical test environment. And then there's the battle system. Now this is only in it's early stages I have gotten to include a lot of the needed calculations and algorithms needed in here. There are weird bugs and things needed to be ironed out. As I said this is just a part 1 test.

Currently working:

Monster Aggravation.
Monster AI tactics.
Monster Special Triggers.
Monster Attack combos. (Not seen in the video)

Player Magic/Specials
Player/Monster Damage Algorithm
Player Radar Tracker.
Monster and Player Deaths
Game Over Screen.


Currently I've only added a random attacker to the list of AI Tatics. There are other AI tatics needed to give monsters a proper personality.

The AI Tatics will be as follows:

ATTACK RANDOM
ATTACK WEAK
DEFEND RECOVER
ATTACK RECOVER
PROTECT MAGES
POWER SPELLS RANDOM
POWER SPELLS WEAK
CONSERVATIVE SPELLS RANDOM
CONSERVATIVE SPELLS WEAK
BALANCED
DEFENSIVE

As for triggering specials I only have one currently set and that is a 50% life trigger.

The other triggers for activating specials are as follows:


INSTANT
LIFE 75% INSTANT
LIFE 50% INSTANT
LIFE 25% INSTANT
LIFE 10% INSTANT
LIFE 0% INSTANT
EVERY 2 TURNS
EVERY 4 TURNS
EVERY 8 TURNS
EVERY 10 TURNS
EVERY 15 TURNS
EVERY 20 TURNS
EVERY 30 TURNS
EVERY 20 SECONDS
EVERY 30 SECONDS

As i use these more I will defiantly refine the flexibility of the triggers.


Finally the first video (available in HD):




Also I have been looking into improving the quality of my RPG Character Pack. So I have been learning Zbrush for about a week now. I used the character base from my RPG Character pack and took the low poly into ZBrush, Added some textures and other unique changes and then once I got something I liked I used the internal UV Master tools and Decimation Master to make the 3 Million poly model into a 10K model fairly easy. I know i have more to learn about this and there is defiantly ways to make it more optimized but for few hours of work/learning I got some interesting results.

Base Model

i26.photobucket.com/albums/c118/shoiko/546249_10150724533269353_500134352_9351504_1460522704_n.jpg

Added Details

i26.photobucket.com/albums/c118/shoiko/305497_10150724534179353_500134352_9351508_40148383_n.jpg
Texturing

i26.photobucket.com/albums/c118/shoiko/466237_10150726752479353_500134352_9361011_359982556_o.jpg

Characteristics

i26.photobucket.com/albums/c118/shoiko/465888_10150727426754353_500134352_9362840_1761757464_o.jpg

i26.photobucket.com/albums/c118/shoiko/475414_10150728906549353_500134352_9367659_1985948387_o.jpg


10k Model quick skin test.
Umm First try at using CAT in 3DS Max....




As an added note I have made a facebook for 12 CatBlack Studios.

I'm adding any tutorials, random algorithm ideas, RPG Editor information, and anything that I can think of to help make the game creation process easier.

12 CatBlack Studios on FaceBook

Come join the page if you are interested.

#1
05/02/2012 (4:35 am)
Checkout www.badking.com.au for some great zBrush tutorials.
#2
05/02/2012 (8:16 am)
Cool! Fire, fire, fire!
So the disappearing foe is part of the death animation? Are you going for a FF look when monsters die?

I like how you can dodge enemy fire. That could make for some interesting battles with that kind of movement.
#3
05/02/2012 (10:45 am)
I need to add the other animation for dodge and things.