Game Development Community

Several Questions for an Isometric Game

by kgoodrid · in Torque Game Builder · 10/07/2008 (10:18 am) · 3 replies

I've been working on creating a fairly simple isometric-ish game, based on the Adventure Kit. I asked these questions in the Kit's forums, but figured I might get some more responses here. I'm not really looking for code-handouts (although tutorials, scripts, and behaviors are appreciated). Any help just getting me on the right track would be great.

1) How do y'all recommend I handle sprite swapping? I would kill for the Iso and Animation builder that Neo Bindell has been working on (and seems to have sadly abandoned) as seen here: http://www.garagegames.com/blogs/49241/14392

I would like to be able to swap sprite parts such as weapons and clothing without having to create individual sprites for each possible combination. I know that I can create different sprites for each part (base 'naked' character model, individual shirt sprites, individual pants) all drawn with the same angles and dimensions (I'm exporting Poser images and using them as sprites). Any thoughts on this?

If I decided to instead just create 'outfits' instead of individual parts, what would be a good way to switch between different groups? So, for example, lets say I create several sprite sets each for a different type of armor. Obviously I would need to create new animation sets (walk, idle, etc) for each new sprite set. What would be a good way to swap between these sets? A global variable?

2) I want to switch over to a mouse-based selection / execution system for movement, attacking, and a few other areas. I eventually want a system in which I can select from multiple Player Characters / Non-Player Characters and give them commands using a mouse-driven system.

3) I'm still struggling with setting up a melee-attack enemy. I tried creating a new ammo class that would instantly hit the player when attacked. I'm having two problems with this: Even when I set the Attack Distance to a very low number (1 or less) the enemies still launch their attacks when the player is a short distance away. I want to lower this gap to create a melee-attack effect. Also, there doesn't seem to be a way to change the time / distance that an attack takes to end. I know there is a section that causes a round to auto-expire if it doesn't hit anything; I just want to make this very low so that fist attacks don't have range.

4) How do I add attack animations? There are several including for the Orc, but don't seem to be used anywhere in the code. I know how to add the animation sets in; I just need to figure out how to call them when an attack is launched.

Thanks for very much for any guidance.

#1
10/08/2008 (6:50 am)
For #1, I've decided to go ahead and try creating sprites for each body-zone (head, upper body, lower body, etc), starting with a base 'naked' version for each of the 8 view angles, then do the same with some clothing. I will then create a scene object and mount everything. So far this seems to work fairly well, but I still need to figure out how to call the different body-zone states.
#2
10/08/2008 (8:04 am)
2) I suggest giving the RTS behaviors I added to the TDN a look
It should give you an idea as it integrates the selection (including multi selection) and can be expanded for mouse movement.
#3
10/08/2008 (9:01 am)
Marc - I'll give that a shot. Thanks for the response.