Work continues on SBG, which now has an official title: Bot World. You can now also get more information on the game in the FAQ at www.smallbiggames.com
The inventory and item system is working, with equipment slot windows for gear. Items come in 5 grade-types and multiple quality levels. You can also link items in chat.
Work is almost finished on the weapon control system. You can control 2 to 4 weapons, depending on your setup, all completely independent from each other. Each weapon can have a different target, and displays the target name and hit points in the HUD. This is true multi-wielding of weapons, with each weapon having its own fire-rate/ammo/damage type. All weapons in BW are range based.
Thats it for now, cya.
Tuesday, January 27, 2009
Sunday, October 12, 2008
Progress on SBG.
I`m now back at work on SBG. Currently working on building the inventory and equipment system. Inventory is basically working, with the server sending inventory data to the client, and the player can move items in the inventory window. I have the equipment windows built for all 3 classes .
Yes there are only 3 classes in SBG, but with a great deal of customization options within each class. Having only 3 classes in SBG makes content creation much easier, as items and gear only have to fit the 3 classes. Many items in SBG are usable by all classes, depending on the build choices made by the player.
Later.
Yes there are only 3 classes in SBG, but with a great deal of customization options within each class. Having only 3 classes in SBG makes content creation much easier, as items and gear only have to fit the 3 classes. Many items in SBG are usable by all classes, depending on the build choices made by the player.
Later.
Saturday, September 27, 2008
Entity is Gold.
Well Entity is finally released to the public and is available as a digital download at www.smallbiggames.com Enjoy.
It takes a lot of work to get even a small game out the door! So I will be taking a small break before commencing work on SBG. Time for a little Age of Conan I think...cya soon.
It takes a lot of work to get even a small game out the door! So I will be taking a small break before commencing work on SBG. Time for a little Age of Conan I think...cya soon.
Saturday, September 20, 2008
Other work
Well SBG has been on the back burner the last few weeks, mostly due to me getting the flu, but also because I have been working to finish an earlier project called "Entity".
This is a game I originally coded on the Amiga 15 years ago. In late 2005 I began work on a new version, but never did get it finished enough for release. Recently my brother sent me a copy of the original he found online . This sparked my drive to finish the remake.
It is almost finished and should be ready for release in a week or so, after which I`ll be back on SBG.
This is a game I originally coded on the Amiga 15 years ago. In late 2005 I began work on a new version, but never did get it finished enough for release. Recently my brother sent me a copy of the original he found online . This sparked my drive to finish the remake.
It is almost finished and should be ready for release in a week or so, after which I`ll be back on SBG.
Monday, June 23, 2008
Update on progress
Well the final version (1.2) of the spell maker tool is finished, and zipped off to bro for more testing. Unless he comes back with a bug list, its ready to be used to make spells for SBG.
While making this tool I added a few extra functions to spells, (I use the word 'spell' as a generic term as they arn`t actually spells in the game setting), so I will have to add these feature to the server code.
Here is a brief run down of features in-Game as of today:
"Spell" system, HoTs,DoTs,procs,chance,transfer,ect all supported.
Skill system. "Better with use" on combat skills. All skills can be (de)buffed
Hit-Point and "mana" system. Both can be healed , (de)buffed
Basic auto fire combat. AC resistance to damage. Working crits.
XP and leveling system.
Targeting system , with fully working "pass-thru" assisting.
Mob generation and spawning . Number of mobs and type can be adjusted.
Mob AI for attacking players , with variable aggro ranges for behind and front
Mob Hate list.
Working "con-color" system and tag-name overlay.
Saving of character - upon login character will be in same state as at logout.
Interface:
Login screen with basic account creation and character select
Fully functioning UI with up to 10 resizable,movable chat windows.
Chat channels, Combat damage, combat info, vacinity, tell, system (more coming)
Up to 10 Hotbars, draggable icons for spells.
Skills window.
"Spell" book.
Maintained spell window (Hostiles window to be added)
XP,HP,Mana,Target bars , all movable.
Radar -Shows Mobs (con,aggro states), players , selected target. Moveable.
Servers:
Login Server - Handles all logins and account creation / character selection.
Game Server - handles all player and mob actions/ movement/ combat.
Chat Server - Handles all chat channels except combat messages.
Other systems still to be developed in the short/mid term:
Items system, including "buffs" on items
Inventory
Equipment slot window
Improved combat with combat moves/specials
Team/Group system
Friends list (atm you are informed of anybody logging in/out)
Systems for Long term:
Quests/mission system
Tradeskills (Tradeskills are in game, but the mechanics need to be added)
Broker,market system.
Banking/mail.
Zoneing system.
Particle system.
3D models for all equipment/ items
Sound FX
Long, long term:
Everything i`ve not thought of yet...
While making this tool I added a few extra functions to spells, (I use the word 'spell' as a generic term as they arn`t actually spells in the game setting), so I will have to add these feature to the server code.
Here is a brief run down of features in-Game as of today:
"Spell" system, HoTs,DoTs,procs,chance,transfer,ect all supported.
Skill system. "Better with use" on combat skills. All skills can be (de)buffed
Hit-Point and "mana" system. Both can be healed , (de)buffed
Basic auto fire combat. AC resistance to damage. Working crits.
XP and leveling system.
Targeting system , with fully working "pass-thru" assisting.
Mob generation and spawning . Number of mobs and type can be adjusted.
Mob AI for attacking players , with variable aggro ranges for behind and front
Mob Hate list.
Working "con-color" system and tag-name overlay.
Saving of character - upon login character will be in same state as at logout.
Interface:
Login screen with basic account creation and character select
Fully functioning UI with up to 10 resizable,movable chat windows.
Chat channels, Combat damage, combat info, vacinity, tell, system (more coming)
Up to 10 Hotbars, draggable icons for spells.
Skills window.
"Spell" book.
Maintained spell window (Hostiles window to be added)
XP,HP,Mana,Target bars , all movable.
Radar -Shows Mobs (con,aggro states), players , selected target. Moveable.
Servers:
Login Server - Handles all logins and account creation / character selection.
Game Server - handles all player and mob actions/ movement/ combat.
Chat Server - Handles all chat channels except combat messages.
Other systems still to be developed in the short/mid term:
Items system, including "buffs" on items
Inventory
Equipment slot window
Improved combat with combat moves/specials
Team/Group system
Friends list (atm you are informed of anybody logging in/out)
Systems for Long term:
Quests/mission system
Tradeskills (Tradeskills are in game, but the mechanics need to be added)
Broker,market system.
Banking/mail.
Zoneing system.
Particle system.
3D models for all equipment/ items
Sound FX
Long, long term:
Everything i`ve not thought of yet...
Wednesday, June 18, 2008
Distractions
Well I spent most of last week playing Age of Conan with my wife. I have to say we`ve been having a blast - it really is a lot of fun so far. Good job Funcom.
SBG update : Almost done coding the dev-tool to make spells, should have it finished in next couple of days and ship it off to bro for testing and feedback.
SBG update : Almost done coding the dev-tool to make spells, should have it finished in next couple of days and ship it off to bro for testing and feedback.
Wednesday, June 4, 2008
Content creation
Now that I have a working spell system, I have started work on a tool to make spells files. This will make spell creation much easier and faster than coding the files by hand. Also I can then hand the content creation duties over to my brother, and let me get on with coding.
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