Search found 38 matches

by fprt77
Mon Jun 27, 2016 12:53 pm
Forum: Developer log
Topic: 26.6.2016 - Energy
Replies: 0
Views: 3448

26.6.2016 - Energy

I have been thinking a lot about energy handling last weeks. I didn't like, that characters could pass turns without any penalty (hp and energy has been regenerating). We have decided to change this into more realistic solution. Now player characters loose a little energy at the start of each turn (...
by fprt77
Mon Jun 27, 2016 11:59 am
Forum: Developer log
Topic: 23.6.2016 - Action cost modification
Replies: 0
Views: 2529

23.6.2016 - Action cost modification

During last days, we have added option to manipulate with action costs of actions. Buffs now can increase or decrease these costs. However there is minimal cost defined for each type of action (for example attack with weapon can not cost less than 1). This opens possibility to define armor that incr...
by fprt77
Mon Jun 27, 2016 11:51 am
Forum: Developer log
Topic: 15.6.2016 - Action points per step
Replies: 0
Views: 2544

15.6.2016 - Action points per step

Until now, each tile switch of character had 1 AP cost. Now "apPerStep" value has been added to character stats. This way, it is possible to define slowing buffs, that will increase cost of moving character around, while preserving its ability to attack. Same principle is used for ensnare ...
by fprt77
Mon Jun 27, 2016 10:03 am
Forum: Developer log
Topic: 13.6.2016 - Constants definition in Json
Replies: 0
Views: 2620

13.6.2016 - Constants definition in Json

For the purpose of game modification without the need to rebuild it, we have moved all constants from the ".hpp" files to single static class which loads this values from Json configuration file. This will allow modification of: ⋅ debug info print ⋅ hex board values (si...
by fprt77
Mon Jun 27, 2016 8:55 am
Forum: Developer log
Topic: 5.6.2016 - Overwatch
Replies: 0
Views: 2582

5.6.2016 - Overwatch

Last few months, we have been thinking about tactical strategies that would be too obvious or could exploit engine AI. One of these strategies is to hide behind obstacles, move out, shoot and hide back. To balance this, we have decided to add overwatch option. This will allow AI to wait for hiding c...
by fprt77
Mon Jun 27, 2016 7:05 am
Forum: Developer log
Topic: 31.5.2016 - Ingame pause and next frame
Replies: 0
Views: 2594

31.5.2016 - Ingame pause and next frame

For easier screenshot making, we have added option to "pause game" and to "move to next frame". This way, we can catch just the right moment, that we want to share.

Default keys:
  • pause game - F9
  • next frame - F10
by fprt77
Mon May 30, 2016 6:34 pm
Forum: Developer log
Topic: 24.5.2016 – Item recycling
Replies: 0
Views: 2629

24.5.2016 – Item recycling

In addition to repair action for some items, we bring recycling option. When player will not have use for item anymore, he will be able to scrap it into some resources from random pool. Json recycle element: http://www.multiverse-commando.com/forum-img/2016-05-24-item-recycling/item-recycling-json.p...
by fprt77
Mon May 30, 2016 6:33 pm
Forum: Developer log
Topic: 23.5.2016 – On-stand traps
Replies: 0
Views: 2494

23.5.2016 – On-stand traps

Since we already had traps that would trigger on improper interaction with objects, we had to extend this to cover also traps that would trigger on tile stand. Traps do not trigger every time, instead they have some chance to blow which is decreased by "traps" skill of character that walke...
by fprt77
Mon May 30, 2016 6:33 pm
Forum: Developer log
Topic: 13.5.2016 – Aura buffs
Replies: 0
Views: 2599

13.5.2016 – Aura buffs

Until now, skills could effect only one target tile. We have extended this by adding area of effect mechanics. When skill is activated and it is of type "apply area buff" then buff will be handled to all requested targets in range. This allowed us to define mass healing skill, that effects...
by fprt77
Mon May 30, 2016 6:32 pm
Forum: Developer log
Topic: 12.5.2016 - Custom positioning of UI controls
Replies: 0
Views: 2614

12.5.2016 - Custom positioning of UI controls

Today we have finished next step in UI customization. Dynamic UI block arrangement is implemented. Positioning is specified in Json file. Even though this is not "drag&drop" solution, it should be possible to define almost any UI block composition. Just by changing few lines of layout ...
by fprt77
Mon May 30, 2016 6:32 pm
Forum: Developer log
Topic: 10.5.2016 - Game difficulty modificators
Replies: 0
Views: 2592

10.5.2016 - Game difficulty modificators

We could not ignore game difficulty implementation any longer. We decided to offer 4 different difficulties (Easy, Normal, Hard, Loner). As any other ingame content, also difficulties are defined in Json files and could be easily modified. Global values that can be modified: ⋅ maximum team...
by fprt77
Mon May 30, 2016 6:31 pm
Forum: Developer log
Topic: 5.5.2016 - Character races
Replies: 0
Views: 2612

5.5.2016 - Character races

It finally come to this. We are introducing character races. Reason for this decision is option to offer special kind of items that could be equiped only to specified race types. Other benefit is limiting buff effects to list of race types, making other types immune to that effect. Current list of r...
by fprt77
Mon May 30, 2016 6:31 pm
Forum: Developer log
Topic: 4.5.2016 - Isometric sublocations
Replies: 0
Views: 2497

4.5.2016 - Isometric sublocations

Finally, Martin had enough mental strength to implement generator of isometric rooms in level board. There was some tricky math included, especially when we wanted to support both old generating style and new isometric one. This was achieved through room rotation by 30 degrees. Figuring out coordina...
by fprt77
Mon May 30, 2016 6:31 pm
Forum: Developer log
Topic: 29.4.2016 - Taking cover behind objects
Replies: 0
Views: 2535

29.4.2016 - Taking cover behind objects

We have been thinking about ways to add more tactical depth into combats in our game and we decided to implement "cover" mechanics. Until now all obstacles between shooting and target character were decreasing hit chance, no matter how far from the shooting character they were. Instead, ob...
by fprt77
Mon May 30, 2016 6:30 pm
Forum: Developer log
Topic: 15.4.2016 - Sound effects in camera range
Replies: 0
Views: 2516

15.4.2016 - Sound effects in camera range

Since we have been adding few new sounds into game, one issue has occurred. We used to play each sound with same intensity, no matter where was its source on map. Not anymore, because now sound volume is decreasing with increasing distance from center of screen. If source distance is greater than ma...
by fprt77
Mon May 30, 2016 2:37 pm
Forum: Developer log
Topic: 8.4.2016 - Spawning item changes
Replies: 0
Views: 2494

8.4.2016 - Spawning item changes

Instead of defining spawnable items for each character/object with inventory one by one, I have made option to define spawnable item packs (i.e. weapon pack, ammunition pack, medical pack, …) and list them in character/object definition. In addition it is possible to set chance weight multiplier for...
by fprt77
Mon May 30, 2016 2:36 pm
Forum: Developer log
Topic: 6.4.2016 - Projectile impact handling
Replies: 0
Views: 2432

6.4.2016 - Projectile impact handling

Last few days, I have been working on projectile impact handling. Both impact animation and impact effects are now processed when projectile reaches target destination. Animation has been tested with laser projectile, which makes splash when hitting target. Impact animation can also be triggered for...
by fprt77
Mon May 30, 2016 2:35 pm
Forum: Developer log
Topic: 2.4.2016 - Brightness settings option
Replies: 0
Views: 2536

2.4.2016 - Brightness settings option

Who would have thought that adding brightness option to settings could be so tricky. SDL is kind of limited regarding this, because only option is to set brightness for whole window (aka. Monitor). This is something that I, as a user, would not like at all. Instead we increase/decrease brightness of...
by fprt77
Mon May 30, 2016 2:35 pm
Forum: Developer log
Topic: 31.3.2016 - Level values now change stats of interaction, buffs, skills, etc
Replies: 0
Views: 2550

31.3.2016 - Level values now change stats of interaction, buffs, skills, etc

We have made changes to levelling part of engine. Not only basic stats of characters and objects are updated after each level up, but also this properties: ⋅ interaction difficulty ⋅ interaction buff effects ⋅ buff effects of skills ⋅ amount of spawned items
by fprt77
Mon May 30, 2016 2:31 pm
Forum: Developer log
Topic: Vacation in Malaysia
Replies: 0
Views: 2444

Vacation in Malaysia

During last 2 weeks we have not made too much progress, because Martin went to Malaysia on vacation. At least we had chance to make some exotic photos for our t-shirt design. http://www.multiverse-commando.com/forum-img/langkawi-tshirt/holiday-tshirt-back.png http://www.multiverse-commando.com/forum...
by fprt77
Mon May 30, 2016 2:31 pm
Forum: Developer log
Topic: 4.3.2016 - Enemy officer - sprites finished
Replies: 0
Views: 2442

4.3.2016 - Enemy officer - sprites finished

After week of image editing, we have complete list of sprite-sheets for enemy officer character. Stats and skill list of this character is not finished yet.

Image
by fprt77
Mon May 30, 2016 2:31 pm
Forum: Developer log
Topic: 27.2.2016 - Day/night cycles
Replies: 0
Views: 2421

27.2.2016 - Day/night cycles

This week we have been working on day and night cycles. Each world has unique length of cycle (in turns) and maximum darkness during night. Each level of darkness reduces sight range of characters by 1. Level during day: http://www.multiverse-commando.com/forum-img/2016-02-27-day-night-cycles/darkne...
by fprt77
Mon May 30, 2016 2:30 pm
Forum: Developer log
Topic: 23.2.2016 - Interaction changes
Replies: 0
Views: 2374

23.2.2016 - Interaction changes

We have extended interaction handling recently. Now interactions can critically fail, that can result in target destruction. After interaction is performed, target can be: ⋅ destroyed on success ⋅ destroyed on fail ⋅ destroyed on critical fail ⋅ or nothing wil...
by fprt77
Mon May 30, 2016 2:30 pm
Forum: Developer log
Topic: 18.2.2016 - Textual descriptions in json files
Replies: 0
Views: 2530

18.2.2016 - Textual descriptions in json files

Since we would like to support multiple languages in future, we had implemented solution to take strings from Json files. First we had to switch all texts used in ".cpp/.hpp" files. Next step was to extend this to whole content already defined in its Json files. At the end, we have ended w...
by fprt77
Mon May 30, 2016 2:29 pm
Forum: Developer log
Topic: 11.2.2016 – UI zooming
Replies: 0
Views: 2321

11.2.2016 – UI zooming

To offer some level of UI customization, we introduce UI controls zooming option. This should be helpful in extreme cases of display pixel densities. You can enjoy high resolution and still be able to interact/read controls on screen. This is our first step in customizable UI controls, but it is def...
by fprt77
Mon May 30, 2016 2:29 pm
Forum: Developer log
Topic: 9.2.2016 – Big bucket of fun with recreation of textures after window has changed
Replies: 0
Views: 2167

9.2.2016 – Big bucket of fun with recreation of textures after window has changed

So yesterday, we have found funny bug on Windows build. Each time window properties have changed, screen went just full black. After painful investigation (especially because we develop on Unix system), Martin found source of problems. It is limitation of SDL library we use to draw textures. After e...
by fprt77
Mon May 30, 2016 2:28 pm
Forum: Developer log
Topic: 6.2.2016 – Pack of skill related changes
Replies: 0
Views: 2075

6.2.2016 – Pack of skill related changes

Skills/items have these activation limits: ⋅ range (now also shows which tiles can be targeted) ⋅ direct visibility needed (now also shows which tiles can be targeted) ⋅ self only (activated immediately without need to select character as target) ⋅ character o...
by fprt77
Mon May 30, 2016 2:27 pm
Forum: Developer log
Topic: 1.2.2016 – Fog of war introduced
Replies: 0
Views: 1997

1.2.2016 – Fog of war introduced

This week, we introduce new fog of war extension to our engine. Map is revealed in sight range around all your characters, while tiles that are not directly visible by any of your characters have semi-transparet overlay and enemy units will not draw there. This way player can know layout of the area...
by fprt77
Mon May 30, 2016 2:26 pm
Forum: Developer log
Topic: 24.1.2016 – Objects, items and characters are now defined through json files
Replies: 0
Views: 2043

24.1.2016 – Objects, items and characters are now defined through json files

Last few days Martin has been moving all object, item and character definitions from ".cpp/.hpp" files to Json files. From this moment, there is no content left that is defined in C++ files. This improved build time and allowed later modification without need for new compilation of code.
by fprt77
Mon May 30, 2016 2:24 pm
Forum: Developer log
Topic: 19.1.2016 – Buff activation effect changes for skills/items
Replies: 0
Views: 2087

19.1.2016 – Buff activation effect changes for skills/items

Until now items and skills had only single effect defined through buff data. We have extended this to offer multiple such buffs for both skills and items. This way, it is possible to mix immediate effects with those that grant temporary buffs (for example "instant heal" + "increased r...
by fprt77
Mon May 30, 2016 2:05 pm
Forum: Developer log
Topic: 13.1.2016 – On getting hit and on attack activation effects
Replies: 0
Views: 2111

13.1.2016 – On getting hit and on attack activation effects

We have been working on two new types of skill/item effects: ⋅ on getting hit triggered ⋅ on attack triggered This way we can define armor that loses temporarily some defense values on getting hit. After some this debuff effect will be removed and thus armor properties will be re...
by fprt77
Mon May 30, 2016 1:37 pm
Forum: Developer log
Topic: 9.1.2016 – Alchemist sprites editation is finished
Replies: 0
Views: 2177

9.1.2016 – Alchemist sprites editation is finished

Right from the start of new year, Martin has focused on editing of "Alchemist" photos. 50 hours of work resulted in finished sprite-sheats and new playable character added to game. Alchemist walk sprite: http://www.multiverse-commando.com/igm-content/2016-02-07/igm-alchemist-sprited-walk.p...
by fprt77
Mon May 30, 2016 1:06 pm
Forum: Developer log
Topic: Historical logs - pre 2016
Replies: 0
Views: 2079

Historical logs - pre 2016

This topic should contain all important logs from time before forum for MC project has been created.
by fprt77
Wed May 11, 2016 8:52 am
Forum: Releases
Topic: Release 0.1.5
Replies: 0
Views: 3584

Release 0.1.5

New prototype release is available to download. What is new: - new playable character - alchemist - new fog of war (now tiles behind blocking objects are covered in fog of war) - improved skill set of robowoman character and scorpions/spiders - major changes in skill/buff handling (multiple skill e...
by fprt77
Wed May 11, 2016 8:48 am
Forum: Releases
Topic: Release 0.1.4
Replies: 0
Views: 2081

Release 0.1.4

Today we have made new prototype release including this new content: - 3 different spider enemies - xmas sublocation (including 4 rare xmas related items) - 15+ bugs fixed Direct download links: Windows Prototype 0.1.4 Linux 64 bit Prototype 0.1.4 Linux 32 bit Prototype 0.1.4 Sublocation with spide...
by fprt77
Wed May 11, 2016 8:45 am
Forum: Releases
Topic: Release 0.1.3
Replies: 0
Views: 2240

Release 0.1.3

Today we have made new prototype release including this new features: - rock world type - new inventory objects (cabinets and safes) - few bugs fixed Direct download links: Windows Prototype 0.1.3 Linux 64 bit Prototype 0.1.3 Linux 32 bit Prototype 0.1.3 Rock world type: http://multiverse-commando....
by fprt77
Wed May 11, 2016 8:39 am
Forum: Releases
Topic: Release 0.1.2
Replies: 0
Views: 2164

Release 0.1.2

Today we have made new prototype release including this new features: - save slot solution - save backup in case of data corruption - item duration damage - new randomized behaviour - 20+ bugs fixed Direct download links: Windows Prototype 0.1.2 Linux 64 bit Prototype 0.1.2 Linux 32 bit Prototype 0....
by fprt77
Wed May 11, 2016 8:32 am
Forum: Releases
Topic: Release 0.1.1
Replies: 0
Views: 2131

Release 0.1.1

Our initial prototype release.

Dowload links:
Windows build
Linux 64bit build
Linux 32bit build