Much like in the Book of Eli where a blind guy tries to get to his destination, I am blindly making a game (Hopefully). Things come and go and change, but I venture on, for this is my hobby. For those who have came forth from the Dawn of War modding scene, yes, it is I the very same HorusHeretic. Coder, 3d modeller. “Object editor” pioneer… That was a pain in the butt xD
Everything here is mostly stemming from a learning experience, seeing how people do things vs the way I would do them, and how would I improve it and make it work for my needs. There will be bits and pieces I can probably sell along the way for those interested in my wares.
Now that the little introduction is out the way, I would very much like to show what i have been working on:
Fully coded weapon blueprint (Soon to be on marketplace this month on 23rd)
Dialogue and quest system
Spell system (effects based)
Item and crafting system.
As well as game mechanics there are visual art stuff that isnt too flashy but useful non the less, like texture/material packs i’ve organised.
But for now I will show some of the spell system. Its not very visual at the moment, but quite functional.
**What it currently does:
Cast spells on self, and target. Touch is there but its really the same mechanic of target, just shorter range.
They are effect based. What this means is that the spell itself isnt really coded to be anything fancy, it has effects that listed in it, and they get called. The effects deal with what they do and then pass it on to what has been casted at. This has benefit of anything “magical” or enchanted to call upon these effects and they will just work. Items can use things like restore health effect below to have potions/ food effects etc.
Damage health, stamina and magic
Restore Health, stamina and magic
weaknesses to spelltypes
Spells to affect the carry weight of players/npcs (think burden and feather spells from elder scrolls)
mark and teleport spell
[spoiler]Picture of current effects:
Pic of basically what the spell is:
How the character deals with “spell repercussions”
All these things could happen from one spell
Still plenty more effects to add, and will add a video when i get time.
Real Time Strategy framework:
Select squads of units
Tell them to move somewhere
Spawn squads from buildings.
Lots more to work on obviously xD