TaBu Battlesystem 1.5
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Buckermann

I'm happy to announce that version 1.5 of my battlesystem is ready for download here:
TaBu Battlesystem 1.5

As allways, I wish to encourage you to leave your comments in this thread. It will help me immensly to improve my Battlesystem.

Changes:
* First version of the Implementation Guide added. Not complete, but should be helpful for you nonetheless.
* 640x480, 800x600, 1024x768 are now fully supported resolutions. 320x240 is also supported, but not with the included VSPs, maps, or icons.
* Tiles larger than 16x16 are now also supported. The Battle System in its current version uses 32x32 tiles and icons.
* Overhaul of most of the graphics.
* Conversation system added. With this system it is possible to display scripted conversations between the various units when certain circumstances are meet. See the Implementation Guide for details.
* Only one struct for the entities now. Previously there were two structs (TB_Char[x] and TB_Enemies[x]) which made the functions look nicer, but harder to use and which required two different instances for certain functions. Now I can slowly remove all redundant functions. May take some time.
* The enemy units will now remembers who attacked him and will often seek revenge.
* General AI improvement.
* Arrows. Shoot at a enemy and see the arrow fly toward its target. Or see the enemy shooting at you. Has some minor graphical problems.
* Some gameplay balancing done.
* Many small bug fixes.

Major features planed for the next release:
* More game content. Weapons, spells, maps etc. Got a nice idea for a new spell or a map? Please tell me.
* Inventory mangement. Including consumable items.
* Improving the interface. Tell me what you what to see changed.
* Improving the AI.
* Skills. Right now, every attack hits. Boring. And IMO it makes the battles too easy.
* Something else you wish to see?

Planed for the far future:
* Random map generation. I don't know if this will ever happen, but I plan on trying to add it.

Posted on 2004-07-10 10:36:22

Zip

Ultra cool. I'm glad you've amalgamated characters and enemies - easier life in the long run. I think something in the movecode needs optimizing though, I had visible thinking time for it, and for this computer that's a little silly. Also controls now seem to skip along a little too fast for me to cope with them. But, minor points, and I'm very impressed. I like the battle talk too.

Zip

Posted on 2004-07-11 01:53:23

Alex

Quote:Originally posted by Buckermann

* Something else you wish to see?

Entities. Yes, I know you don't like them, but it would be nice to have the possibility of properly animated moving characters. :)

But this latest evolution of the battle system is first-class, and when an inventory system is fitted in it will be completely marvellous indeed, well done Mr Buckermann.

...

Maybe those arrows could be sped up a tad?

Posted on 2004-07-11 02:52:49 (last edited on 2004-07-11 02:53:33)

fatdork

that is way cool! the battle talk is great. i just wanted to post my thanks for releasing such a cool entertaining battle engine. i'm still in proces of making my lame dice based battle system that uses entities, which i will release sometime before i'm 80. yours rocks and makes mine look like crap. whenever i see great works as these, i realise i'm a sucky coder. regardless of my jealousy, keep up the good work!

Posted on 2004-07-12 09:08:18

Buckermann

Quote:Originally posted by Zip

[...] I think something in the movecode needs optimizing though, I had visible thinking time for it, and for this computer that's a little silly.
This is mostly due to how I implemented the pathfinding, there is not much I can do about this. But now every enemy has a detection range. If no player is inside this range, the enemy will just wander a bit randomly. This reduced the time the computer needs for his turn quite a bit.
Also controls now seem to skip along a little too fast for me to cope with them. No problem. I add a config option for the controls speed. But, minor points, and I'm very impressed. I like the battle talk too.
Thanks :)
Quote:Originally posted by Alex

Entities. Yes, I know you don't like them, but it would be nice to have the possibility of properly animated moving characters. :)

It's not that I don't like entities themselfs, animated units are certainly better looking. I simply don't like all the work that is associated with entities. Thinking about making animations for 80+ entities makes me considering sucide as a viable option.
Nevertheless, I can add a entity system without actually using it for the demo (except maybe for a small demo inside the demo).
But this latest evolution of the battle system is first-class, and when an inventory system is fitted in it will be completely marvellous indeed, well done Mr Buckermann.
A inventory system is number two on my to-do list, right after the Player Info screen.
And I wouldn't call it marvelous, but who am I to oppose your opinion :)Maybe those arrows could be speed up a tad?Agreed. I find them a bit slow myself.
Quote:Originally posted by fatdork

that is way cool! the battle talk is great. i just wanted to post my thanks for releasing such a cool entertaining battle engine.[...]

And I want to thank you for your kind words. That's what keeps me improving my Battlesystem.

Posted on 2004-07-12 10:23:55


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