So, back to making the environment for now, working on sky box stuff, so far so good. I plan to make it so the player almost never sees the same sky unless it's a clear blue sky.
I'm satisfied with the initial clouds made, albeit digitally generated textures.
next I need buildings to go with my roads.
drawing out building part silhouettes, got a few. will play city/icon to see if there's any basic designs I missed.
missed a few basic attributes but now have a full list.
half the list has geometry, working on the rest of the list.
making building bases 3D. to clarify this is just the bottom portion of buildings connecting to the ground. what I wouldn't give to have my kick-ass brick texture off my linux hard drive, I foresaw this day and saved it to a zip-drive, but to no avail I accidentally left it in the USA during the rush to get my belongings into the car before heading to the airport. oh well, I'll have to remake it.
of course, the smarter thing to do would have been to take some pictures of the shape's usages in the game.... going back in for round 2.
screenshots folder... sad. deceased friends' SG base on Freedom. Got the pictures in right before SG rent was due for the last time.
Main building exterior parts Done. Texture time, time to remake those bricks!.
Went out and got some texture references from IRL. will also search photobucket for a picture of my old brick map, failed not on photobucket. oh well, those bricks had a very distinctive texture. just have to search for something similar.
Well, I decided I just can't do without that specific brick texture (it's one of those things I just can't let go) so I will ask family to send it to me. Next I have decided to test out battle stuff in the Game engine, it's a really simple set-up and could realistically become the meat of the server representation of characters and enemies.
I am nearly finished programming movement and status effects for the battle system, after that Defense and Res and other (New) stats.
Last step was to add in a typing movement lock, so when the player is typing arrow keys and w,a,s,d,x and SPACE will not cause motion.
now to make the hit and damage doc.
Listing out value holders and stat boxes. the goal will be to keep stats in live memory rather than burn out a hard-drive with excessive read write operations.
many more stat boxes to go, I might decide to do them on separate objects the list is longer than 1 screen length, gonna make it hard to link the bricks.
funny thing noticed from mids, CoX had no Status Effect Defense...... it had protection based on magnitude but that's a different system, defense is percent based, I suppose they deemed that would make it too hard for the effects to hit unless the attack was pure/primarily [hold] etc.
the question is, I have a system with BOTH status defense and status protection, is this too much? I suppose that's why I'm making the battle system to test the ability to hit with various things. so I guess I'll just keep making it my way and see if it's a fair system.
4:35pm 4/29/15: in order to begin I've had to finish listing out all possible statistics and effects and now move on to programming targeting ETC. after that i should be able to tie it all together and give it a go, but ti may be a longer process than said.
for ease I have begun timing my edits, though edits before this one have not been timed.
12:05pm 4/30/15 : I redid the stat boxes, separating them out onto different objects by group so that each is less than a page long (more manageable).
Began programming the targeting. there will be around 6 or 7 different Tab targeting types.
1:10 pm 5/2/15: I don't know why but for some reason I end up working all over the place, I made an Icon for an item and started working on making better tutorial mission texts. I decided rather than try to tell a story just introduce the player to the game environment.
5:00 pm 5/3/15: after a few days of doing other things because I kept looking at the character control cube and the stat boxes and going "
what now.." I think I finally get it, in fact I wish I had gotten this back when I wrote the server, this will be A LOT easier to handle. Well no rush eh? might as well redo the server in this simplified method.
Ok being less cryptic the new method does all the player handles on a player specific control cube, the only question left is how to import each player's control cube with logic from the already present control cubes already linked to it.
the obvious answer is to create a router object on each map which takes name data from objects that send a request to it's controllers and uses that to route info to and from player/enemy objects. there in are some problems that I'll have to figure out.
11:14 5/5/15: today my goal is to create the start of this chain in the new server model, the logon to character spawn for character identification, so long as the router can identify what character is doing what then we have a functioning multi-player environment.