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Re: Development Update

PostPosted: Sun Jan 18, 2009 6:19 pm
by getter77
BlueSalamander wrote:The demo first, as currently I don't have any plans for another video.

We're still working on the interface graphics and spell icons. The gameplay and background graphics will remain the same.

Excellent. I thought perhaps another trailer would surface at least by the time of the final release since there would be "some" new graphics, features to proclaim within the video like the above mentioned Ironman Mode, and so on. A mega-trailer of sorts.

Re: Development Update

PostPosted: Sun Jan 25, 2009 6:49 pm
by BlueSalamander
Over- No idea about the release date yet, sorry. getter77- well never say never, but making a video is mmm... a huge chore. New screenshots are also a good way to show improvements, don't you think?

- added a "rearrange backpack" button in inventory screen
- updated the background and frames in the dialogue screen, inventory screen, spells screen, title and options screens, loading and saving screens - there are quite a few other screens I have to work on still
- some preliminary work in order to add the new spell icons (which have all been re-drawn)
- added boost for water elementals summoned when raining
- fixed a problem with animations like rain not playing during dialogue
- fixed a problem when displaying the website in Firefox and fixed a problem with posting that was due to new server settings
- updated the forum's software (phpbb) from 3.0.1 to 3.0.4

Re: Development Update

PostPosted: Sun Jan 25, 2009 7:01 pm
by BlueSalamander
By the way I just found out about one of the forum's functions - "subscribe to forum". With this function you receive an email whenever someone posts a new forum topic, not just when someone posts a reply to one of your posts. That can be useful especially since I was relying on the email notifications, and so when someone posted a new topic the last time, it took me a while to see it.

If you follow this link, it's right at the bottom, below the forum permissions and at the right of "board index" (you need to be logged in).

Re: Development Update

PostPosted: Sun Jan 25, 2009 7:58 pm
by Over
I'm gonna subscribe it and wait for the demo release thread. ;) :P

Re: Development Update

PostPosted: Sun Jan 25, 2009 8:11 pm
by getter77
Heh, I'm too used to my standard method of checking by here just about every day and when new replys exist in existing topics...though this could be handy down the line when lots more folk start hopefully posting here once the game has dropped.

Good deal on the update and yeah, screenshots work quite well for showcasing improvements. Depending on how lively things get around here once the game is out and being enjoyed by folk, nothing to say you guys couldn't open up some manner of mini-contest for the "Best Trailer" skilled users with some time on their hands could create.

Keep up the good work as Over and I continue to activel stalk this place and pay heed to the bits of progress that seem to be hitting fairly regular now. 8-)

Re: Development Update

PostPosted: Sun Feb 01, 2009 7:49 pm
by BlueSalamander
Hi, here's another update:

- added new frames & background in the feats screen, local map screen, help screen, weapon & item screen, conditions screen, modifiers screen, forge weapon screen, scribe scroll screen
- created a new "please wait - loading/saving" screen
- revamped the combat-actions menu, added a few keyboard shortcuts.
- added some code in the inventory screen to display the number of arrows, gems, etc in item stacks (before this, the number of items in a stack was displayed only when mousing over the item).
- fixed a bug where spellcasters in random encounters were not getting the correct number of spell castings
- improved reporting of enemy actions (example: message at the top saying Reloading Crossbow)
- fixed a few graphical glitches associated with random encounters on the world map.
- tweaked AI so that it won't cast Darkness on enemies that are not already engaged in melee combat (no point otherwise since the targets could just move away from the affected area).
- tweaked AI so that it will take account of grassy patches (tall grass gives 20% concealment to medium and small creatures) when deciding where to move to, also tweaked it so that creatures with Darkvision will take advantage of magical-darkness areas.
- tweaked pathfinding to avoid darkness areas and areas of tall grass (because characters move at half speed in those areas). Added code so that creatures with the "freedom of movement" condition can move through tall-grass squares at normal speed.

Re: Development Update

PostPosted: Mon Feb 02, 2009 12:03 am
by Over
Glad to hear more news about the game.

I got curious about the AI creation. I would love to hear about it. But right now I would just like to ask if the AI is some kind of algorithm that governs all NPC behaviour, or are there diferent AI for specific NPC types? Say, a knight will act a little bit more inteligently than an animal, for example?

Re: Development Update

PostPosted: Mon Feb 02, 2009 3:49 pm
by getter77
I'd also be curious as to some of the AI wranglings like Over.

Also, how's the overall time looking on loading/saving, load times in general, etc?

Re: Development Update

PostPosted: Mon Feb 02, 2009 5:50 pm
by BlueSalamander
Yes, it is an algorithm that governs all NPC behaviour. But it does so according to each creature's data, and there is a whole lot of creature data. Creature data dictates what a creature can do, how it will do it, and how often.

For example some enemy spellcasters will not hesitate to cast a spell that's going to hurt their own allies if it hurts the party sufficiently, while some others will be more careful with their fireball spells.

A knight might have the whirlwind attack feat, the AI will see this and it may decide to use it if the conditions are right (if there are several enemies around him), while a bear might have improved grapple, so it might decide to use that from time to time. It also depends on what equipment they have. If that knight has got a bow and some arrows he will probably shoot first then go into melee.

Loading and saving takes just a few seconds, or sometimes even less when you are reloading a saved game that's already in the memory.

Re: Development Update

PostPosted: Tue Feb 03, 2009 1:35 am
by getter77
AI nuances sound quite well wrought and good to know that the load times are speedy overall.

I would guess there'll be enough variance to prevent everything being telegraphed on repeated playthroughs though? So as to not create a memorized first fixed encounter or some such.