Hello all. I am eezstreet, better known for my coding prowess in Quake 3, among other things. Today I'm going to present my newest project which may intrigue you all: DarkFLARE. The concept is to make FLARE into a darker hack and slash like Diablo. Currently I've made the following changes:
- Instead of an action bar with 10 + 2 slots, you have a belt with 6 slots and 3 mouse buttons to bind powers to. (In case you don't have a mouse with scrollwheel or have a 2 button mouse, the third button can be rebound). The belt allows for items only, while the mouse skills allow for skills/powers only
- Item generation procedure is redone with possibilities for low quality, normal, superior, magic and rare built in. Vendors still sell prebuilt items though. Magic items have to be identified and will have randomly generated properties.
- Redone the action bar graphics (temporary)
Things I hope to do at some point:
- Random level generation (I've already created a working algo in Flash for a top-down game, just need to reapply it in FLARE)
- Items vary in size in inventory, with sizes such as 1x1, 1x2, 1x3, 1x4, 2x4, 2x2, etc.
- Complete rewrite of the loot dropping algorithm
Currently I need some assistance in my art department. I don't know the first thing when it comes to making 3D models and I'd love some art for my game. I'm going for a creepy/Diablo 1 feel.
Screenshots:
http://i343.photobucket.com/albums/o467/eezstreet/FLAREdiablo.png
http://i343.photobucket.com/albums/o467/eezstreet/FLAREdiablo-1.png
While its nice you are making it more diablo like, why not merge it with the main flare? i dont think Clint is so hardhead as to not include changes to the current game, and im sure ramdom item and map generation is something he would kill to include
Awesome! Welcome to Flare modding.
Note that I plan to rewrite the loot dropping algorithm too (not a priority yet though). If you have ideas on that, I'm interested to hear them. I'm also interested in having different loot options -- per-creature loot tables, for instance.
Anything you've implemented that you feel would work in base Flare (as an option or as the default mode), let us know. If the implementation is general enough we might make use of it.
Thanks. Yeah, there are some general things that I have done which you might find useful (for instance, enumeration of the configuration menu widgets) so I'll probably include some things, while keeping some of the more unique/maybe unwanted features of this mod/game (such as the mouse skill configuration and belt). Most of the code I write is designed to be easily changeable. As for random loot, monster and level generation, I'm all for contributing that as I feel it will make Flare a bit better.
For right now though, the magic/rare items are kinda..incomplete and a little bit hacked in at the moment. I also had to take the liberty of making a new solution under MSVC as I don't really bother with CMake, which means that I had to make a few adjustments to get it to compile.
Oh, I'm also not super familiar with Git. I have more experience with SVN/Hg. I might host my mod + source on SVN, as I have been requested before to do such a thing.
UPDATE: To better accomodate my overhaul of the items system, I am in the process now of redoing the stats system. Instead of using many variables which control several different stats, I'm going to consolidate them into one StatManager class which stores the stats into a handy array. This then can be accessed or modified with several different functions.
In addition, most of the magic prefix/suffix code is done. Just don't have an identify power or means of assigning stats yet..
Hi all. Been a while since I last updated this thread. Recently I've been working on DarkFLARE some more and I'd like to share the progress of the recent stat and skill overhauls that I have been working on.
Characters will have 5 stat points upon leveling up. These can be spent on Strength, Dexterity, Constitution and Spirit. Strength increases melee damage and satisfies the requirements of some armor and weapons. Dexterity increases your chances of hitting, and likewise reduces your chances of being hit. It also factors into diminishing returns on movement speed. Constitution increases maximum life and mana. Spirit increases regeneration rates.
There are no skill points. All of your skills are learned through books. Furthermore, learned skills can be modified with books that teach new techniques. In order to give classes some variety in their skills, some skill books are class-specific. Since in SP you have no use for stuff not belonging to your class, class-specific stuff you can't use will simply not drop. Most importantly though, skills are easily selectable for each button by simply clicking on that button in the action bar.
I have big plans for the stat system. Right now, I have your typical fire/cold/lightning/poison resists, as well as stats controlling the maximums. I also plan on having some fun stuff, like CtCs, as well as wacky stuff such as "% chance to instantly disintegrate small demons".
Oh, did I mention I have magic items done?
Still looking for artistic talent. Plz 2 halps?
What do you need on the artistic side?
Mostly art for my first character class. The first character class is the Pathfinder, which has American Indian influences. I also could use some area art. Something similar to the dungeons of Diablo 1. Could use some sounds too.
Some screens, as promised.