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Sunday, May 8, 2011 - 20:54

Anonymous,

I will make a real game. I hope to make several games, and make the engine stronger each time.

It's not easy right now to add custom attributes. If people want new stats I'd probably consider adding them at the engine level.

Right now there are only 4 equipment slots so that art is easier. Compare Flare to Diablo 1 and 2:

  • Flare: body slot, main and off hand. (also: artifact slot not visible on the character).
  • Diablo 1: body slot, helmet slot, main and off hand. (also, ring and ring and jewel slot not visible on the character).
  • Diablo 2: added gloves and boots (also, belt slot not visible on the character)

I will be adding a "head" slot to Flare to match the character's portrait (chosen when creating a new character).  Later I want to add support for configurable equipment slots.

Saturday, May 7, 2011 - 15:23

Anonymous,

At some point I hope to add scrolls that return players to a warp point, usually in a town or near a trader. It will probably be one-way though, and not two-way like Diablo's Town Portal.

Saturday, May 7, 2011 - 15:17

Thanks for this feedback!

  • Ranged creatures are smarter now in 0.13 -- if they can't see you anymore, they go looking for you.
  • I see the teleport bug -- I should make it not usable directly from the inventory. To use the scroll properly drag it to the Action Bar and you will teleport to where your mouse is pointing.
  • I'll look into a screenshot feature.
  • I like the idea of a coordinate feature
  • Theoretically large mobs will work, but they might visually clip into walls under the current implementation. I do plan to add larger creatures.
  • I can probably make it so that some creatures have a set of loot that might drop instead of random or quest loot.  That way skeletons can often drop shortswords and bucklers, for instance.
  • Currently there is a small number of after-effects a power can have: bleed, stun, immobilize, slow. I could add support for various new after-effects that could be combined to make diseases.
  • I don't plan on reducing item requirements. Though I will probably change the XP requirements per level as content gets added, and that might affect how quickly/slowly heroes gain access to the better weapon types. Flare doesn't have classes, so much of the visual distinction for players will come from equipment.
Saturday, May 7, 2011 - 03:03

I know at some point, someone will hop onto that wiki and pour out a story they've been writing their entire lives, and it will be worse than mediocre. And I'll have to break their heart.

Good writing is tough.  90% of everything is crap, and without a filter on that wiki it could end up being a sea of bad ideas.

Pleasantly surprised so far though.  Pennomi and Zear have added solid ideas.

Friday, May 6, 2011 - 12:30

These are great suggestions.

The mouse-over highlight is something I definitely want to do for enemies and map objects. With the current SDL libraries I'm using, I don't have an easy way to e.g. blit a sprite brighter in real time. I could have regular and bright versions of each enemy and tile, but that would take up a lot more memory. Maybe I need to just bite the bullet and include something like sdl_gfx (which might also allow per-tile lighting).

At least an enemy menu appears when mousing over an enemy. I can probably add a tooltip when mousing over an interactable map object (sorta like how loot is shown now).

I don't have a great solution yet in mind for enemies behind walls. I sometimes use it for ambushes. Maybe that's just cheap and frustrating though. I could show a faded/dithered enemy when he is clipped behind a wall, as in your example. Currently I'm not doing any other masking like that though, and it might involve needing sdl_gfx as well.

I do want to add optional floating combat text.  Should be easy once I take the time.

I think the engine would handle 60fps. I'll consider converting all the animation data to millisecond-based instead of frame-based, I just don't know I'd be gaining enough by doing that.  E.g. the hero walk animation will always be 8 frames, whether it's displayed at 30fps or 60fps.  If I were using e.g. vector or 3D art it would be a different story.

Thursday, May 5, 2011 - 23:56

Starting to use some elements in Flare (buttons on the main menus). Thanks for these.

Wednesday, May 4, 2011 - 17:25

manwesulimo2004, I plan to add this at some point.

Wednesday, May 4, 2011 - 17:01

Yeah... if I tried to add multiplayer the game would never be complete.  It would be easier to start with an existing multiplayer engine and build an action RPG onto it.

Tuesday, May 3, 2011 - 18:03

Cybertroll, I'll look for a better way to show quest rewards.  I agree that it's hard to read as is.

Anonymous:

I like the enthusiasm!  Obviously my current plans are to build up a ton of assets, but I'm open to the idea that putting out playable content is more important.

One thing I can do: focus on a good set of tutorials on making maps and quests for Flare. Then let the community build content while I work on more core stuff.

Another option: I could switch gears and try to make a good random level generator. But that's better for plain hack & slash, and it sounds like having quests and story is making the game significantly more interesting.

I'm about 16 months into this project, and I'm only 1 or 2 big code releases away from having that "complete minimal game" done. After that, I definitely agree that content should be the focus.

I definitely want to set up a wiki to collect story ideas. Look for one soon.

Sunday, May 1, 2011 - 01:07

mjminfo, if you hit Esc it wil close all open menus. Also you can press the hotkey to open and close that menu (default "L" for the Log menu. The hotkey can be changed in the key bindings file).

I do want to add translation support soon (maybe around release v0.15). I'm not worried about it until then. I'm not even sure if any of these maps or quests will be in the first real game.

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