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Thursday, December 16, 2010 - 09:23

I don't think plain SDL has such a function.  Surely several SDL addons have it though.

Search the SDL forums, that may lead you to an active addon:

http://forums.libsdl.org/search.php

Tuesday, December 14, 2010 - 10:14

Awesome, good job on finding it.

Monday, December 13, 2010 - 22:01

Hm, nothing obvious.  Maybe post the .blend somewhere so we can experiment?

Monday, December 13, 2010 - 21:09

Brandon had the most votes by Friday so he's our winner!

It does look like the Squiggly Tree is popular too so congrats to both entrants.

Monday, December 13, 2010 - 19:44

Make sure those vertices aren't set to two different vertex groups.

Sunday, December 12, 2010 - 11:13

Anon, thanks for the tip.  I'll be doing more promotion once the engine reaches Beta (maybe Summer 11).

Friday, December 10, 2010 - 11:17

At least in the U.S., I can't find a trademark for Thri-Kreen.  Although, IANAL.

Side note, I did find a dead trademark for Draconian.  Data East had it.  I guess they did a Dragonlance game with TSR back in the day?

Anyway, probably my fault for this thing being named a Thri-Kreen (that's just what it reminds me of).  We can rename it if necessary.

Friday, December 10, 2010 - 06:39

johndh, I hope to make the attribute/discipline/power system flexible enough to fit several different game types.  Currently I'm showing a simple version that has attributes 1-5, combining into disciplines level 2-10, and character level 1-9 for a main quest that lasts about 10-20 hours.

Some ways of extending:

  • Keep the same system but make the level cap 17.  Then one hero could max out every attribute.  This has the downside of making every charaacter end up same-ish, so it might be better for an optional mode or second playthrough mode.
  • Change the Powers pages into a tabbed section with tree/branching choices of powers a la Diablo 2 or Torchlight.  Each power could have 3 or 5 power levels purchaseable with points.  Then character levels could easily scale up to 100.

I plan to make the engine flexible enough to handle either situation.  The reason I'm sticking with a simple system for now is because its possible for 1 guy to create all the assets needed for a game like that.

 

Tuesday, December 7, 2010 - 16:00

BartK, with the mouse cursor over the 3D view, hit Z a couple times to show wireframe mode.

Tuesday, December 7, 2010 - 02:10

I took a look at the .blends and they are quite high quality.

They should be useful in several games.  The Summoning Wars and Dungeon Hack crews should take a look and see if these will work for them.

I plan to donate a big chunk.  I'd definitely put these to use in OSARE.

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