[WIP] Hexen RPG

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Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

Re: [WIP] Hexen RPG

Post by Dancso »

I did mean that I hate the "you now deal 1 more damage with axes" kind of thing.

I'll decide later on the weapons anyway. If I will make new weapons, I'll make sure that it fits okay in the game. Recolors of the existing ones are more probable.

I thought out a possible way to make scaled weapons and equipment.. I could make the drop adjust quantity depending on the monster's level, so a level 50 ettin would drop a level 50 item... and upon pickup, give the player that much of the item. That would mean, you would only be able to carry one of a specific armor type (by type I don't mean like, helmets in general, but seperate actual items like, "Hood of the arcanist") and they wouldn't add up, so if you had a level 5 armor then try to pick up a level 6 one, you would have to drop your level 5 one first.

This however, might lead to a bit of confusion, people thinking that they have 22 helmets with them(quantity would mean item level!), or not realizing why can't they pick up another one, and the flaw that they won't be able to get more "profit" off it by carrying multiple pieces of said item.

If any of you have a better idea to do this, feel free to tell me.

EDIT:
So i spent a few hours to make the icon/cursor system I had in mind: should support up to 99 lines of text for a tooltip, currently an unlimited amount of icons on the screen at once.
Icons are seperately declared one by one, and the cursor checks if it overlaps the icon, then displays the corresponding tooltip. Finally things go as planned, for once.
http://img85.imageshack.us/img85/6748/s ... 100114.png

What do you think about the cursor?
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A.guy
Posts: 42
Joined: Tue Dec 29, 2009 11:01 am

Re: [WIP] Hexen RPG

Post by A.guy »

looking good, and i like that description too :D

though my biggest fear for this mod just returned after playing the recently re-released Diabolic, please oh PLEASE have mercy of us gamepad users and our limited buttons, diabolic has an ability menu with like eight buttons and an alchemy menu with three ON TOP of the regular inventory and i am NOT going to use my keyboard, that alone kept me from playing it more than five seconds before erasing it from my HDD
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Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: [WIP] Hexen RPG

Post by Davidos »

From the looks of it I can safely say:
Nicely done.

I don't think I've seen this kind of feature before...
Well, that's not true.
I did see a fair set of ugly ones, keyboard only ones, but it's clear you even look at the smallest details. Begone ugly cursor and tiles, hello detailed hud!
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Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

Re: [WIP] Hexen RPG

Post by Dancso »

A moderate update. (not in actual work done but stuff figured out)

I made a few additional spell icons, also a few buttons for use in the GUI.
It turns out that the code I wrote will be most useful in displaying anything on screen that would either act as a button or at least have a tooltip.
Should be easy to make the cursor only glow when there's something clickable where it is pointing at. \o/

I think the whole menu system will be handled via the mouse and the cursor, and using movement keys or use key wouldn't be needed while browsing it.
It's a real damn headache getting all the coordinates and alignments done.. but it might just be worth the pain.
Just a small additional note: screw feature suggestions, I'll do buff displays via ACS.

Right now it seems the menu layout that I quickly drew should be able to support 6 icons on the left side (in width), 7 vertically, and 8-10 buttons on the left side (vertically) so the bottom skills should be accessible at like, level 31/30 if each step down takes 5 points. 42 icons max, with enough space to have some arrows explaining what is required to unlock something.

I'm also thinking about using custom console vars to grant support for customized layouts. In example: you change the cvar, the position of buffs change. I have already tried this method before (cough) and it seems pretty possible.

I have decided to delay the implementation of equippable items, and several other features (critical strike rating, for example.)
I realised that it would be too much to work on at once so I will implement these things at a later date, bringing the beta release closer.
There's still a shitload of work to be done to just get the core game done: I still have to do the menu, the ability bars, finish the monsters' code and make all weapons use the new system.
After all, I'm not a 200 membered company that works on a game 8 hours a day... but there's still room for expansions.. and since I will have to listen to a lot of feedback, a lot of these things might go to waste if they were useless or "break" the gameplay.

Finally, the level cap for the first release might be lower than 99, around 40-60, because it is easier to balance out (and has a less crazy grinding requirement to achieve)
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A.guy
Posts: 42
Joined: Tue Dec 29, 2009 11:01 am

Re: [WIP] Hexen RPG

Post by A.guy »

ah so the menus will be handled by the mouse eh? oh well, a good alternative to dozens of key-binds
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