Wednesday, 27 April 2011

TnF: APA Pre-Alpha Work #10

Number ten, it's some kind of milestone?  I'm too tired to be excited about that right now, I'll reserve it for tomorrow.


I have a little something to show, it's damage numbers!  Monsters, NPCs, and the Player alike all have stats.  These stats decide how much damage you do and if your hit was actually a hit (or a miss).
Video demonstration done in the early morning hours below.


Feel free to leave a comment.

Tuesday, 19 April 2011

TnF: APA Pre-Alpha Work #9

Hey, I'm back with another update.
This blog update is similar to the last.  I'll take a minute to explain my progress on what NPCs can now do within the world of Train n' Fight.

Hungry NPCs check their inventory for food.  If there is no food, they go to the store and try to buy food.
If the shop owner isn't there, or they have no money, or there is no food for sale, they go out of town and forage/fish/etc.
Afterwards they sell their excess haul to the general store.  The next hungry NPC who goes to the store buys what they just sold to the store.

The world map is generated randomly, I told it to only generate one town in the world to test the NPC behaviour.  Here's some screenshots of part of the world map (the NPCs are the magenta squares (big so you can see them clearly)):

Group of NPCs heading into town.

  NPCs at the shop trying to buy food.

 No food in any shops yet, NPCs head out to find food.

 NPCs head back to buy/sell at shops.

NPCs harvesting.

Monday, 11 April 2011

TnF: APA Pre-Alpha Work #8

Hey, just posting an update about progress.
Been making steady progress, doing testing and writing code.  Mostly writing code.  I don't have anything to show for it right now, but believe me, it's going well.  I'm working on NPC AI.  It's behind the scenes stuff and isn't too glamorous right now.

For now just imagine the final product: a lively economy for the world including (but not limited to) cut-throat bandits and trading between towns.

Saturday, 2 April 2011

TnF: APA Pre-Alpha Work #7

I'm back with another update, though this one is just a couple of small things.  I made a video because some of the things are animations.


Breakdown:
-The inventory now displays a small capital E next to equipped items.
-The inventory now keeps track of weight and volume of items carried. (Volume is the amount you can carry.  For example a backpack would give you the ability to hold more volume but would not increase your strength, so you would not be able to hold more weight.)
-A swipe animation is shown whenever the player attacks with a weapon.
-Monsters have been given 1HP to show the death effect, obviously monsters won't be dropping shirts either, it's just to demonstrate at the moment.