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I'm Back!!!

Mon, 16 Dec 2002 03:00:39

Firebrand

Hi guys!! I'm back from my final exams and other things that kept me busy, I'm out on vacations and is pretty sure that I will have enough time to work on this. I would like to apologize for the delay on the Heresiarch frames, I'm sure that they will be finished for the next week (that's monday or tuesday), I will be working again here, I got a copy of the new design guide, I will check it and give you coments on that, also if there is something I need to be updated on, please tell me so I don't miss anything, Thanks!!!
Mon, 16 Dec 2002 12:00:45

RambOrc

Hey very good, nice to see an artist again after so long. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 16 Dec 2002 16:21:36

Moose

Aaaaaaaaaaaaaaaaaaaah work!!! Oh don't worry I still need to figure this CVS thingie out. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> or should that be <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Mon, 16 Dec 2002 17:09:04

dj_jl

Yes, do so.
Mon, 16 Dec 2002 18:27:02

RambOrc

Moose you mean you haven't been doing anything because you thought there's nothing to do??? Just for starters, the design guide has a couple of all-new spells needing to be implemented and we don't yet have a new inventory system... for SE, I'd opt for one that works like the original Hexen one, instead that it's 2-dimensional, meaning you have a lot more slots even w/o the scrolling (which should be disabled). This would also effectively limit the number of different artifacts you could carry at any given time.
Mon, 16 Dec 2002 19:12:21

Moose

No I mean I haven't been coding cause I still haven't worked out the code. But haven't really been trying much over the last few weeks, I keep getting big english essays.
Wed, 18 Dec 2002 16:51:52

Moose

How are things going on the art side? actually do we know where mago and wolverine are. Oh and when is KMod 2.5 going to be announced publicly. I've got from the 21st to the 6th off school and I'm trying as hard as I can to get the code be for then, then serious programming.
Wed, 18 Dec 2002 18:48:04

RambOrc

I don't know... should we really make an advance notice at all or just release it once the damage skins are done? Trouble is I've no idea when those graphics will be ready, since I have no influence on that part of the project. As for coding, that'd be cool... the next 2 weeks should be easier than most, so I'll most probably have enough time to finish putting the ~30 maps into a fixed order, thus making it possible to release an internal Alpha version of Korax SE for testing any time. For the Alpha test, no maps need to be really polished, I just want to see the game flow with the custom maps, and will add a couple of NPCs and shops to the town so there is a central hub you can return to all the time.
Wed, 18 Dec 2002 18:52:22

Moose

Can you give me a to do list, please?
Thu, 19 Dec 2002 17:50:35

RambOrc

Decreasing priority order: - implementing all new monsters, damage skins, weapons etc. (all that's now in your custom KMOD build) into the SE codebase - enhanced inventory (up to 99 pieces of a certain artifact in a slot, 2D fixed table instead of 1D scrolling line) - new spells (from the SE design guide) - quests (all that goes with it, i.e. the ability to receive or give items to NPCs, getting EXP through completing a certain task, etc.) I might add a couple of things later on, but it's already more than you'll be able to finish over the holidays, I guess.
Thu, 19 Dec 2002 17:56:21

Moose

How many rows do you want in the inventory.
Thu, 19 Dec 2002 18:01:06

RambOrc

It's this way: there should be a key for activating the inventory (what about "i"?). If you press it, the whole screen is covered by a similar inventory like the original Hexen one, just that it has several rows and only as many columns as the screen allows. I don't have access to Hexen as of now, but I estimate something like 4-5 rows x 8-10 columns or so. When I get home and don't forget about it, I'll make a fake screenshot illustrating what I mean.
Sat, 21 Dec 2002 12:56:28

Firebrand

The images will be ready for the next week, I thinkg that's the last damage skin, as Wolverine is working on the dark bishop, isn't it? <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Wed, 25 Dec 2002 11:52:55

RambOrc

Haven't heard from Wolverine for a long time... I mean, it's your brother so you can best know what's going on with him? Inventory... sorry for the delay, I kinda forgot about it. Anyway, I just made a fake screenshot and it came out better than I thought, thanks to Janis having already optimized the game for 640x480 instead of the 320x200 jHexen has been designed for. <!-- m --><a class="postlink" href="http://www.korax-heritage.com/koraxdev/koraxse_inventory.jpg">http://www.korax-heritage.com/koraxdev/ ... entory.jpg</a><!-- m --> This means quite a large inventory can be put on the screen w/o blocking much of the player's view, which is very good since it's a real-time inventory. It's got 7 columns by default, so I'd leave it by that. The horizontal scrolling should be removed, instead of it 2 additional keys should make it possible to go up and down in the inventory fields (those below the brackets that make it go left-right). As to the number of rows, there are 16 artifacts in Hexen, which is somewhat more than 2 rows. Add a number of puzzle items, say up to 4 rows. Add gold and silver bars and similar treasure (they'll work differently than in KMOD, here you'll have to take it all to a bank to get money for it with which you can buy stuff), another row or so. There will be an unknown amount of new artifacts in SE, but it still doesn't seem to take up that many rows. Since a good inventory can never hold even half the different things you can find in the game, a 7x7 inventory with no real limitations doesn't seem to be optimal. Possibilities: 1) You can carry only a limited number of artifacts in a slot (like 10), but can put the same kind of artifact in different slots (unlike in Hexen). 2) The number of rows in your inventory depend on your strength (though that'd mean with the Mage you'd have to throw away everything all the time). On second thought, not necessarily... the number of rows could differ on relative strength, i.e. base strength for the Fighter would be e.g. 8, for the Cleric 4, for the Mage 1, and at this strength you'd get one row of inventory space. Once you reach the double of this value, you get another row and so on, i.e. a Mage with a strength of 3 would have 3 rows of inventory, a Cleric with a strength of 18 would have 4 rows, a Figher with a strength of 22 2 rows, etc. I mean here class base strength, i.e. already at generating the character the player would have a different value in most cases. Advancing to a certain strength value could be tied to a certain level, ensuring nobody gets a too big inventory too soon in the game. 3) (this could be implemented parallelly to the previous) There could be a limit to the number of artifacts per slot depending on the item, i.e. you could put for example only 5 skulls into an inventory slot, but 50 Discs of Repulsion. The discussion is open... <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->

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