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KRPG Milestone 3 Scope

Fri, 04 Dec 2009 16:08:35

RambOrc

From <!-- l --><a class="postlink-local" href="http://www.korax-heritage.com/board/viewtopic.php?f=21&t=2118">viewtopic.php?f=21&t=2118</a><!-- l --> :
Milestone 3: Internal Alpha Basic RPG features like experience and leveling Travel map with at least 5 waypoints At least two town maps At least three hubs of dungeon maps NPCs and interaction (conversations and quests) Mage and Cleric spellbook systems Inventory
As suggested a few weeks back, we will release already this version to a small number of people outside of the devteam. Basic RPG features like experience and leveling As far as I know, this is already implemented in the KRPG code, if FB did the updates we discussed a few weeks ago, the could should include more or less the final form of the attributes update screen as well. Travel map with at least 5 waypoints At least two town maps At least three hubs of dungeon maps To check bullet points 2, 3 and 4, we already have the graphical version of the travel map, and the design guide/concept document shows where main storyline's locations are. Locations 1-6 should be accessible from the travel map. For Locations 3, 4, 5 and 6 there are already maps, the combat maps basically finished, the town maps under construction. For locations 1 and 2 simple placeholder maps will be used. CW: can you create the travel map with these 6 locations for in-game use? FB or CW: what's the best way to pack maps for KRPG? Also, the maps' numbers need to be modified as many point to the same entries. FB and CW: do you need me to give you a finalized version of all 3 non-combat maps and the starting combat map (placeholder) before you can execute these tasks? NPCs and interaction (conversations and quests) As far as I know, these systems are mostly in place, at least simple conversations that do nothing have been in-game for a long time. A quest is I'd say basically the player choosing the "yes" option for a certain question, picking up the item or killing the monster that's associated with it, and talking to the same or another NPC to finish the quest. There are 4 quests required for the moment: - from the starting base (Location 2), you get sent to the first dungeon to kill a boss monster - from the same starting base, after you finished the first quest, you get a quest that sends you to the port city (there is no turnin part to this so it's technically not a quest maybe) - in the port city, you get a quest to go to the desert village (same as previous?) - in the desert village, you get a quest to go to the nearby dungeon and pick up an item Mage and Cleric spellbook systems I'd say skip the Cleric spellbook system and maybe the Cleric class as such too. If work on either the new warrior or mage system turns out to be a lot of work, IMO it's sufficient to include one playable class in this mini-beta/ex-alpha/demo/whatever. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> Inventory Not sure what's the current state of the work on this, hope one of you has some info.
Fri, 04 Dec 2009 17:22:25

Firebrand

[quote="RambOrc":2ua17k58]Basic RPG features like experience and leveling As far as I know, this is already implemented in the KRPG code, if FB did the updates we discussed a few weeks ago, the could should include more or less the final form of the attributes update screen as well. The current system allows leveling up, has a working update screen and I removed all the limits and caps from KMOD, IIRC it's what we had discussed, if I left something out, let me know. [quote="RambOrc":2ua17k58]Travel map with at least 5 waypoints Work on the travel map has begun and it's somewhat working already, the remainin stuff being the town maps and dungeon maps. [quote="RambOrc":2ua17k58]FB or CW: what's the best way to pack maps for KRPG? Also, the maps' numbers need to be modified as many point to the same entries. I think the best way to work with maps is to make it as in KA, we have a single PK3 file where all maps are stored, each map being it's own wad file, textures and everything else being put in their own PK3 files, this allows us to make an "updating" scheme via patches and makes it easier to maintain things IMO. [quote="RambOrc":2ua17k58]FB and CW: do you need me to give you a finalized version of all 3 non-combat maps and the starting combat map (placeholder) before you can execute these tasks? It would be the best <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->, if there are WIP versions somewhere, link us to them and I'll begin packing stuff as possible. [quote="RambOrc":2ua17k58]NPCs and interaction (conversations and quests) As far as I know, these systems are mostly in place, at least simple conversations that do nothing have been in-game for a long time. Up to this point the convesation system is working. The questing system is another story, we haven't done any work on it AFAIK, it would be a good idea to create another thread to organize information on this matter and design it, then implement it in an initial form and tweak it as necessary. [quote="RambOrc":2ua17k58]A quest is I'd say basically the player choosing the "yes" option for a certain question, picking up the item or killing the monster that's associated with it, and talking to the same or another NPC to finish the quest. We need a way to make the game to know that the player has a quest and mark it as 'in progress', and another way to make the quest mark itself as 'complete' so that we can determine this in the conversations with certain NPCs and give rewards or another quest to the player. [quote="RambOrc":2ua17k58]Mage and Cleric spellbook systems There's already a generalized version of the arsenal screen, once I get the graphics for it done, I would like to work further on it, create the fighter belt (which is the fastest one, since it only needs updating of graphical UI). And from it work on the remaining screens for the mage and cleric. Let's see how it works and how much work it might be to create them, and decide this later <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="RambOrc":2ua17k58]Inventory Not sure what's the current state of the work on this, hope one of you has some info. The inventory works exactly as in Hexen right now, I haven't done any work on this, I know that it requires extra rows (4 rows in total?), and navigating upwards/downwards, but I don't remember if items will simply be stacked automatically or something else is needed for it...
Fri, 04 Dec 2009 19:35:15

Crimson Wizard

[quote="RambOrc":1d2g106l]CW: can you create the travel map with these 6 locations for in-game use? I was asking this several times and I ask again: has anyone tried map builder application? Does it work? Is it easy to use? If you have roads schema you simply put it to a separate bmp file and can create/edit travel map yourself very easily.
Fri, 04 Dec 2009 22:05:19

RambOrc

Yep it works, I played around with it a bit back then, if you want me to I can try building the waypoints myself but it'll take longer.
Sat, 05 Dec 2009 14:22:40

Crimson Wizard

[quote="RambOrc":1iitavwo]Yep it works, I played around with it a bit back then, if you want me to I can try building the waypoints myself but it'll take longer. I can ofc, but I was just wondering if you capable of doing this in case I won't be able to for some reason <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 06 Dec 2009 18:42:36

RambOrc

Back when you posted about it, I checked the app out (that's how we found out about having to download a couple of extra DLLs to make it executable on systems w/o C environment). As far as I could see, it was working, though I couldn't test the result in-game. If it's OK with you, I'd rather leave this task to you for the first demo and concentrate on the maps I need to finish up for this same beta release.
Mon, 07 Dec 2009 14:27:40

RambOrc

OK I am done with the port city, it's ready for the release, only need to add the travel map exit. IIRC you talked about changing the linedef number so not sure what linedef attributes to add to the city gates to lead to the travel map?
Mon, 07 Dec 2009 14:50:11

Crimson Wizard

[quote="RambOrc":3f4emh6q]IIRC you talked about changing the linedef number so not sure what linedef attributes to add to the city gates to lead to the travel map? line special 168. I think I forgot to make it read exit number, but if there's only one exit to travel map from the city, you should not bother at this moment.
Mon, 07 Dec 2009 18:28:33

RambOrc

I've uploaded the port city map to <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ScatteredEvil/milestone3/">http://downloads.orcishweb.com/koraxdev ... ilestone3/</a><!-- m --> , any other stuff you got for the release should go into this directory as well.
Mon, 14 Dec 2009 11:40:56

RambOrc

I'm nearly done with the village map (well the crude version for Milestone 3), will upload it later. I also redefined MS 3 a bit (pushing some of the features into MS 4) and added a new central thread for MS 3 progress, <!-- l --><a class="postlink-local" href="http://www.korax-heritage.com/board/viewtopic.php?f=21&t=2160">viewtopic.php?f=21&t=2160</a><!-- l -->
Fri, 18 Dec 2009 13:48:08

Firebrand

I've got the files, I'll check the map numbers and make a MAPINFO for the MS3 stuff, then pack it all up in PK3 files and upload an internal version with what we've got ASAP <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 18 Dec 2009 16:17:43

Firebrand

OK, the question is the following, the first map the player will visit is the port town, right? And the desert town is a different map, I'm only asking to know which map is going to be number 1. I'll be changing the exit special lines to point to the correct map numbers, so that everything works as a single hub.
Fri, 18 Dec 2009 16:42:47

RambOrc

Yep, that's right, port city is the first map, desert village the second, the first map of necros the third etc.

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