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Sunday, March 25, 2012

OGPC

Oregon Game Project Challenge is a game design challenge to build a video game using any language you'd like . Myself and another programmer along with other team mates will enter the competition using C#, my favorite language. The team, File Not Found, has participated since OGPC has been around, 4 years. This will be my second year. Last year we came in second to Phred, a team from southern Oregon. We have won once, and come in second the other 3 time. This will be OGPC 5.0, or year 5.

This year the theme is Urban Planning. We have yet to come up with a design, however I have begun to build a library flexible enough for most RPG style tile games. I only have 2 levels of the hierarchy done, so not much work, started about 30 minutes ago. More updates to come.

TNariksan

Thursday, February 16, 2012

On Combat

Its been awhile, and I took a little break as the coding was beggining to get monotonous. But I have made a small amount of headway in the area of combat protocols. I'm trying to make passive protocols, only called an update the server when something in the clients game state changes. This is a tad harder than I'd expected, but I am getting there.
On another note, the Lua side of the engine is coming along, it helps to have the versitility of a scripting language as well as the tools of an API like XNA. Just a small update, but I am still here.

Tuesday, January 10, 2012

On Spells and Effects

Any good game usually has a well developed and balanced magic system. The system could use some type of rune or scroll, keeping the player having to carry around their spells instead of having them acessable in a spell book and could be cast at any time. It's all on how you want your game to be balanced. With a game that contains, muliple classes, one might want different spells for each class.

The way I am designing my spell system, is that certain classes have access to all healing spells. But some spells are cast more efficiently by a Monk. And then there are global spells, which every class can learn and use all the same, a simple healing spell or a basic fireball. After playing the game Skyrim, great game might I add, I took a look at their classless system but allowed for specializing by exp of skills. Eg, the more you use your sword, the better you will be with it.

Today I wrote my buff and effect classes, I'm still working on them, as it's getting late and I'll finish it all to arrow, but the way I currently have it is that the buff is applied to the players stats, another class, increasing whatever stat is effected by the effect from the buff.

I am pleased to announce my GUI quick bar is finished. I use a heavy Lua system to call the functions on a key press, it works,and every key is changeable from a text file, but I'm thinking about making a small redesign. First I will have to learn more about Lua vs C#. And how functions are addressed from each language and how I can create effective scripts to later implement.

I will be debating uploading my code.  I'd like to take the path of open source, but at the same time, I'd li,e to develop on, my own, to claim it as my own work at the same time.

As always, with best wishes in your coding adventure,

TNariksan