Exilian

Exilian Projects => Computer Game Development - The Indie Alley => Topic started by: Tusky on April 13, 2018, 10:23:10 AM

Title: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on April 13, 2018, 10:23:10 AM
Build the ultimate medieval tournament - and lead your house to glory

Tourney is a tycoon or "life simulator" game for PC aiming for completion in 2019. In Tourney you will need to build up a medieval tournament or "tourney" ground, attracting peasants, nobility and knights to compete. You will take on the role of one of 13 noble houses, and will be responsible for selecting your champions and making sure that they have all the best equipment and skills.

Gameplay features for Tourney:

* Build areas for jousting, melee and archery. Build feast tables, blacksmiths, stands, stables and decorations
* 13 playable houses with unique heraldry, traits and heroes
* Send knights from your house to compete in the tourney. Build their skills and give them the best gear from your vendors
* Take direct control of your champions in their events to give them the edge
* Keep the peasants and nobility happy so they keep coming back to witness your triumphs.
* Hire jesters, troubadours, falconers, guards and more.

(https://i.imgur.com/gNisO18.png)

The project has been in development since late 2017 - so there is still plenty to do, and as I finish bits off I'll keep this thread updated!

Title: Re: [New Project] Medieval sim - Dev Log
Post by: Tusky on April 13, 2018, 10:27:32 AM
So I've been moving forward with making some 3d assets for the new project.

Most recently I've been making a series of medieval peasants that will form a dynamically created crowd. Here's a (fairly long) image showing the creation of the latest lady (was thinking of making this into an animated GIF slideshow but not sure it would work in the forum?).
Anyway it begins with initial sketches, then a drawn profile, then that is used in blender to create the 3d model. Once that's created I move on to texturing (or "colouring in" as I call it).

(https://4.bp.blogspot.com/-R9VDiRcjySc/Ws_IzUlFD3I/AAAAAAAABLA/XIMulHbxJTokC-68zmVJ0DjjdZMli8NPgCLcBGAs/s1600/process.PNG)

You might notice that the pallette is only black & white. That works like a mask, so several colour schemes can be made for the same model.

She's not in extreme fine detail like some of the exciting sculpts you might get on poly count. That is intentional since the game will be "top down", meaning you will only see the models from a distance and I'm aiming for a certain style as well. 

Here's a screen shot of how the new lady pezzy looks with the other 3 (having a good time drinking in a field.)

(https://2.bp.blogspot.com/-latnUH72bO8/WtBCeuoDCGI/AAAAAAAABLY/cPwS-LkcuYwWQVcL1IYhedQ2B0AUukclwCLcBGAs/s1600/pezzies.png)
Title: Re: [New Project] Medieval sim - Dev Log
Post by: Jubal on April 13, 2018, 05:57:34 PM
Nice! I really like the art style :)
Title: Re: [New Project] Medieval sim - Dev Log
Post by: Rosarioz on April 18, 2018, 11:50:01 AM
For the content I have read these are considered to increase my knowledge to a great deal.
Title: Re: [New Project] Medieval sim - Dev Log
Post by: Jubal on April 28, 2018, 11:00:05 PM
Any news on this? :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on April 29, 2018, 08:23:51 AM
Nice! I really like the art style :)

Thanks Jubal! :)

Any news on this? :)

Yes, I suppose there is. I've been working on textures so long it almost feels like I've done nothing else  ;D.

Setting

I have been giving a lot of thought to the setting for the new project. I didn't know whether to make it part of the real world, complete fantasy, or not address it. There are pros and cons to any of those approaches. Broadly, the main benefit of a fantasy setting is that it allows for using anything you want: monsters, potions etc. You can also make your own lore which is fun. However the project I am working on is concerned specifically with the medieval tournament, and I felt lent itself far more to existing in the real world somewhat.
I thought I would cheat a little bit, and have it set in a fantasy location that is thought to be on Earth, such as Avalon or Atlantis. Then you could have visitors from real nations but at the same time know that to an extent it is not a completely historically accurate recreation.

Knight Model

I had made a knight before, but I wasn't happy with it so redid the entire thing. There will be 3 upgrade-able armour metals, and 3 different armour models. Below is a pic of the steel armour crusader model:

(https://i.imgur.com/jwyWWO7.png)

Houses

I have come up with 13 playable houses, based on suggestions from this thread (https://exilian.co.uk/forum/index.php?topic=5591.0). In the previous post I mention how I created a range of textures (or "atlas") for one peasant. Well I've done the same thing for the knight, and made 13 variants for each house. I'll do that for any related models too (e.g. horse, shield etc) so you will be able to spot your champions at a distance. I am hoping it will serve the same purpose in the game as it used to on the medieval battlefield, allowing commanders to be easily recognised amongst large armies.

Well I completed that process for the knight. Here is a swatch to show you the results (in bronzed armour this time).

(https://i.imgur.com/lZdFWyk.png)

Horses

With my confirmed houses I also am going back over the other models to create 13 textures for each house. I am almost complete with the work on the long coated horse:

(https://i.imgur.com/GI5jz2f.png)

So once that is done I also need to do 13 accommodation tent textures and then maybe I can get back to actually doing some development on the game mechanics, which seems like a distant memory at the moment.

Name

I decided to call the game "Tourney", which I think sums up what it will be about!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: SLiV on April 29, 2018, 12:02:50 PM
Ooh this looks neat. I like the use of color pairs rather than just straight colorizations for each of the 13 houses, so they don't look too similar. Do you have 13 flags / logos ready that you can show us?
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on April 29, 2018, 02:22:11 PM
Lovely stuff!

I think Avalon is indeed a really good starting point location, as it has the classic Arthurian vibes. You could have two or three other tourney locations - maybe as unlockables, each one basically giving you a reskin of the tournament field? Atlantis could be a blue/classical themed one, and you could add Prester John's court (mythical medieval Christian monarch in central Asia who the crusaders kept hoping was going to turn up and save them all) as a more Byzantine/Orthodox themed option. If you want to expand even further, you could add Gulansharo, the City of Flowers, which is a far off and mysterious realm in medieval Georgian myth and could be more medieval east/south Asian themed (or anything else themed - it's not made at all clear where Gulansharo is in the poems).
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on April 29, 2018, 05:50:59 PM
Ooh this looks neat. I like the use of color pairs rather than just straight colorizations for each of the 13 houses, so they don't look too similar. Do you have 13 flags / logos ready that you can show us?

Thank you! Yes I have a big old list for each of the houses colours, crest logo/s and pattern to keep them consistent. It's a surprisingly involved challenge actually.
I don't have the crests themselves yet. I'll be working on those next - since I just finished the last horse! I'll pop them on here once done so you can see.

I think Avalon is indeed a really good starting point location, as it has the classic Arthurian vibes. You could have two or three other tourney locations - maybe as unlockables, each one basically giving you a reskin of the tournament field? Atlantis could be a blue/classical themed one, and you could add Prester John's court (mythical medieval Christian monarch in central Asia who the crusaders kept hoping was going to turn up and save them all) as a more Byzantine/Orthodox themed option. If you want to expand even further, you could add Gulansharo, the City of Flowers, which is a far off and mysterious realm in medieval Georgian myth and could be more medieval east/south Asian themed (or anything else themed - it's not made at all clear where Gulansharo is in the poems).

Awesome suggestions! Thanks... Yes I will probably have a few different starting locations for level progression, so may have to remember these :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on May 01, 2018, 08:13:08 PM
So these are the final crests and house names. I tweaked them a little bit from the other thread

(https://4.bp.blogspot.com/-CpN2t153lSk/Wui6NTLQuxI/AAAAAAAABL8/xYBdO_JwneAmww95vAsy3hmj8G31kDF0ACLcBGAs/s1600/FULL.png)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on May 01, 2018, 09:31:00 PM
Aw, but Warless and Haughtyville were such good puns.

I do like the shields though, great work :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: SLiV on May 01, 2018, 11:16:07 PM
Oooh, neat! I especially like Ronceveaux, except that the squares at the bottom just barely don't line up.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Caradìlis on May 01, 2018, 11:29:35 PM
That looks really cool!!! Great work!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on May 02, 2018, 01:43:50 PM
Yay thanks all :)

I especially like Ronceveaux, except that the squares at the bottom just barely don't line up.

Waagh! I'll definitely need to go back and fix that now. It's going to annoy me too

Aw, but Warless and Haughtyville were such good puns.

Yea I didn't like those two, although I can't put my finger on why! Maybe I'll put those back in then  ;D
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on May 04, 2018, 10:46:18 AM
So I noticed those cheeky copycats at Taleworlds  pinched my idea (https://steamcommunity.com/games/261550/announcements/detail/1649884446698938168) for using distinctive heraldry in bannerlord. Looks like Vlandia will share almost the same icon as house Pomproar - Von Lichenstone isn't far off from Empire either  ;D

I'm not really annoyed by the way, I think I got the hype for that game as soon as they announced it! In fact it makes me wonder: They've been working on that game for aaages (was announced in 2012) and I imagine I'll be working on tourney for 1.5 / 2 years so maybe I'll still beat their release?!?
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on May 04, 2018, 11:43:52 AM
At some point I should get a new copy of the original M&B, I'd like to play all my old mods for it again...
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Phoenixguard09 on May 04, 2018, 04:49:16 PM
I am honestly very excited for this.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on May 17, 2018, 09:35:07 AM
So having worked almost exclusively on knights for the last few weeks I am happy to say that I have the minimum items that they'll need to joust. That is: 1 lance type, 1 horse type, 1 type of armour and 1 type of shield. So now tourney not only supports crowds of peasants, but crowds of knights too!

Here's a screeny of a bunch of them from different houses arriving at once -  (cue ride of the valkyries music)

(https://i.imgur.com/gNisO18.png)

Next up: Jousting minigame
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on May 23, 2018, 12:36:49 PM
Ooh, those look very cool indeed :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on May 24, 2018, 08:35:06 AM
Thanks for the kind words!

Hopefully I'll have the AI jousting each-other done by the end of the weekend so I can share my lance shatter effect and tilt model. I'm quite pleased with them.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on May 27, 2018, 05:30:22 PM
Made some good progress over the last couple of weeks with the jousting part of the game. I created a tilt barrier buildable, and have the bots to the point where they endlessly joust against eachother. 

Here's two of them at it:

(https://i.imgur.com/aTXV3Ob.gif)

At the moment they don't do any damage and always hit the same spot so the next developments are to have stats & equipment factor in to the force and accuracy of the hit; Then introduce damage and a scoring system so a knight can actually win.

It will also be possible to separately target the head, arm or shield. A head shot is harder to achieve but can yield greatly increased force, which if high enough can dehorse your opponent. An arm shot is also harder but can make your opponent drop their lance which would negate any damage on you. Shields are the easiest things to hit but won't do much damage.

Once the AI can do that then I'll implement a mini game so the player can influence the outcome themselves. This game will probably be to maintain the lances aim targeting the desired spot. As well as that the speed of the horse will factor into the force of the hit, so a part of the mini-game will be to optimise how quickly you start (like when you start a race in mario kart). A well timed start means you hit your opponent with as much force as possible. A fumbled start will make your horse rear, having the opposite effect.

(https://i.imgur.com/Cw1ltFd.png)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on May 27, 2018, 10:33:21 PM
Neat :) What will be the possible endings of the minigame? Will it always just be one pass, or do you keep going until e.g. a lance breaks/someone gets unhorsed?
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on May 27, 2018, 11:03:03 PM
The scoring is not set in stone, Possibly a round will consist of 5 passes, scoring 3 points for a broken lance, 1 point for a hit, +2 points if you dehorse the opponent.

The minigame is an optional thing, so the possible outcomes will the same if you play or not. You will be able to jump in to control the knights you have chosen from your house when they are participating in an event. The benefit of that is that you will probably be able to do a bit better than the AI, and you get awarded more prestige points, and it'll be a bit of fun :)

Prestige points are awarded on completion of events and are an indication of how much the crowd enjoyed themselves. Earning those is how you unlock new buildings, staff & decorations etc.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on June 07, 2018, 10:18:38 PM
I've completed the jousting to the point where 2 AI knights will start a joust event, compete in it, and continue until there is a winner! So I had to iron out the rules. Those are:

There are 5 Passes.
1 point for a broken lance
2 points to disarm the opponent
3 points to unhorse the opponent

Here's some logs of it working and everything.

(https://i.imgur.com/J8ap3c6.png)

I must admit I had a little read of the article about probabilities (https://exilian.co.uk/forum/index.php?topic=5593.0) which helped :) After all I'm using digital dice for the bots.

All of the mechanics are in place now. For example you need to try and get the optimal speed to charge. If you nail it then you get a massive speed & force boost - and your knight rears up and goes right into a gallop which is fun, like this:

(https://i.imgur.com/aOWGuZh.png)

I also did everything to do with the actual clash - so now along with the straightforward lance break (shown in the last post) a knight can be disarmed and dehorsed.

In fact it's possible for both knights to successfully disarm or dehorse eachother. Take a look at these dopes:

(https://i.imgur.com/Ew8a6yb.gif)

So with that mostly complete I'll move on to getting some stands done, so the pezzies can line the edge of the list field to watch the events.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on June 07, 2018, 10:49:19 PM
Looks fun! :) And I'm really glad the probabilities article helped - I need to get on and finish editing up the binomial distribution one that follows it...
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: comrade_general on June 07, 2018, 11:12:00 PM
Lol the first thing I thought of when I saw that knight fall to the ground was the log guy from tekken.

(https://static.giantbomb.com/uploads/scale_small/1/12541/1518780-mokujin_main_image.png)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on June 08, 2018, 08:34:45 AM
Looks fun! :) And I'm really glad the probabilities article helped - I need to get on and finish editing up the binomial distribution one that follows it...

Thanks. Yeah it did help to refresh my knowledge about probability generally, and that combining 2 results then means the odds are different. Look forward to reading the next one. There will definitely be a lot of tweaking the numbers and stats to make sure that some competitors are challenging relative to the player. At the moment they are all arbitrary numbers, usually maxed so I can test a thing happens. e.g. you can see in the log output that at one point minimum roll needed to hit was -25. I definitely need the odds to be more refined than that!

Lol the first thing I thought of when I saw that knight fall to the ground was the log guy from tekken.

Haha yeah. Maybe I need to tidy the animations so they aren't... as wooden?!?  :ents:  ;D



Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: comrade_general on June 08, 2018, 12:52:35 PM
The animations look good it was more the shape and color of his armor. ;)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on June 20, 2018, 10:45:03 PM
Hello fairest reader!

I completed a new model since the last update, which was the spectator stand model:

(https://i.imgur.com/E7DMbwS.png)

These will be where the pesentry will prefer to watch the trials of the knights. Having stands is important to the satisfaction of the pezzies, because how much they enjoy the events is linked to your success in the game. They also just make the jousting tilt look a bit less naked.

However I had noticed that I'd ignored an important thing, and that is that placement needs to be precise. You might notice there that there are gaps between all the items in the above image. That's accidental - and thus - unacceptable!!
The reason is that before when you were moving the initial placement outline, it would snap to an invisible grid in a somewhat random way and you could end up with things overlapping, or with gaps you didn't necessarily want. I've now fixed that, which actually took a lot longer than I thought. Here you see an outlet placed exactly flush with the arena. Hooray!

(https://i.imgur.com/Tu4tG8b.png)

I have not mentioned yet that the melee arenas (one type of event arena for sword fighting) are built using tile based system, so you can create any shapes you want. In the above example you may notice that I laid out the arena like a space invader.

Progress on the project has proved to be quite galcial, so I decided to approach an environment artist to help out part time for a while. You can see some of his other work here (https://www.artstation.com/artist/rot). So that's exciting. Hopefully in the next few months bits of nice scenery will start to appear.

Next step for me is to have peasants actually watch the events, since at the moment they just stand around looking gormless.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Silverspook on June 21, 2018, 07:21:27 PM
This looks fantastic! Great job Tusky. :)  I hope you get a chance to use some of those names from the Neofeud cutting floor. ;)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on June 22, 2018, 09:51:00 AM
This looks fantastic! Great job Tusky. :)  I hope you get a chance to use some of those names from the Neofeud cutting floor. ;)

Thanks man!

I did take inspiration from your ideas around GOT mashups (stanniston, tywister etc) and made one house called Nedark :p
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on July 05, 2018, 09:56:14 AM
Been a couple of weeks since the last log so figure it's time for an update. Unfortunately there aren't any cool looking new models or mechanics to show off but here's what has been going on:

The UI

That interesting bit of development that everyone* definitely loves to hear about.

I'm making it all myself this time around since it needs to be quite specific to this game. Previously I've not really cared about the UI, so just got third party graphics and chucked those in. This time though I've had to really clarify what the player will want to achieve, and so what information they will need to do that. The 2 biggest objectives are broadly to have your house and knights do the best, and the other is be a tycoon and make lots of money. If the player wants their knights to win then they may be wanting to quickly determine if their knights are in "pole position" out of the attending knights, when they will next be competing etc. On the other hand the player is just interested in getting as much money as they can - they will want to know visitor numbers, gold, and have a way to determine how their outlets are performing. 
So I've sketched out various designs and have been looking at them, imagining that I'm trying to do, or decide on certain things and if / where I can do that. It's strange to me how much about the game as a whole I need to be sure of before I can actually do anything.

Anyway I'll stop waffling on about menus. Here are some graphics I've done so far.

(https://i.imgur.com/wvCqQbE.png)

Tournament logic

Up until now I had created a joust event, which existed by itself in a joust tutorial scene. The 2 knights in the scene went over, competed and then finished.

The next step was to implement a full knockout event. This allows for the to player put down a tilt where they want, click it to start a knockout tournament and then all of the knights play a sequence of events in a number of rounds until the overall winner is determined.
This is nearly done, and that will mean the top level logic is in place for the archery and melee tournaments too once I go on to those.

Music

I'm not sure to what extent anyone else finds the process of music production for a game interesting so apologies if this is dreary waffle. I find this part fascinating though, and the auditory output of a game is of the highest importance to me.

I've been talking a lot to Alexei (the composer I work with) about what music should be for this game. The key things to think about for the tracks, is that they need to sound correct with a few things:

It's a lot to ask of a piece of music. I might need to implement some kind of dynamic mixer which I did in the last game where different music fades in when you are fighting.

On top of that there will probably be 4 chapters set in different areas, and each will have a different flavour. It's been discussed before on this thread about the setting. So the first 2 will be in Avalon. The third will be Atlantis. The fourth will be Gulansharo: city of flowers (thanks Jubal :)). So there will need to be 3 different sounds for the 3 fairly exotic locations. I don't think it will do to have generic medieval tavern music.

Anyway Alexei informs me that he's in the process of composing the first track - a main theme for the game. He's said it "should be really catchy" and "still have (a) melodic flavour". I'm always excited to hear his stuff. If you want an idea, here's a favourite clip of a tune he did for BioStation.


If you like that and have spotify here (https://open.spotify.com/album/6BvOB5BjFnpL7RLVdZan5S) is the full OST.

What's next?


* no-one
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: La Ciguapa on July 06, 2018, 08:25:40 AM
That music is really catchy. Can't wait to hear what he comes up with for this game!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: bigosaur on July 09, 2018, 11:25:01 AM
This looks like a really cool game idea. I'm looking forward to play it when it's ready.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on July 09, 2018, 02:36:25 PM
That music is really catchy. Can't wait to hear what he comes up with for this game!

Thanks La Ciguapa I'll post a clip here once he sends me something.

This looks like a really cool game idea. I'm looking forward to play it when it's ready.

Thanks bigosaur! It may take a while, though, I feel like I'm just wading through endless bugs recently!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on July 17, 2018, 09:00:04 AM
Seems I accrue enough for an update every 2 weeks.

All knights have names

I decided to name 13 knights for each of the 13 houses. I know it's not particulary fashionable to do that instead of something procedural but I couldn't see any other way of having a large range of named champions. I had considered a more random approach. That would have allowed for knights to be killed (like they used to do in real touraments) but decided against it. I felt deaths would be annoying to the player, and incongruous with what I want from the nurturing your "gang" aspect. (reminded me of this (https://exilian.co.uk/forum/index.php?topic=5569.msg118792) interesting discussion that was had)
It was an odd experience naming 169 knights. They vary depending on where the house is meant to be located. For example I had to rummage around on the internet* to find some medieval names from the Spanish region for house El Sid, Saxon / Frankish names for house Von Lichenstone and so on. Obviously some already named themselves due to being references.

Stats

Similar to the above I have now given ratings to each of them which will dictate their stats. There will be a trick to working out who the best of the available knights are when you are choosing attendees from your own house. If you are interested in that, and don't mind a spoiler I wouldn't mind feedback on if the below sounds like it makes sense or is completely non intuitive

Spoiler (click to show/hide)

Knights will go yay (and boo)

The only visual thing I've completed, knights celebrate winning a bout. Here's Ricaud of house Ronceveaux after disarming his foe.

(https://i.imgur.com/E122ApC.png)

Tournament logic

So I must have watched about 20 billion jousting knockout tournaments. It started to feel endless, but the light at the end of the tunnel has been reached and now knockout tournaments fundamentally work 100% of the time. One of the big things was I had to do a big refactor when I remembered there wont just be one tilt, there could be various other events a knight might also need to attend. To support that I implemented a queue system which works nicely. There is still a bunch of tweaking to do because I'll need to factor in the aforementioned stats, and iron out issues like sometimes there will be a whole bunch of passes where both knights miss, or both hit scoring the same... not sure what to do about that, maybe force a scoring pass after a certain amount of passes?

What's next?

I want to get back to giving the player some information, such as:
- Who is at the tourney
- What is going on at the event buildings
- How much gold and prestige the player has

I also need to introduce visitors into the mix, and make sure they go and watch tournaments when they are started

* that is the official term for it. Trust me, I'm a web developer
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on July 17, 2018, 09:06:55 PM
Neat! :) The stats thing I think works OK. Will all knights start at exactly 21 or 50, or will there be a "young range" and an "old range" for age? And when you say you'll know based on the "start good" bit, how will the player see that if at all?

And yeah, I can massively empathise with watching something run 20 billion times - especially with my current diplomacy system for Exile Princes, which has so many possible permutations and combinations it takes a whole game or three to even get a feeling of the balance of one iteration. :/
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on July 17, 2018, 09:56:17 PM
Not exactly - those 2 ages were either end of the spectrum to demonstrate. There will be all ones imbetween, and amount of a skill gained by training is worked out by a sum that calculates an arbitrary range.

Spoiler (click to show/hide)

I was thinking stats would be represented by stars, something as shown this highly advanced mockup:

(https://i.imgur.com/SDIbucj.png)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on July 17, 2018, 09:59:58 PM
That all works well and make sense, yes, sounds great :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on July 18, 2018, 07:06:44 PM
Thanks!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on August 03, 2018, 03:41:15 PM
Time for a bi-weekly update! My progress has been hampered a little bit due to a small pathfinder campaign I'm DM'ing, but in my defence it's a pretty awesome campaign. HOWEVER it does not mean I've stopped development on tourney. Also it's not only me doing things for this project, so if I don't spend 100% of my free time working on this, other stuff still gets done in the background.

Anyway here's what's new:

Level 1

Started actually building the first of four levels: Avalon woodland. I've laid out the tourney ground borders, pathing grid, terrain etc. Now the assets for the environment are being built. The environment artist has completed the first new models. Here's a sneak peek, the water mill:

(https://i.imgur.com/GMdStTn.png)

The work to build up level 1 includes setting all the equipment, armour, buildings and so on that will be available for the player. There will be more work needed to actually create the models for these but having this done means that the prospect of having a fully playable level draws nearer.

Pezzy logic

Pezzies will go to events that are underway and spectate. They'll periodically check if really want to eat or drink something instead, and if so they'll wander off to do that (Unless they are a big fan of one of the competitors)

UI

I've made a simple UI framework that has everything in the correct place, such as your gold, prestige, buttons to build things and menu buttons. Now I can start creating graphics to fill these in. I've done a new graphic for the leaderboard showing all the attending knights. When you click on their name in the leaderboard the camera zooms to them. Here's how it looks now.

(https://i.imgur.com/6hYIWSg.jpg)

There is a white square there that will be replaced with an icon that shows you at a glance what that knight is up to.

What's next?

- Still need a little menu to explain what is going on at the event buildings
- Have pezzies want to spectate on tournaments from a stand, at the moment they can only watch from anywhere but a stand
- Being able to upgrade buildings. Specifically, adding a canopy to the stand
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: bigosaur on August 03, 2018, 04:04:43 PM
The graphic models look pretty cool, but the lightning is somewhat bland.

I assume you are using Unity? If yes, take a look at this:

https://80.lv/articles/7-tips-for-better-lighting-in-unity/

Unity has pretty poor defaults, but with some tweaks to the lights the game looks can go from average to awesome.

Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: beebug_nic on August 03, 2018, 04:10:40 PM
I'm really enjoying watching this shape up and really do love your art style - the modelling is awesome! :-)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on August 03, 2018, 06:48:05 PM
I'm really enjoying watching this shape up and really do love your art style - the modelling is awesome! :-)

Yay! Thanks for the kind words. Means a lot

The graphic models look pretty cool, but the lightning is somewhat bland.

I assume you are using Unity? If yes, take a look at this:

https://80.lv/articles/7-tips-for-better-lighting-in-unity/

Unity has pretty poor defaults, but with some tweaks to the lights the game looks can go from average to awesome.

Yeah I'm aware. It's actually a style choice to make it slightly brighter, sharper and more vintage. Like you're there in the past. Here's a comparison between new (left) and the default (right)

(https://i.imgur.com/EYX50eK.png)

I think a lot of the screenies I'm doing at the moment feature simpler structures which are all supposed to be wood, dirt and grass. Also the only visitors are normal pezzies who again wear muted plain colours (browns, greens, greys). In other words they don't look particularly scintillating for that reason. I added the mid tier knights there to demonstrate a contrast. Later levels will have nobles and kings and lots more colour, hopefully so fingers crossed I'll win you round ;)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: SLiV on August 04, 2018, 01:41:26 PM
I do think the screenshot on the left looks more vibrant and also more readable.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on August 09, 2018, 11:47:26 PM
Yeah - at some point for prettification some more ground-level stuff might be good (little plants or a more varied grass texture), but that's far from at the urgent end of things. I certainly like the light/sharp look given the style of game. :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on August 20, 2018, 10:50:55 PM
Yeah - at some point for prettification some more ground-level stuff might be good (little plants or a more varied grass texture), but that's far from at the urgent end of things. I certainly like the light/sharp look given the style of game. :)

Thanks! Yes over time more detail should be added in, although that being said I do want to be a little mindful of performance

So I ticked off all the goals from my last post so wanted to post a short update:

Couple of UI bits: I've added a context menu for the jousting tilt so it tells you who is competing this round, and who is fighting now

(https://i.imgur.com/3ThLiZF.png)

I added a small tooltip. There will be numerous small buttons that don't have text, and it might not be obvious what they are for, or might be ambiguous so this should help explain.

(https://i.imgur.com/PiZ5BOl.png)

Worked on the spectators, they now want to spectate from stand, and also can food and drink whilst spectating. Using the context menu you can now upgrade the stand to have a canopy. This will mean that when it rains the spectators wont get wet and sad.

(https://i.imgur.com/m1nLScV.png)

Next up, I really want to start adding in some more buildables since all the screenshots are getting a little "samey". So I will create an apothecary stand, which will sell tinctures and tonics which will have one shot effects in events. As well as that regular visitors will visit an apothecary which will earn you gold. AI controlled knights will periodically decide to buy / replace their tonics and if they have them they'll use them to try and win.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on August 20, 2018, 11:40:24 PM
How many people can you get per stand? They look a bit sparsely placed at the moment, which reduces the potential crowd feel.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on August 21, 2018, 07:27:50 AM
In that image there were 6. I need to be careful over the limit for a couple of reasons:

1) The first is that there needs to be some limit or there could end up being stands that look like that anyway.
Spoiler (click to show/hide)

2) It looks better if they have space to walk out when they want to leave to do something else, because the crowd simulation code is not allowed to move static agents - in other words if someone is spectating someone in front of them wont be able to barge past to get out.

You're absolutely right, though. I've upped the limit somewhat to 17, which does look better

(https://i.imgur.com/thCbNEp.png)

Spoiler (click to show/hide)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: beebug_nic on August 21, 2018, 10:33:40 AM
I think you hit a sweet spot with the stands - it looks a lot better with more folks inside - though this gives you an option for a nice bit of detail that 99% of people will probably ignore but would be cool - have the stands get fuller as you get to the end (no one wants to watch a less popular person, or the early stages, they want to see the juicer jousts where teeth are potentially being sprayed everywhere!) :-)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on August 21, 2018, 11:39:33 AM
Yeah, that looks *vastly* better with the limit upped to 17, has much more the right feel now :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on September 05, 2018, 10:52:29 AM
I think you hit a sweet spot with the stands - it looks a lot better with more folks inside - though this gives you an option for a nice bit of detail that 99% of people will probably ignore but would be cool - have the stands get fuller as you get to the end (no one wants to watch a less popular person, or the early stages, they want to see the juicer jousts where teeth are potentially being sprayed everywhere!) :-)

Yeah, that looks *vastly* better with the limit upped to 17, has much more the right feel now :)

I agree. Thanks for the suggestions!

I ticked off the big todo from my last post: I made and implemented an apothecary stand! This will sell tinctures and potions that help knights in events - although I didn't get around to putting the potions themselves in. However visitors do go over to it and buy invisible items.
I also added a ground texture for this and the beer keg outlet. I realised a ground texture was needed because otherwise it isn't clear why placement sometimes becomes invalid when you are trying to place something near them. The reason is that there is a space by the "vend point" that is forced to be clear of other buildings so that your punters can get there. Here's what it looks like:

(https://i.imgur.com/Wb2FmoY.png)

It actually took a fair bit of time to remind myself on how the hell to make an outlet work and snap to the grid nicely, since it was so long since I did the beer keg. I came to the conclusion that I need to actually document how to do various things that I'll be doing multiple times, like setting up new outlets.
I also completed a bunch more UI elements. I included the main buildings group selection bar in the screenshot.

I did a lot of thinking and planning too, confirming a lot more details such as how many visitors will turn up, from where & how. I decided it made most sense to have a vehicle like a wagon and horse bring them (much like the bus would in theme park). Similarly I decided I need to add latrines (or would the best word be privy? or midden? Not sure).
I cleared up a few annoying bugs. The main one was if someones destination was where a building is placed, or if it's just plonked directly on their head then odd things would happen. Now they are teleported out of the way.

Some trees for the level 1 edge scenery have been completed and placed in the scene. I did some load testing and tweaking so it seems to perform ok with all the scenery, crowds and buildings. Despite being very careful I am still pessimistically expecting to notice a big game breaking performance problem I didn't account for right before completion - and have a big old cry.

(https://i.imgur.com/QGFbmWS.png)

Next:

Final level 1 "edge" scenery is going to be rolled out this month: a fence object and some ruins, meaning I can share some close to final looking screenshots.

I might finally have a track by the next update too

I also want to implement the system by which visitors are happy and sad about things. This will then lead on to making them want to leave, and adding a wagon which brings in new visitors.

Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on September 05, 2018, 11:20:22 PM
Lovely! Will the stalls/vendors actually have an NPC working at them/standing next to them, or will NPCs just look like they're using them like vending machines?
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on September 06, 2018, 03:40:28 PM
Lovely! Will the stalls/vendors actually have an NPC working at them/standing next to them, or will NPCs just look like they're using them like vending machines?

Yes. At the moment they are using them like vending machines. I really do want to create a person to stand next to each outlet as the actual seller - but I just need to get round to making them.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on September 12, 2018, 11:26:25 PM
Ah, OK, great :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on September 20, 2018, 02:59:54 PM
Edge fence

I finished the fence model for the edge of the first level field! Here is is in action.

(http://www.tuskygames.com/wp-content/uploads/2018/09/tourney.png)

The first level is much more presentable now

Happiness

The visitors all have a happiness value now that goes up or down depending on various things - such as if they want to eat but cant, enjoyed a fight etc.

Whilst doing this I realised an issue: The visitors just wander to and fro & when they need anything they go right to any venue that can provide for that need. So if a new outlet is placed - they'll one by one go to it, and end up looking like a horde of zombies.

So what difference did it make where the player put anything?

I think the answer - like in all other simulation games... is to use paths to direct where people generally go.
It would have been nice to not use them just because it would have set tourney apart a little bit. More like real "crowd in field" situations, where people would just wander about. Still I think it is something people will "get" and provides a neat solutioon

Death

After a chat with Mr Jubal and Glaurung in the pub I have been persuaded against my original decision to not have knights die (I thought it might be too annoying).

Knights will be popping their clogs aplenty now in tourney >:D I think this will be better fun too, and true to history as well which is a nice bonus

What's next?

Paths

A new "basic knight" model

Complete accommodation tent texture. I've done the model - just not got round to doing all the different versions for each house.

Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: beebug_nic on September 20, 2018, 05:53:17 PM
Something I use in Fringe Planet (which might help you here) is the idea of dawdling (which has a chance to occur the more depressed a peon gets, as well an intelligence check). If I add an order (cut this tree down) - there is a chance that a peon will dawdle a little bit before actually doing the task. It's a very simple concept, but it makes things feel slightly more organic (i.e. peons not immediately running straight to whatever has been ordered to do). There are exceptions of course - orders than peons create themselves (get food, get warmth) won't be dawdled. Just a thought :-)

And very much rejoiced at the news of death happening, but I may be a twisted individual :-)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on September 21, 2018, 10:54:25 AM
Something I use in Fringe Planet (which might help you here) is the idea of dawdling (which has a chance to occur the more depressed a peon gets, as well an intelligence check). If I add an order (cut this tree down) - there is a chance that a peon will dawdle a little bit before actually doing the task. It's a very simple concept, but it makes things feel slightly more organic (i.e. peons not immediately running straight to whatever has been ordered to do). There are exceptions of course - orders than peons create themselves (get food, get warmth) won't be dawdled. Just a thought :-)

Yes it's a nice nice idea. At the moment I have something similar - the pezzies have a "wander" state which they go into from time to time. So whilst it mitigates somewhat - they will eventually decide they want to visit the new shiny shop. And when you have 200 odd people it's very noticeable that where you put something was just completely arbitrary if they all just psychically know where what they want is located.

And very much rejoiced at the news of death happening, but I may be a twisted individual :-)

I must be as well because I think it will be a lot more interesting haha :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: beebug_nic on September 21, 2018, 10:59:54 AM
And when you have 200 odd people it's very noticeable that where you put something was just completely arbitrary if they all just psychically know where what they want is located.

Simpler solution: during the fights, allow equipment (weapons and armour) to be knocked off and impale/crush the crowd! Therefore reducing the number of agents and making things look more realistic :-D
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on September 21, 2018, 11:11:39 AM
Simpler solution: during the fights, allow equipment (weapons and armour) to be knocked off and impale/crush the crowd! Therefore reducing the number of agents and making things look more realistic :-D

LOL! Yep problem solved
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on September 21, 2018, 12:22:40 PM
Ooh, you could also have them parading around wild animals as crowd entertainment which will occasionally get out and eat/crush someone :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: SLiV on September 25, 2018, 12:18:23 PM
Happiness

The visitors all have a happiness value now that goes up or down depending on various things - such as if they want to eat but cant, enjoyed a fight etc.

Whilst doing this I realised an issue: The visitors just wander to and fro & when they need anything they go right to any venue that can provide for that need. So if a new outlet is placed - they'll one by one go to it, and end up looking like a horde of zombies.

So what difference did it make where the player put anything?

I think the answer - like in all other simulation games... is to use paths to direct where people generally go.
It would have been nice to not use them just because it would have set tourney apart a little bit. More like real "crowd in field" situations, where people would just wander about. Still I think it is something people will "get" and provides a neat solutioon

What if there is a limit to the distance where peasants detect new venues? So if everyone is thirsty and you place a new beer vendor, nearby peasants will swarm towards it, but peasants further removed will keep wandering until they stumble across it. Perhaps in combination with paths; if they are more likely to follow paths then you can direct them towards your vendors that way. Don't know how much computing power it would take to track all that, though, since each peasant would have its own memory of what the map looks like.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on October 02, 2018, 10:01:20 AM
Yes that's not a bad idea. Thanks!

So if they are following a path that the player sets out, then they could have a limit to what they see in that vicinity. That way you can tailor areas to lord / peasant areas, and make sure that things are grouped that way so the visitors daisy chain things they might want to do and make them spend money and get happy. I will have a think and will probably implement something like that.

But yeah essentially - anything that allows the player to have some influence over where the visitors go will be a vast improvement :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on October 22, 2018, 11:45:31 AM
wow. 1 month since the last full post.

It's been a slow month for me. To be honest I was hoping to have the things in my last to do list completed (simple knight and paths). But they are not. Whilst I was planning out the logic for paths I began to realise that it fundamentally felt wrong and I couldn't make it work in a way I liked. So I went back to the drawing board. I think I have finally come up with something that will work, which is essentially doing what Sliv said  ;D A visitor will now consider everything in a certain range, and then choose where to go - favouring things that are nearer to them. I think it will work quite nicely. For example you can set up a row of vendors which the visitors will go to in turn - thus giving you some control over what people visit.
There is a lot to their decision process which I won't bore you with here - such as what to do with event and stand buildings. Suffice to say I have been coding it for the couple of weeks and still haven't finished.

So what with that and sneaking off for a weeks holiday I have completed 0 things. However I have progressed them well, and shouldn't be too far off completing.

That being said some stuff was completed by someone more productive than me. Here's a little fishing boat and dock rig that will sit on a nearby water feature as "edge scenery":

(https://i.imgur.com/7jIgOaG.jpg)

Todo

Paths (well, more accurately: visitor goal decision logic)
Simple knight.


Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on October 22, 2018, 01:47:54 PM
Ooh, that is a pretty boat :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: beebug_nic on October 26, 2018, 12:02:21 PM
That is an awesome model :-) And don't kick yourself about being slow - any progress is good progress. And it sounds like you are very much sitting down and considering everything, which is incredibly valuable :-D I hope you enjoy your holiday! :-D
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on October 26, 2018, 10:04:09 PM
Thanks  :) Kind words indeed

Very happy to reveal that I've finished the bulk of that logic now! I'll be making a few more tweaks and then return to my own 3d modelling
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on October 26, 2018, 10:40:21 PM
Yay, well done! :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on November 26, 2018, 10:45:54 AM
Wow it's been a month since posting anything! Well it's high time I list all the amazing thing I have done....

FIRST THING

A new "simple" knight model. Supposed to look a bit like a squire with a bit more armour on. Here's a screeny:

(https://i.imgur.com/V5ApXYR.jpg)

The actual armour isn't done yet but you can see the house colours there...

As with the "crusader" looking one I've had in previous screenshots, they need 16 unique textures to be created for all the heraldry and whatnot. So take ages essentially. I have done 7 of 13 houses so should be done in a week or so. Once done that will mean I'll only need to a few more models before there is something resembling a game ready to test!

So there you have it!

Stay tuned for more amazing thing I have done next time!

Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: SLiV on November 28, 2018, 12:47:11 PM
Looks great! Can't wait to try it out someday.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on November 28, 2018, 03:43:23 PM
Thanks SLiV!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on November 28, 2018, 05:13:30 PM
Very nice :) I came across an old song I used to love called "Errant Knight" which is a parody/humour song about jousting and reminded me of this thread

(It starts:
My lady Ann, your Champion's depressed;
Not in shape to carry on the quest,
I have to keep my speed down to a trot,
Or lose what little armour plate I've got;
My screws are loose, my clamps are hanging off,
My helmet topples every time I cough -
I topple with it every time I charge,
I've got to get this suit to a garage..."
)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on November 29, 2018, 09:31:04 AM
Yay, nice :) I'll use that for inspiration

I have a bit from GOT at the very top of my GDD to guide my hand in terms of spirit:

Beneath it's walls he saw tents of many colors, bright banners cracking in the wind, and knights in mail and plate on barded horses. He smelled roasting meats, and heard the sound of laughter and the blare of heralds' trumpets. A great tourney was about to commence, and champions from all over the land had come to contest it. The king himself was there, with his son the dragon prince. [...] The crannogman had never seen such pageantry, and knew he might never see the like again. Part of him wanted nothing so much as to be part of it.

- Meera Reed on the grand tourney at Harrenhal
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on November 29, 2018, 11:20:46 AM
Yes - generally I think Martin isn't fantasy's greatest exemplar of prose style, but that's a really nice passage :)

Link to that song and full lyrics:
https://www.peteatkin.com/play/f4.htm
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on December 10, 2018, 08:45:24 AM
Well since recovering from the lurgy and sorting out some life stuff* my motivation has increased. As such I have been sinking some hours into tourney development!

Here's what's new this time.


(https://i.imgur.com/DKveZDU.jpg)


Next

Hog roast model - which will be the first food outlet


* playing games like x4: foundation and frostpunk a lot
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: BeerDrinkingBurke on December 11, 2018, 06:53:22 AM
Looks like you are making a lot of progress. The boats look great!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on December 11, 2018, 09:06:52 AM
Mm, hog roast :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on December 11, 2018, 10:09:37 AM
Looks like you are making a lot of progress. The boats look great!

Thanks :)

Mm, hog roast :)

Yeah it's coming along well - might even be the best building I've done for this yet. Looking forward to sharing
It's odd though I keep getting hungry when I'm working on it  ;D
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on January 13, 2019, 11:33:10 AM
Been making some good progress lately.

I ticked off the main todo from last time. A delissquious hog roast model.

(https://i.imgur.com/wC2tfOz.gif)

I also completed these things:


(https://i.imgur.com/hcyfVY5.png)

Next

- People can leave the tourney ground when they've had enough
- Lots of work has been done on the main theme track over the last couple of weeks, so fingers crossed I can share a snipped next time
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on January 13, 2019, 11:59:46 AM
Nice :) The lack of trusses on the pig looks a bit odd to me, but that might be asking too much in terms of mode detail. It's a good model, anyhow!

I'm looking forward to see more of how all this fits together :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on January 14, 2019, 02:12:37 PM
It's a good model
Thanks!

The lack of trusses on the pig looks a bit odd to me, but that might be asking too much in terms of mode detail.
Yeah, you're right. I'll add some trusses in. I half though of it when I was building the model then forgot, so  hoped nobody would notice. Turns out I have to get up earlier than that to get one past old eagle eyed Jubal

I'm looking forward to see more of how all this fits together :)
Me too  ;D

It's really strange to have to completely build everything conceptually in the design document and using "stories" with no other way of knowing if it will be fun or what it will be like.
It's the opposite to my last game. I built a little robot - got him to shoot and run around, and so essentially had immediate feedback on what the game play was like. With this I'll have to have worked on it for about 18 months before I have any clue
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on January 17, 2019, 12:04:30 AM
I've still not played Escape from Biostation, I should really do that...

Sorry if the truss thing was finicky! I guess I've just seen too many hog roasts for it not to look a bit odd to me :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on January 17, 2019, 06:44:26 AM
Sorry if the truss thing was finicky! I guess I've just seen too many hog roasts for it not to look a bit odd to me :)

Nah it's ok you were right. It was just on my todo list, I just moved it up a bit to.... NOW

(https://i.imgur.com/yT4UntF.png)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on January 17, 2019, 09:07:24 AM
Looks excellent! Much improved :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on March 13, 2019, 04:30:30 PM
Bit of a general update:

I am soon to be out of the country for a number of months, and had put tourney on hiatus (which is why I haven't posted an update in a while). Part of the reason for the project pause was because I have a lot to do prepping for departure, but also a big problem was that I would have no facility to develop the game whilst away!

However I I'm going to trade in my trusty desktop and old laptop for a new shiny one. Hopefully I can take with me and should allow me to still do development in my down time.

More updates to follow!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on March 14, 2019, 11:33:09 PM
Ooh, computer change. I hope it goes well for you! :) Where will you be for career break stuff?
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on March 15, 2019, 08:46:09 AM
Thanks!

I'll be spending summer out in Cyprus doing a scuba diving internship.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on March 24, 2019, 07:59:51 AM
I've completed the items from the last todo list!

Least exciting news: People will leave the tourney ground when they have had enough. This will vary depending on how good a time they are having. Here's a bunch of pezzies waiting for the bus...

(http://i.imgur.com/hgh2QIt.png)

More exciting news: Work on (what may be) the main theme has been plodding along for the last few months. Here's a small clip. I think there is a little bit left to do on it, but by and large this is the finished thing & I'd be interested in any feedback!



Next

I am going to start implementing "Rage mode" for the knights. This will trigger when they get peeved when they lose a joust, or can't buy a beer and that sort of thing. It is preventable, but should a knight get into this state they will storm around attacking innocent merry makers. That will be a bad thing.

There are quite a few things to do for it, but I am going to start with:

Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on March 31, 2019, 01:09:03 PM
Quote
It is preventable, but should a knight get into this state they will storm around attacking innocent merry makers. That will be a bad thing.

It amused me that you needed the clarifying sentence :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on April 14, 2019, 07:44:03 PM
It amused me that you needed the clarifying sentence :)

Haha, indeed.
I think that comment may have been aimed more at myself, having just finished a big focused think on the objectives and gameplay



I have finished off quite a bit in the last few weeks:

UI

The levels are split into an "invite phase" where you select your house knights and third party guest knights arrive. During this you build whatever you want to start the next phase with: the tournament phase. I've created a clock graphic, to tell how far through the tournament phase you are. The phase lasts a day, from 10 till 10.
I've imported it to the game, and got the pause button in the middle working too.

(https://i.imgur.com/zvGg4Hq.png)

The problem was it then made the existing tooltip for selecting your buildings look a little out of place, so I gave that a makeover too

(https://i.imgur.com/Wj1GBrZ.png)

Tents

I have finally completed everything for the accommodation tents (model / tex / engine import etc).
The way those work is that you have 2 types of pitches: An empty plot that causes a guest knight from another house to arrive; or a prebuilt tent in your house colours that will then allow you to invite a knight from your house to occupy it.

That meant I also needed to build a menu where you choose your champion:

(https://i.imgur.com/lNPUbR3.png)

Random fixes and tweaks


Next


(https://i.imgur.com/tvSdLKi.jpg)

Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on April 14, 2019, 08:13:51 PM
Lovely! I really like how the look of it is shaping up :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: beebug_nic on April 15, 2019, 05:15:46 PM
Loving the updates, I try and keep up with as much as I can on twitter, but it seems I've missed a lot of very hard work. I'm really loving how this is coming together and the UI improvements look awesome!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on April 16, 2019, 11:27:09 PM
UI is the great unsung part of gamedev really - it takes so much of the time and is so so vital, but it also feels frustratingly small when you show it to people somehow compared to "here's a new unit!" or "here's a new quest!"
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on April 17, 2019, 08:52:29 AM
Lovely! I really like how the look of it is shaping up :)
Loving the updates, I try and keep up with as much as I can on twitter, but it seems I've missed a lot of very hard work.  I'm really loving how this is coming together and the UI improvements look awesome!

Thanks both!

UI is the great unsung part of gamedev really - it takes so much of the time and is so so vital, but it also feels frustratingly small when you show it to people somehow compared to "here's a new unit!" or "here's a new quest!"

Yeah I know 100% what you guys mean. Each one of those graphics  took something like 12 to 15 hours to make (and that is discounting previous incarnations). You're right, nobody really cares that much about UI  - well except maybe other devs or UI artists!

That's why I'll normally try to put something else in an update as well so there might be at least something of interest to the lay-reader. Because I think that to some extent it's tough to post something that will be of interest to anyone at all, since it concerns something that does not exist yet.
For example the last game I had received very little interest as I was making it. Certainly whatever I made a post somewhere it seemed to broadly fall on deaf ears, UI based or otherwise. I was obviously far more excited about it than anyone else  ;D

As such It's very encouraging to hear your feedback. I really appreciate it!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on June 09, 2019, 05:29:36 AM
It's been a bit of a slow couple of months for me, since I'm currently doing some training courses in Cyprus till the end of June. Hopefully next month once I've finished with the courses I will be able to spend a bit more time on the game.

I have been chipping away, though, and progress has been made. I completed the items I wanted to from the last post: Add a way to start the tournament phase, and add objectives to complete during the tournament phase. There is a basic objective system in place, so you can now play through level 1 and win or lose!

(https://i.imgur.com/WQBytQV.png)

I made some menus for knights and visitors now so you can click them and see some basic info about them. I need to spend a lot of time creating all the various icons that are needed before the menus are fully finished.

I've made a fun system for scheduling a joust, where you can mess around with the order of who knights are fighting against, before it starts. It means the player can give their house knights a more favourable path to the final if they want to.

The game phase now represents a day, and the lighting will slowly adjust accordingly.

(https://i.imgur.com/lAqpgAE.png)

Next

I am going to create a summary window for a joust event, so that you can see what factored in to the result. There are 4 main contributing factors: potions, mood, skill, and tactics (equipment is also sort of another one - but that mostly concerns damage output / mitigation). Once this is information available to the player then I can add in gameplay for the four methods so the player can influence them.




Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on June 11, 2019, 12:27:08 AM
I really like the day/knight cycles :P

And the tents look really pretty too!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: beebug_nic on June 21, 2019, 05:54:09 PM
That day/night cycle is awesome :-) It might be feature creep, but it would be lovely to see cooking fires and things like that when it goes dark :-)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on June 22, 2019, 06:20:54 PM
Agree with the beeb :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Manic Arts on July 29, 2019, 09:13:42 PM
Just binged your posts and holy armadillo does this pulls at  my nostalgia strings!
It really does feel like roller coaster tyccoon in medieval times!

I think it's the attention to details that does the trick... the way the pig gets roasted in your gif just sold me.

Need more updates!
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on July 30, 2019, 07:21:57 AM
Thank you so much eveyone! Well, without further ado, back by popular demand* here is an update!

I have been working on the "gameplay" part of the jousting. This is what the joust window looks like now

(https://i.imgur.com/6gBLnC2.png)

So you can see all of the pairings in that knockout tournament. You can also see the scoring that lead to the last result. (po = potions, mo = mood, sk = skill, ta = tactics).
Conran Wallace pretty much wiped the floor with Fierabras there. You can also see how certain knights are clearly the "ones to beat" because they tend to have better armour on.

So what's next is to allow player control over those scores. You can elect to use certain tinctures or potions to increase that score. You can make your knight happy, or irritate the enemy to affect the mood score. You can train your knight to increase their skill. Finally you can play the minigame to get a good tactics score.
You could not bother and just leave your knights to it, of course, but then you might not get the ranking you want.

Things continue to be quite slow for dev on the game. I am currently slighly marooned on one of the Yasawa islands in Fiji till October. However I'm managing to get an hour or two a day done. It's slow progress, but it's progress :)

* Manic arts requested one
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Manic Arts on July 30, 2019, 07:45:33 PM
Yeah the important is to keep going. The most difficult thing when creating a game is ALWAYS to finish it!
Most people will jump ship to another project when the honey moon period stops.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on July 31, 2019, 07:58:01 PM
Yeah the important is to keep going. The most difficult thing when creating a game is ALWAYS to finish it!

This. Also to not end up with impossible levels of feature creep... *looks at own project in minor dismay*
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on August 22, 2019, 01:56:24 AM
Hey folks!

Very chuffed to have managed to knuckle down and complete some good stuff lately. Here's a digest!

Surgeon Tent

New buildable structure! The surgeon tent is there for knights that have finished their joust and have got injured. They'll make their way here and get fixed up. It's medieval medicine, so obviously it's lacking some of the modern day medical amenities we're used to. Something I hope some of the blood stains capture.

(https://i.imgur.com/rxMYHUc.png)

Knight about

The knight menu has been worked on a fair bit and polished. One of the new things is that every knight has a little bio for them to add some flavour. Some of their bios are little pop culture references; some of them are just little funny factoids. Some of the “about” information will contain clues to things that will particularly ruffle the feathers of that knight, maybe when you will be facing them and need a bit of an edge.

(https://i.imgur.com/3pghzou.png)

All people menus

I've added a status bar for the player to see what the little guys are all doing. It's not surprising & essential for this type of game. You click on the person, you want to know what they are up to, right?

(https://i.imgur.com/cIiPihL.png)

The other element to this menu that is new is the bit I've called "happiness flags". Much like a moodlet you might see in games such as a very popular life sim by EA games. Things that are going on that are affecting the person's mood. It's made me very much have to dust of my pixel art tools to make all the different icons...

AOB

Lots of other fixes and tweaks have been going on. Lots of attention to the jousting to make it lively and fun and somewhat realistic. A knight is now allowed to surrender before jousting. That means instead of having low health - but just charging in anyway to die, they can instead surrender. When they do that both knights will trot to the end without lowering their lances.
I also ensured that all knights can sustain some damage. Before it was only the loser that did. Now a draw can mean both knights are damaged. A defeated knight can also impart a parting shot to the victor. It makes the acquisition of some health remedies to use mid-event important, since they won't be able to duck out to the surgeon...

Next up.

It's been far too long since I made a new person model. There is one very iconic person that will be required in tourney: the jester. They will be a member of staff you can hire, and they can be used to cheer up the crowd, and also maybe to irritate a knight before you face them in an event.

The jester will need lots of animations and coding, but will make a start on that soon with sketches and 3d modelling.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on August 22, 2019, 10:09:59 PM
How will the surgeon tent work? It would be fun to find some way to slip some actual medieval medicine references in...
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on August 23, 2019, 01:09:20 AM
How will the surgeon tent work? It would be fun to find some way to slip some actual medieval medicine references in...

What kind of references?

At the moment all the outlets are vending machines, but my goal is to put a vendor bod by them. I think the most fun behaviour for the surgeon would probably be to wield a saw at their knight patient in a somewhat random and bloody manner.

I do want to avoid sacrificing realism over what i think will be most fun, though (and what is achievable with my current dev capacity)

Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Jubal on August 24, 2019, 11:22:36 PM
Well, you have character traits for the knights, right? I was wondering if it could be fun for the surgeon to start talking about them using humor theory... That is, the idea that the body has four basic fluids, and your temperament depends on the balance of them - too much blood and you become too sanguine, that is too lively/too much of a risk taker, too much yellow bile and you become choleric, that is aggressive and angry, too much black bile and you become melancholic, so emotional and depressive, and too much phlegm and you become phlegmatic, so lethargic and listless. You let particular fluids out to correct imbalances of temperament for this reason. I guess I think of that as the archetypal medieval medicine thing and it has some fun potential, it might not fit here but it just sprang to my mind.
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on August 25, 2019, 10:31:34 PM
Well, you have character traits for the knights, right?

Sort of, yeah. They are quite simplistic & specific ones at the moment. For example: doesn't like loud noises.

I'd love to incorporate your idea somehow, would add some good depth and realism. Maybe some sort of "mood wheel" that instead of the expected moods, has sanguine / choleric etc on it... then it can get centered by the medical professionals - and they lance the appropriate bodily goo.

Will give it a think :)
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on September 15, 2019, 03:47:32 PM
Jester

Since the last update I designed, modelled, rigged and textured the new member of staff: the Jester, then imported them into the game and implemented some mechanics. It took a while since the buildings and members of staff are the key things you can interact with as a player, and that is generally how you affect the knights and visitors.

Knight statue

First of many decorations: a granite knight statue to sternly peer down at everyone

(https://i.imgur.com/MXoXqJz.png)

Visual feedback for thoughts

Until now, when a happiness flag (like being hungry, for example) was applied it was not immediately visible; just hidden away on a menu. Now that has been changed so a flag will appear over the head of a person so it's very obvious. Also in certain circumstances the person will react to something that has happened. For example the new jester abilities will make a visitor applaud or get upset. Here's a GIF showing this in action:

(https://i.imgur.com/Urb7ELJ.gif)

Next

I don't think I'm going to target any main features in the next few weeks, so a lot of behind the scenes stuff.

Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Silver Wolf on September 16, 2019, 10:10:59 AM
Good work! :D

Also, I love your modelling style.
Reminds me of Roller-coaster tycoon mixed with early medieval paintings.

Here are some other possible ideas:
- you could introduce a new "cleanliness" factor with something like outhouses, rat catchers, horse dung and dung farmers
- log-tossing and other peasant games that would serve as another source of income
Title: Re: [Dev Log] Tourney: The medieval tournament sim
Post by: Tusky on September 16, 2019, 07:08:17 PM
Good work! :D

Also, I love your modelling style.
Reminds me of Roller-coaster tycoon mixed with early medieval paintings.
Thank you!

Here are some other possible ideas:
- you could introduce a new "cleanliness" factor with something like outhouses, rat catchers, horse dung and dung farmers
- log-tossing and other peasant games that would serve as another source of income

Nice ideas! I did already have plans for one of those. I'll be adding in outhouses, and certain knights will be sticklers for cleanliness. They aren't finished just yet thought - currently all of the visitors have an unfulfillable need to toilet.