Author Topic: [Dev Log] Tourney: The medieval tournament sim  (Read 73926 times)

BeerDrinkingBurke

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #75 on: December 11, 2018, 06:53:22 AM »
Looks like you are making a lot of progress. The boats look great!
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Jubal

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #76 on: December 11, 2018, 09:06:52 AM »
Mm, hog roast :)
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Tusky

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #77 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
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Tusky

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #78 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.



I also completed these things:

  • Knights can now die
  • Lots of UI tweaks, new button and menu graphics
  • All context menu's have controls to move them, close them or center the camera on the object they are concerned with
  • There is a menu for choosing what to build, including popups that tell you all about the building. Need to work on the description texts, so I've asked a friend to help with some writing



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
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Jubal

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #79 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 :)
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Tusky

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #80 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
« Last Edit: January 14, 2019, 02:20:44 PM by Tusky »
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Jubal

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #81 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 :)
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Tusky

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #82 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

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Jubal

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #83 on: January 17, 2019, 09:07:24 AM »
Looks excellent! Much improved :)
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Tusky

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #84 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!
« Last Edit: March 13, 2019, 09:41:32 PM by Tusky »
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Jubal

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #85 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?
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Tusky

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #86 on: March 15, 2019, 08:46:09 AM »
Thanks!

I'll be spending summer out in Cyprus doing a scuba diving internship.
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Tusky

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #87 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...



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:

  • Implementing happiness flags for knights
  • Adding a small context menu for the knight which to begin with will just show these flags
  • A rage meter, which will start to fill up if they have multiple reasons to be cross
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Jubal

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #88 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 :)
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Tusky

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Re: [Dev Log] Tourney: The medieval tournament sim
« Reply #89 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.



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



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:



Random fixes and tweaks

  • Knight happiness flags were added, with a little context menu (ticked off from the last log post here). Although I didn't get round to adding the "rage" meter yet
  • Knight hangs around the tilt if they are still in the tournament
  • Altered the pathing for all agents to make them smoother

Next

  • Add a way to start the tournament phase
  • Objectives to complete during the tournament phase



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