Has anyone tried to tinker / experiment with local multiplayer (e.g split screen) in Flare? I have no real clear memory of Flare LAN tinkering / experiments either. Although I wonder if anyone has thought of / tinkered with LAN support for Flare or any other more '~simple' multiplayer support for Flare (e.g. multiplayer without using a dedicated developer multiplayer online server)?
That is fine, just do what you most feel is right for yourself to do. There are many ways to live life. Also to think that life would be so boring if everyone was the same. Although you might be better than you think if you just add a bit of time tinkering away. Even if you get ~1% better every day for a year that ends up being over 3 and a half times better than you started and if you keep that up it snowballs and compounds into a better and better result. Mostly it is a matter of finding what you are interested in. If you love doing a kind of work; you will know for it will not feel like work at all :-).
@FlarePlayer Here is what could be done with Flare currently / in the near future in regards to your points / thoughts:
"What do I like about Diablo 2 - LoD what Flare doesn't have? For example:
- you can play the game together with other people [The Flare Engine is single player, yet it might be able to support a local / split screen co-op mode of some sort / local multiplayer ~minigames. Although this has not been worked on to my knowledge and is speculation based on my Unity experience of prototyping multiplayer and LAN multiplayer compatibility and general multiplayer modes without a dedicated server support hosted by the game developer. Currently all public builds of the Flare Engine are single player only to my knowledge.]
- randomly generated maps [I am not sure if this can be done in the Flare Engine yet I am thinking there has been some experimentation yet I am unsure as to where I am thinking this from. It is not impossible, yet I am not sure how this could currently be supported in the Flare Engine.]
- special items can be found everywhere, not just at boss monsters [This can be made in Flare by having deep loot tables for all enemies that follows a 'pre-baked' creature level verses item level range drop table with different chances to drop different items. Kind of like dungeon and dragons loot tables but more extensive.]
- summoning of various support units (not just 1 zombie), health regeneration of support units [This could possibly be currently solved currently with friendly combat NPC abilities and creature ability use scripting.]
- you cant simply shoot monsters 1 by 1 if you are walking around. Instead, if you walk around, huge bulks of monsters will spot you from afar and rush to attack you. That's more challenging and less lame [This can currently be solved with tweaking / expanding monster 'spotting' radius and also possibly by fog of war where a monster with line of sight could attack the player well away from the edges of the fog of war / even beyond the edges of the game screen.]
- minor boss monsters whith special abilities" [A person can add more bosses to a game and make more creature abilities and possibly make more creature ability scripts and test it all to get closer to your vision / possible player expectations for depth of content.]
Flare is open source, you have the creative tools with human readable 'guts' / critical game play building elements of the game engine. One can readily alter and tinker and try prototypes to see what works and what could use more work. You can reverse engineer some abilities / skills and combine functions / parts of other abilities / skills to make new / modified abilities / skills.
Focus on what the ~'lines of success' are / how to get to a significant improvement and try to filter out what is less and or not important to get this result. You can throw out a lot of things that could become bloat and or not necessarily needed right away; but also to work towards future proofing.
If you really want help the best / most powerful help for your own cause can be found within. If you give yourself a chance you might be surprised as to how far persistent hard and smart work can take you on your journeys in life.
Also you can probably find a solution within the power offered by the open source game engine tools. So as to be able to tinker with this shield ability with fails that bring you closer towards a result to your liking / what in your heart of hearts could feel to be 'success'.
If you suck at first then that means you can only get better as time goes on when you spend time towards getting better. Bit by bit, piece by piece, iterate, iterate, iterate. Every big thing is made up of many small things all put together over time. Put in enough time and effort and anyone can make big things in life:-).
I like the ~D2 style of animations as well.
Have you thought of creating a castle? For example Flare RPG could use some castle tileset assets. Also there are a few options for detailed castle 3D assets on Open Game Art. https://3dwarehouse.sketchup.com/model/u8f5a2af0-2224-4403-b8cd-c7e07cc0... + https://3dwarehouse.sketchup.com/by/Rochester4d This is great as an inspiration for a real historical medieval Castle. Yet it is not quite open source / made into a type of video game 3D art asset. Also an honourable mention to https://www.youtube.com/watch?v=sJkXRDKdAcM&ab_channel=Shadiversity
Has anyone tried to tinker / experiment with local multiplayer (e.g split screen) in Flare? I have no real clear memory of Flare LAN tinkering / experiments either. Although I wonder if anyone has thought of / tinkered with LAN support for Flare or any other more '~simple' multiplayer support for Flare (e.g. multiplayer without using a dedicated developer multiplayer online server)?
That is fine, just do what you most feel is right for yourself to do. There are many ways to live life. Also to think that life would be so boring if everyone was the same. Although you might be better than you think if you just add a bit of time tinkering away. Even if you get ~1% better every day for a year that ends up being over 3 and a half times better than you started and if you keep that up it snowballs and compounds into a better and better result. Mostly it is a matter of finding what you are interested in. If you love doing a kind of work; you will know for it will not feel like work at all :-).
@FlarePlayer Here is what could be done with Flare currently / in the near future in regards to your points / thoughts:
"What do I like about Diablo 2 - LoD what Flare doesn't have? For example:
- you can play the game together with other people [The Flare Engine is single player, yet it might be able to support a local / split screen co-op mode of some sort / local multiplayer ~minigames. Although this has not been worked on to my knowledge and is speculation based on my Unity experience of prototyping multiplayer and LAN multiplayer compatibility and general multiplayer modes without a dedicated server support hosted by the game developer. Currently all public builds of the Flare Engine are single player only to my knowledge.]
- randomly generated maps [I am not sure if this can be done in the Flare Engine yet I am thinking there has been some experimentation yet I am unsure as to where I am thinking this from. It is not impossible, yet I am not sure how this could currently be supported in the Flare Engine.]
- a wider range of skills, items and monsters [This can be improved with community assets even from Open Game Art even today: https://opengameart.org/content/orc-flare-3d ]
- nightmare and hell difficulties [This might be a thing in the near future: https://github.com/flareteam/flare-engine/issues/1806 ]
- special items can be found everywhere, not just at boss monsters [This can be made in Flare by having deep loot tables for all enemies that follows a 'pre-baked' creature level verses item level range drop table with different chances to drop different items. Kind of like dungeon and dragons loot tables but more extensive.]
- summoning of various support units (not just 1 zombie), health regeneration of support units [This could possibly be currently solved currently with friendly combat NPC abilities and creature ability use scripting.]
- mercenery support units [This by Dorkster can help but could use upgrades / expanded capability: https://opengameart.org/forumtopic/112-npcs-able-to-join-players-party-h... ]
- you cant simply shoot monsters 1 by 1 if you are walking around. Instead, if you walk around, huge bulks of monsters will spot you from afar and rush to attack you. That's more challenging and less lame [This can currently be solved with tweaking / expanding monster 'spotting' radius and also possibly by fog of war where a monster with line of sight could attack the player well away from the edges of the fog of war / even beyond the edges of the game screen.]
- minor boss monsters whith special abilities" [A person can add more bosses to a game and make more creature abilities and possibly make more creature ability scripts and test it all to get closer to your vision / possible player expectations for depth of content.]
@FlarePlayer Why not?
Flare is open source, you have the creative tools with human readable 'guts' / critical game play building elements of the game engine. One can readily alter and tinker and try prototypes to see what works and what could use more work. You can reverse engineer some abilities / skills and combine functions / parts of other abilities / skills to make new / modified abilities / skills.
Focus on what the ~'lines of success' are / how to get to a significant improvement and try to filter out what is less and or not important to get this result. You can throw out a lot of things that could become bloat and or not necessarily needed right away; but also to work towards future proofing.
If you really want help the best / most powerful help for your own cause can be found within. If you give yourself a chance you might be surprised as to how far persistent hard and smart work can take you on your journeys in life.
Also you can probably find a solution within the power offered by the open source game engine tools. So as to be able to tinker with this shield ability with fails that bring you closer towards a result to your liking / what in your heart of hearts could feel to be 'success'.
If you suck at first then that means you can only get better as time goes on when you spend time towards getting better. Bit by bit, piece by piece, iterate, iterate, iterate. Every big thing is made up of many small things all put together over time. Put in enough time and effort and anyone can make big things in life:-).
Can you make a protoype and test it and maybe have a few versions and see what people like?
Thank you @System G6 .
Okay that would be great to have access to an animation rig. Your animations look pretty good. Do you have any more dual wielding animations? Everyone has probably seen this https://www.youtube.com/watch?v=7UOryLeU86A&ab_channel=Axhol3Rose and been over the moon with it but it is mostly parry techniques and not very practical Hollywood fake sword fighting (like stabbing straight through a hardened steel breastplate / brigandine with a one-handed sword). Although a more reasonable method of dual wielding that lends it self to animation can be roughly found here: https://www.youtube.com/watch?v=kOOfZvhnIl0&ab_channel=FedericoMalagutti + https://www.youtube.com/watch?v=5iOnCih2UmQ&ab_channel=FedericoMalagutti (the second video is quite reasonable for practical dual wielding techniques.)
Can these help make new Hero / Heroine animations for Flare? Namely dual wielding and 2H handed animations (swords and polearms) for both male and female? https://github.com/flareteam/flare-game/discussions/900
Pages