I wonder how to add in more visual armour slots / types and to what the challenges of such a request would be? There are main armour slots / types that I am currently using (list below) yet only some have separate visuals that show up on the player character though. The current main armour slots / types that I use that do not have visuals are as such: Shoulders, Waist, Shins, Arms and Wrists. Although the 3D graphics for these separate armour pieces are rendered and are included / combined into armour slots / types such as: Torso having included Shoulders and Arms Hands having included Wrists Legs having included Waist Feet having included Shins.
Is it possible to make more visual armour layers / separate the armour slots / types further to support independent Shoulders, Arms, Wrists, Waist and Shins visible armour slots / types?
These are the main armour slots / types that I am currently using (list below) "# Main Armour
[type] id=head name=Head
[type] id=chest name=Torso
[type] id=waist name=Waist
[type] id=legs name=Legs
[type] id=shins name=Shins
[type] id=feet name=Feet
[type] id=shoulders name=Shoulders
[type] id=arms name=Arms
[type] id=wrists name=Wrists
[type] id=hands name=Hands"
Also special mention to Back and Tabard slot / type for these are supposed to be visual armour / clothes that goes with any armour type. Same with Shirt, Pants, Hat and other clothing that can be found under realistic armour. Yet these are extra details and are fine being non-visual in nature. It is the main armour types that already have art work but made into separate independent art layers / slots / types that I am mainly wondering about. Independent visual representation for the main armour slots / types of Shoulders, Waist, Shins, Arms and Wrists.
Also can speed (at least movement speed) be affected by the floating point numbers? So that I and everyone else can have greater depth with how to tinker with speed values? As in a case like for example with say heavy armour pieces slows a character's movement rate and force a balancing act to play out? Currently it seems that only integers work with movement speed but not like numbers like -1.2% or -0.5 and or +2.7%.
Do you have any plans on creating an isometric tileset in the Flare style for medieval R.P.G. building interiors, furniture, decorations and opening and closing objects like multiple types of doors, drawers, wardrobes, crates, barrels, coffins, boxes, bookshelves and chests? If you could make such a tileset it would open up huge portions of an R.P.G. world and have gameplay like Baldur's Gate and explore ruins, camps, lodges, villages, towns and even cities. It would be awesome for people to experience. You are an extremely talented artist I know you are capable of such (an) extremely useful tileset(s). Although I suppose it is a matter if you find such a project interesting; I hope so :-).
Do these isometric cabins have interiors that can be rendered (with the roof off / transparent) so that little rooms can be made to enable the player to go and search around inside? Also are there any good isometric medieval interiors? Also are there any good interior decorations and furniture as well? Are there any good isometric assets for an R.P.G. for opening and closing objects like doors, chests and stuff like that? It does not need much just 2 frames open and close if need be; a bit clunky but it works. Although more frames the better :-).
That would be super great to have added to Flare, so much possibilities of fine point detail and depth of systems can be made. Literally an order of magnitude is opened up when using (where reasonable) floating point numbers. Especially for percentile systems for the range is kinda limited to only 100 values if only integers are used. With your way of thinking of using floating point numbers where ever possible Flare then can have near unlimited amounts of depth (like dividing fractals) or even it is it just one extra decimal place 1,000 values are an order of magnitude more than 100 XD. Either way it is awesome to see continued work and support for the Flare engine; it's very inspiring:-).
Also is it possible to make percentiles be registered in more fine detail by adding in another decimal place like +1.5% HP Regen or +2.6% MP or -10.2% MP Regen?
This way when a game has many item type slots on a character and many types and categories of items and tiers of items (and or powers) the game can go farther, be more intuitive with less number bloat (as in who can really feel +753% verses +75.3%?) with more choice and still have deep meaning in how the player builds their character.
So say you have 10 main armour slots in the game and each armour piece of an armour set gives +1% HP alone, but if say for every piece in the set there is an added 0.5% bonus per item or if you get 3 out of 10 that is +4.5% HP or if you have 7 out of 10 that is +10.5% HP or 10 out of 10 that is +15% HP.
Giving an extra decimal place of detail with the percentile system adds a whole lot of depth in the ability to add for refined and powerful but reasonable choices for the player to tinker with.
Thank you I will go to test this. Although can the NPCs attack entities that attack them (retaliation) including summonable enemy NPCs? Also can some kind of Aoe solution be found? I wonder if they are work arounds that the friendly / player NPCs can use that affects / targets enemy NPCs; or visa versa?
I wonder how to add in more visual armour slots / types and to what the challenges of such a request would be? There are main armour slots / types that I am currently using (list below) yet only some have separate visuals that show up on the player character though. The current main armour slots / types that I use that do not have visuals are as such: Shoulders, Waist, Shins, Arms and Wrists. Although the 3D graphics for these separate armour pieces are rendered and are included / combined into armour slots / types such as:
Torso having included Shoulders and Arms
Hands having included Wrists
Legs having included Waist
Feet having included Shins.
Is it possible to make more visual armour layers / separate the armour slots / types further to support independent Shoulders, Arms, Wrists, Waist and Shins visible armour slots / types?
These are the main armour slots / types that I am currently using (list below)
"# Main Armour
[type]
id=head
name=Head
[type]
id=chest
name=Torso
[type]
id=waist
name=Waist
[type]
id=legs
name=Legs
[type]
id=shins
name=Shins
[type]
id=feet
name=Feet
[type]
id=shoulders
name=Shoulders
[type]
id=arms
name=Arms
[type]
id=wrists
name=Wrists
[type]
id=hands
name=Hands"
Also special mention to Back and Tabard slot / type for these are supposed to be visual armour / clothes that goes with any armour type. Same with Shirt, Pants, Hat and other clothing that can be found under realistic armour. Yet these are extra details and are fine being non-visual in nature. It is the main armour types that already have art work but made into separate independent art layers / slots / types that I am mainly wondering about. Independent visual representation for the main armour slots / types of Shoulders, Waist, Shins, Arms and Wrists.
Also can speed (at least movement speed) be affected by the floating point numbers? So that I and everyone else can have greater depth with how to tinker with speed values? As in a case like for example with say heavy armour pieces slows a character's movement rate and force a balancing act to play out? Currently it seems that only integers work with movement speed but not like numbers like -1.2% or -0.5 and or +2.7%.
Do you have any plans on creating an isometric tileset in the Flare style for medieval R.P.G. building interiors, furniture, decorations and opening and closing objects like multiple types of doors, drawers, wardrobes, crates, barrels, coffins, boxes, bookshelves and chests? If you could make such a tileset it would open up huge portions of an R.P.G. world and have gameplay like Baldur's Gate and explore ruins, camps, lodges, villages, towns and even cities. It would be awesome for people to experience. You are an extremely talented artist I know you are capable of such (an) extremely useful tileset(s). Although I suppose it is a matter if you find such a project interesting; I hope so :-).
Do these buildings have interior assets?
Do you have isometric R.P.G. interiors?
Do these isometric cabins have interiors that can be rendered (with the roof off / transparent) so that little rooms can be made to enable the player to go and search around inside? Also are there any good isometric medieval interiors? Also are there any good interior decorations and furniture as well? Are there any good isometric assets for an R.P.G. for opening and closing objects like doors, chests and stuff like that? It does not need much just 2 frames open and close if need be; a bit clunky but it works. Although more frames the better :-).
Can the isometric tents have a version where roof / side in front of the character below can be removed / made transparent and have the interiors rendered so that little rooms can be made to act like walking into the tent and searching around. Just like in the Nashkel Carnival https://sorcerers.net/Games/BG2/SCS1Guide/chapter5/nashkel-carnival.php and the Bandit Camp https://sorcerers.net/Games/BG2/SCS1Guide/chapter3/bandit-camp.php in Baldur's Gate?
That would be super great to have added to Flare, so much possibilities of fine point detail and depth of systems can be made. Literally an order of magnitude is opened up when using (where reasonable) floating point numbers. Especially for percentile systems for the range is kinda limited to only 100 values if only integers are used. With your way of thinking of using floating point numbers where ever possible Flare then can have near unlimited amounts of depth (like dividing fractals) or even it is it just one extra decimal place 1,000 values are an order of magnitude more than 100 XD. Either way it is awesome to see continued work and support for the Flare engine; it's very inspiring:-).
Also is it possible to make percentiles be registered in more fine detail by adding in another decimal place like +1.5% HP Regen or +2.6% MP or -10.2% MP Regen?
This way when a game has many item type slots on a character and many types and categories of items and tiers of items (and or powers) the game can go farther, be more intuitive with less number bloat (as in who can really feel +753% verses +75.3%?) with more choice and still have deep meaning in how the player builds their character.
So say you have 10 main armour slots in the game and each armour piece of an armour set gives +1% HP alone, but if say for every piece in the set there is an added 0.5% bonus per item or if you get 3 out of 10 that is +4.5% HP or if you have 7 out of 10 that is +10.5% HP or 10 out of 10 that is +15% HP.
Giving an extra decimal place of detail with the percentile system adds a whole lot of depth in the ability to add for refined and powerful but reasonable choices for the player to tinker with.
Thank you I will go to test this. Although can the NPCs attack entities that attack them (retaliation) including summonable enemy NPCs? Also can some kind of Aoe solution be found? I wonder if they are work arounds that the friendly / player NPCs can use that affects / targets enemy NPCs; or visa versa?
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