In the case of bow shooting I put away the melee weapon. One easy change would be if some melee weapons were always put away (e.g. at the hip or on the back), and are in the hand only when actually doing a melee attack. Or, e.g. a shield that is on the back and appears in the hand specifically when blocking. This could differ by individual weapon/shield, and nothing about the game engine would have to change.
The harder change would be as you suggest, have different animations when in combat and outside. It's a cosmetic-only change for a lot of work so it's unlikely to happen, unless we can think of a more general implementation that gives us new features too.
Ah that's fine. This isn't the kind of game that warrants a test suite. I expect people to mess with the code and data, that's a big part of why it's open source.
Worst that could happen, someone cheats at a single player game? I guess the actual worst is if they manage to crash the engine, but maybe that turns into a bug report.
The Alpha quest line is sort of done. It may be revived/retold later, but it will be mostly replaced for 0.19.
The eggsac is fun. It might be too much detail for a small tile size though. Perhaps a similar design with fewer bulbous parts, and maybe a more irregular overall shape.
If I were creating the egg sac I would animate it a bit -- make it pulsate at least.
Our goal really isn't to implement everything (e.g. I'd never add a carrying capacity) but to make it a bit easier for people to want to add that. I want there to be some good customizability of the core action elements (e.g. attack, hit, crit, damage) at least, because those are going to be common for most games of the genre.
As far as just adding more stuff (powers, items) that's just editing data for the most part. I add more as I get inspiration.
Some of my thoughts on Flare's animations. I made most of them and I'm open to specific critiques. I'd like to work on new upscaled core art soon so this kind of feedback is valuable.
The animations are better than a ton of other indie games. I see lots of games like this that look great in stills but look awful when moving.
Some of the creatures have poor animations (e.g. the skeleton especially). Given infinite time I'd redo some.
I don't like the hunched over male pose. That's probably the oldest animation in the entirety of Flare. The female's stance is a bit better but is unnecessarily feminine (she stands and moves like a model, not like a warrior).
The attacks could all use some unrealistic momentum, if the game needs to go that direction (fast-paced gamey combat). The wind-up and swing should be all moved to the first half of the animation, and the second half should be follow-through and rest. I noticed this a lot in Diablo 3, and how much it added to a aggressive crunchy combat feel. This is harder to do with only 4 attack frames.
I don't do a great job of moving all the bones when animation. So a lot of the running feels more like sliding than actually a heavy stomp wearing full armor. I'd like to study the running animations in Dark Souls cause I think they nailed it.
Finally it's a question of how much detail is retained when rendering the heroes at ~60px tall. We don't expect these animations to e.g. work in 3D third person. They just need to look nice for the output sprites.
Some animations don't work (for heroes) at all with the current layer system. E.g. can't have a spinning attack because that required reordering layers per frame, instead of how it's currently done (by facing direction). Even the attack animations have to be crafted in a way so that they don't violate draw order. We could change this if and only if the actual requirement comes up (support per-frame layer orders).
It's something I think about sometimes.
In the case of bow shooting I put away the melee weapon. One easy change would be if some melee weapons were always put away (e.g. at the hip or on the back), and are in the hand only when actually doing a melee attack. Or, e.g. a shield that is on the back and appears in the hand specifically when blocking. This could differ by individual weapon/shield, and nothing about the game engine would have to change.
The harder change would be as you suggest, have different animations when in combat and outside. It's a cosmetic-only change for a lot of work so it's unlikely to happen, unless we can think of a more general implementation that gives us new features too.
This must be a popular tutorial :)
We may want to change the title on this, because Got Milk is probably a trademark protected phrase.
The engine and the game have different issues lists.
https://github.com/clintbellanger/flare-engine/issues
https://github.com/clintbellanger/flare-game/issues
Report any bugs you don't already see, especially any that cause the game to crash.
Ah that's fine. This isn't the kind of game that warrants a test suite. I expect people to mess with the code and data, that's a big part of why it's open source.
Worst that could happen, someone cheats at a single player game? I guess the actual worst is if they manage to crash the engine, but maybe that turns into a bug report.
The Alpha quest line is sort of done. It may be revived/retold later, but it will be mostly replaced for 0.19.
Did you really get 2B XP?
Or were you doing some kind of modding of enemy XP? Or save file modding? Just curious.
We have more music given to Flare than we can put to use at the moment. And threads like that tend to appear on /r/gamedev weekly.
The eggsac is fun. It might be too much detail for a small tile size though. Perhaps a similar design with fewer bulbous parts, and maybe a more irregular overall shape.
If I were creating the egg sac I would animate it a bit -- make it pulsate at least.
We have begun some refactoring to allow modders to set the benefits for different attributes. See this recent change: https://github.com/clintbellanger/flare-engine/pull/675
Our goal really isn't to implement everything (e.g. I'd never add a carrying capacity) but to make it a bit easier for people to want to add that. I want there to be some good customizability of the core action elements (e.g. attack, hit, crit, damage) at least, because those are going to be common for most games of the genre.
As far as just adding more stuff (powers, items) that's just editing data for the most part. I add more as I get inspiration.
No, but thanks for asking. We're not close at this point. I'll post later when we are ready.
Some of my thoughts on Flare's animations. I made most of them and I'm open to specific critiques. I'd like to work on new upscaled core art soon so this kind of feedback is valuable.
The animations are better than a ton of other indie games. I see lots of games like this that look great in stills but look awful when moving.
Some of the creatures have poor animations (e.g. the skeleton especially). Given infinite time I'd redo some.
I don't like the hunched over male pose. That's probably the oldest animation in the entirety of Flare. The female's stance is a bit better but is unnecessarily feminine (she stands and moves like a model, not like a warrior).
The attacks could all use some unrealistic momentum, if the game needs to go that direction (fast-paced gamey combat). The wind-up and swing should be all moved to the first half of the animation, and the second half should be follow-through and rest. I noticed this a lot in Diablo 3, and how much it added to a aggressive crunchy combat feel. This is harder to do with only 4 attack frames.
I don't do a great job of moving all the bones when animation. So a lot of the running feels more like sliding than actually a heavy stomp wearing full armor. I'd like to study the running animations in Dark Souls cause I think they nailed it.
Finally it's a question of how much detail is retained when rendering the heroes at ~60px tall. We don't expect these animations to e.g. work in 3D third person. They just need to look nice for the output sprites.
Some animations don't work (for heroes) at all with the current layer system. E.g. can't have a spinning attack because that required reordering layers per frame, instead of how it's currently done (by facing direction). Even the attack animations have to be crafted in a way so that they don't violate draw order. We could change this if and only if the actual requirement comes up (support per-frame layer orders).
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