OGA has recently started doing targeted fundraisers, and I'm happy to submit Flare items for fundraising.
So let's be frank here. I have a full-time job that I enjoy (writing code, not game-related). It pays the bills plus some. I also have a girlfriend of 5 years; we spend a lot of time together. In whatever time remains, if any, that's when Flare gets progress.
I don't expect to make money from the game -- except in the form of a tip jar perhaps (Flattr is fine for that), or maybe selling game-related items (my best idea so far: selling high quality cloth maps of the game world!). If I were jobless I'd definitely be trying to make some kind of money from this. But given my current situation, I'm basically able to do Flare in my free time without any worries of money. I have used my own money to fund a few essential art assets, and most of it has gone to OGA artists.
What Flare will need, and soon, is a ton of art assets. Right now Flare has only 2 tilesets (dungeon, cave) and even those could use many additions. Flare essentially has 5 monsters (goblin, zombie, skeleton, minotaur, antlion) and those could use several more animations and variations. I'll try to put together a list of most-wanted assets soon.
Anonymous, I'll take that into consideration. There's several ways it could be balanced:
Heal potions could restore a fixed amount instead of 100% health
Heal potions could restore health gradually instead of instantly
Heal potions could be incredibly expensive
Healing Orbs are a decent idea because they can't be hoarded. I could also add map features for one-time health regains (e.g. Diablo style Wells or Altars).
If you're not a programmer and don't want to get into building source code, I could do an occasional extra build. My packaging process isn't one-step just yet, so I really can't do nightlies at this point.
Instead of nightlies/weeklies, I can put out a binary whenever something cool is ready. E.g. right now there's mouse movement and enemy info display (courtesy Cheshire). Maybe I'll put up an out-of-band build today.
I'm entertaining the idea, after thinking about what the mod community might do if it's very easy to change the game.
My long-term goal with Flare is to make several games. After a few games are done, the core framework/engine will be tried and tested. Perhaps when I start making game #2 I'll find that I need the flexibility granted by scripting.
I made the tooltip visible when mouse-over on a corpse. This does not affect the mouse-over check when attacking on mouse-movement mode. See latest revision (240 or later)
I made a few changes and checked it in (revisions 238 and 239).
Changed the Enemy Menu position so it is always top center, regardless of Screen Size settings
Changed it so it still shows even when no longer mouse-over
Please svn update to the latest revision.
As for adding a main menu, the way I want to handle that will require a slight restructure of the GameEngine class. So you might want to wait on that for a bit, until I have that class prepared.
Some tips when thinking about tooltips on monsters:
The enemies array isn't sorted in screen-y order. So enemyFocus() is returning the first match, not the first match which is closest to the "camera".
I'd like to see the enemy name and health bar at the top-middle of the screen like Diablo and Diablo 2. Maybe this is best handled by a new MenuEnemyTooltip class? A good place to start is looking at the MenuHealthMana class.
OGA has recently started doing targeted fundraisers, and I'm happy to submit Flare items for fundraising.
So let's be frank here. I have a full-time job that I enjoy (writing code, not game-related). It pays the bills plus some. I also have a girlfriend of 5 years; we spend a lot of time together. In whatever time remains, if any, that's when Flare gets progress.
I don't expect to make money from the game -- except in the form of a tip jar perhaps (Flattr is fine for that), or maybe selling game-related items (my best idea so far: selling high quality cloth maps of the game world!). If I were jobless I'd definitely be trying to make some kind of money from this. But given my current situation, I'm basically able to do Flare in my free time without any worries of money. I have used my own money to fund a few essential art assets, and most of it has gone to OGA artists.
What Flare will need, and soon, is a ton of art assets. Right now Flare has only 2 tilesets (dungeon, cave) and even those could use many additions. Flare essentially has 5 monsters (goblin, zombie, skeleton, minotaur, antlion) and those could use several more animations and variations. I'll try to put together a list of most-wanted assets soon.
jaderamiso,
pennomi posted this for getting Flare dependencies in Ubuntu/Debian:
sudo apt-get install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev g++ svn
See his post here: http://opengameart.org/forumtopic/building-from-source-advice-requested#...
Anonymous, I'll take that into consideration. There's several ways it could be balanced:
Healing Orbs are a decent idea because they can't be hoarded. I could also add map features for one-time health regains (e.g. Diablo style Wells or Altars).
Of course, the source is available real-time on svn at Google Code: https://code.google.com/p/flare-engine/
If you're not a programmer and don't want to get into building source code, I could do an occasional extra build. My packaging process isn't one-step just yet, so I really can't do nightlies at this point.
Instead of nightlies/weeklies, I can put out a binary whenever something cool is ready. E.g. right now there's mouse movement and enemy info display (courtesy Cheshire). Maybe I'll put up an out-of-band build today.
I'm entertaining the idea, after thinking about what the mod community might do if it's very easy to change the game.
My long-term goal with Flare is to make several games. After a few games are done, the core framework/engine will be tried and tested. Perhaps when I start making game #2 I'll find that I need the flexibility granted by scripting.
p0ss, fun set! If I need new sounds I'll be sure to post here on the forum.
Cheshire,
I made the tooltip visible when mouse-over on a corpse. This does not affect the mouse-over check when attacking on mouse-movement mode. See latest revision (240 or later)
Cheshire,
Once again, excellent work!
I made a few changes and checked it in (revisions 238 and 239).
Please svn update to the latest revision.
As for adding a main menu, the way I want to handle that will require a slight restructure of the GameEngine class. So you might want to wait on that for a bit, until I have that class prepared.
Cheshire,
Some tips when thinking about tooltips on monsters:
Cheshire,
I added a couple more tweaks with revision 237. Mainly you'll see that EnemyFocus is now using the creature's animation frame size.
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