RPG Editor - RPG Battle, Tracker Radar, and Zbrush
by Kevin Mitchell · 05/02/2012 (2:49 am) · 3 comments
Finally I get to a point or progress. Made some needed adjustments to the editor and the base database after actually using the editor in a practical test environment. And then there's the battle system. Now this is only in it's early stages I have gotten to include a lot of the needed calculations and algorithms needed in here. There are weird bugs and things needed to be ironed out. As I said this is just a part 1 test.
Currently working:
Monster Aggravation.
Monster AI tactics.
Monster Special Triggers.
Monster Attack combos. (Not seen in the video)
Player Magic/Specials
Player/Monster Damage Algorithm
Player Radar Tracker.
Monster and Player Deaths
Game Over Screen.
Currently I've only added a random attacker to the list of AI Tatics. There are other AI tatics needed to give monsters a proper personality.
The AI Tatics will be as follows:
ATTACK RANDOM
ATTACK WEAK
DEFEND RECOVER
ATTACK RECOVER
PROTECT MAGES
POWER SPELLS RANDOM
POWER SPELLS WEAK
CONSERVATIVE SPELLS RANDOM
CONSERVATIVE SPELLS WEAK
BALANCED
DEFENSIVE
As for triggering specials I only have one currently set and that is a 50% life trigger.
The other triggers for activating specials are as follows:
INSTANT
LIFE 75% INSTANT
LIFE 50% INSTANT
LIFE 25% INSTANT
LIFE 10% INSTANT
LIFE 0% INSTANT
EVERY 2 TURNS
EVERY 4 TURNS
EVERY 8 TURNS
EVERY 10 TURNS
EVERY 15 TURNS
EVERY 20 TURNS
EVERY 30 TURNS
EVERY 20 SECONDS
EVERY 30 SECONDS
As i use these more I will defiantly refine the flexibility of the triggers.
Finally the first video (available in HD):
Also I have been looking into improving the quality of my RPG Character Pack. So I have been learning Zbrush for about a week now. I used the character base from my RPG Character pack and took the low poly into ZBrush, Added some textures and other unique changes and then once I got something I liked I used the internal UV Master tools and Decimation Master to make the 3 Million poly model into a 10K model fairly easy. I know i have more to learn about this and there is defiantly ways to make it more optimized but for few hours of work/learning I got some interesting results.
Base Model

Added Details

Texturing

Characteristics


10k Model quick skin test.
Umm First try at using CAT in 3DS Max....
As an added note I have made a facebook for 12 CatBlack Studios.
I'm adding any tutorials, random algorithm ideas, RPG Editor information, and anything that I can think of to help make the game creation process easier.
12 CatBlack Studios on FaceBook
Come join the page if you are interested.
Currently working:
Monster Aggravation.
Monster AI tactics.
Monster Special Triggers.
Monster Attack combos. (Not seen in the video)
Player Magic/Specials
Player/Monster Damage Algorithm
Player Radar Tracker.
Monster and Player Deaths
Game Over Screen.
Currently I've only added a random attacker to the list of AI Tatics. There are other AI tatics needed to give monsters a proper personality.
The AI Tatics will be as follows:
ATTACK RANDOM
ATTACK WEAK
DEFEND RECOVER
ATTACK RECOVER
PROTECT MAGES
POWER SPELLS RANDOM
POWER SPELLS WEAK
CONSERVATIVE SPELLS RANDOM
CONSERVATIVE SPELLS WEAK
BALANCED
DEFENSIVE
As for triggering specials I only have one currently set and that is a 50% life trigger.
The other triggers for activating specials are as follows:
INSTANT
LIFE 75% INSTANT
LIFE 50% INSTANT
LIFE 25% INSTANT
LIFE 10% INSTANT
LIFE 0% INSTANT
EVERY 2 TURNS
EVERY 4 TURNS
EVERY 8 TURNS
EVERY 10 TURNS
EVERY 15 TURNS
EVERY 20 TURNS
EVERY 30 TURNS
EVERY 20 SECONDS
EVERY 30 SECONDS
As i use these more I will defiantly refine the flexibility of the triggers.
Finally the first video (available in HD):
Also I have been looking into improving the quality of my RPG Character Pack. So I have been learning Zbrush for about a week now. I used the character base from my RPG Character pack and took the low poly into ZBrush, Added some textures and other unique changes and then once I got something I liked I used the internal UV Master tools and Decimation Master to make the 3 Million poly model into a 10K model fairly easy. I know i have more to learn about this and there is defiantly ways to make it more optimized but for few hours of work/learning I got some interesting results.
Base Model

Added Details

Texturing

Characteristics


10k Model quick skin test.
Umm First try at using CAT in 3DS Max....
As an added note I have made a facebook for 12 CatBlack Studios.
I'm adding any tutorials, random algorithm ideas, RPG Editor information, and anything that I can think of to help make the game creation process easier.
12 CatBlack Studios on FaceBook
Come join the page if you are interested.
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
So the disappearing foe is part of the death animation? Are you going for a FF look when monsters die?
I like how you can dodge enemy fire. That could make for some interesting battles with that kind of movement.
05/02/2012 (8:16 am)
Cool! Fire, fire, fire!So the disappearing foe is part of the death animation? Are you going for a FF look when monsters die?
I like how you can dodge enemy fire. That could make for some interesting battles with that kind of movement.
#3
05/02/2012 (10:45 am)
I need to add the other animation for dodge and things. 
Torque Owner Carlo L. Bensi
Dark Energy