Build: Gimel 14-August-2011 08:30

Have implemented a relatively basic questline!

Anyone who has ever done quest design will know that even the most basic of quests have many states that, if you want the quest to flow smoothly, each have to be designed specifically.  These are the state present in the relatively simple fetch quest I just put in:

  • First encountered.
  • Quest declined.  (Permanent state — this will be a prominent feature in Tako, where decisions you make are permanent within the context of the campaign you’re in.)
  • Quest just accepted.
  • Quest accepted.  (Differing from the above in the sense that you’ve left and come back.)
  • MacGuffin found.
  • Just interacted with MacGuffin.
  • Interacted with MacGuffin.  (Same thing here, since you can interact and leave.)
  • Quest just completed with one resolution.
  • Quest completed with that resolution.
  • Quest just completed with another resolution.

And that’s a quest that’s literally “Go get me a thing!”

The quest isn’t currently tied to any agents or artifacts or anything like that.  In the final product, the NPC giving the quest would be randomly generated, and have a race, class, etc.

Lemme see, what’s next on the todo list…  Ah yes, skill checks!  What skills do in Tako is open up new options in encounters.  The example I typically use is a “Ambushed by bandits!” example.  The encounter normally has only one option: “Fight!”  If you have a character who has, say, the “Barter” skill, you would see an extra option other than “Fight!” — “Barter for your life!” or something.  Barter is tied to the Charisma attribute, which is used to determine whether the action is successful or not.  Generally speaking, if you have enough of a stat, the skill check is guaranteed to be successful, and if you don’t, the skill check will probably be about 50/50.

Encounters and skills together should already make Tako pretty fun to play, I think, if the random world generation and metagame/collection stuff was in, but there’s a combat element as well, which should make Tako even more fun!

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Build: Gimel 14-August-2011 11:47

Took a bit of time today to whip up some new tiles, because walking around on a blank field of green doesn’t show off vision and movement functionality.

Today’s plan is to start adding events, so with any luck within in the next day or two, there will actually be stuff to do in the game!

(Also: lol Alkius!  😀  I always knew you were a hero!)

Build: Gimel 14-August-2011 01:24

Definitely a case where the screenshot says a lot.

The player can now click on any visible (or partially visible) tile to travel there.  Thanks in large part to being able to hook into Slick’s A* functionality, pathfinding has proven to be super-straightforward to add, even on a hex map.  Joy!

There are some issues cropping up right now that deal almost entirely with how I’m using raw mouse input in the gameplay window, and yet not using raw mouse input in the menus — instead using proper events and whatnot.  More than anything, these are just bugs, and I’m going to try my best to keep from dwelling on them, because next up on the list of things to do for Tako are events, and that should be a whole lot of fun/pain!

That said, I may take some time tomorrow to do more world tiles, so that I can push the limits of the vision/movement stuff that’s in place right now.  Even on the mostly-blank map in place now, I’m already finding it surprisingly fun to just travel around and explore.

Build: Gimel 13-August-2011 02:33

Have added in and tweaked a bunch of stuff, much of which is visible ingame.

Mantles and agents now properly have separate sprites, and likewise different mantle types (race/class/artifact) have been split off into their own sprite sheets.  Those little mantle icons you see there can be clicked to pop up the info for that mantle.  The agent portrait can be clicked on to bring up the agent info popup (which itself has those mantle icons, so you can see all the mantles on an agent, and hit ‘back’ to go back).

The party overlay is a single-select dropdown list, so when you click on one name, it collapses any other open frame.  I’ll have to see how this ties in with gameplay, because the player is supposed to be able to click on an artifact to pick it up…

(Oh, and I finally managed to generate an avatar named Renwald, who is an old favourite character of mine.  hehe!)

Build label: Gimel 12-August-2011 10:08

It’s funny the kinds of things you forget you need until you need them.  For example, an options menu.

It wasn’t until I had sound and music in place that I realized that I normally have my application volumes locally set to about 30%.  I didn’t even realize that until I listened to the Tako theme song at work in a playlist with some other music and went “Oh hey, that’s really quiet”.

In any event, Tako now has an options screen and config file saving.  Win!

Build label: Gimel 10-August-2011 11:37

Forgive the popping, I haven’t taken the time yet to finish or clean this up, but since I’ve been posting about Tako, which is in a draft state to begin with, I figured I’d share:

Tako Theme by Apocriva

I’ve also been giving some thought to an actual title, and I’m having some ideas which may in fact help focus Tako into a specific direction that I like.  We’ll see, though!

Build posted: Gimel 9-August-2011 10:48

Nothing new to see, but something new to hear!  Have added some basic placeholder audio, just to get an event manager in place for it.  I haven’t yet hooked up music properly to it, but I figure I can do that once I actually have some music to put in.  In the meantime, I’m stealing the dungeon music from another project I’ve worked on (Unagi).  It totally doesn’t fit the style of Tako, but that’s okay!

It looks like the pipeline for getting music into the game is going to look something like this:

  1. Create music in Musagi.
  2. Export music as .wav.
  3. Convert music to .ogg using Audacity (this isn’t necessarily the best way to convert, it’s just a tool I’m familiar with!).

I guess that’s not too bad.  Would be nice if Musagi could export as .ogg directly, though!