If you have coding skills or you are an artist, please don't hesitate to help. As every open source project, we are always on needVandar {l Wrote}:I've been a big fan of Dungeon Keeper (the first one, never had Dungeon keeper II to try), and more than once I was thinking about making a version of my own, but never really tried.
Note that there is a developer version available. the 0.5.0 is almost ready and most of its key features are already available (especially fog of war). You can find them (take the newest):Vandar {l Wrote}:So yesterday I've downloaded a copy of OpenDungeons 0.4.9, and ran it.
Because Open Dungeons is a multi platform open source project, we choose to support only OpenGL. Supporting DirectX is for windows only and might bring pretty much work. Again, if you have some skills there, please don't hesitateVandar {l Wrote}:The only rendering System to choose was OpenGl, although I was on Windows, and assumed that Direct3D would be default for the windows platform? But no problem, it ran smooth with the default options.
Thanks:)Vandar {l Wrote}:Good looking title screen Also very nice ambient sounds.
You can rotate pressing a and e (if azerty keyboard) or q and e (if qwerty). Concerning zoom, you can use the mouse to zoom.Vandar {l Wrote}:I've tried to carvee out some space, placed some rooms and everything worked fine and solid. The imps were busy to fortify floors and walls, and a number of creatures eneterd my dungeon. I had no crashes or such. I couldn't find out how to rotate the map, but I could pan the map with the cursor keys. Some creatures were hard to recognize, some seemed very small compared to the size from DK1 which I had in memory (creature size vs. wall height). Animations and everything worked fine. And finally I ran out of time, so I didn't test much more.
Thanks ^^Vandar {l Wrote}:I've seen the roadmap and that the 0.4.9 is the first real release, so kudos for the solid work, well done
Not everything. Officially supporting several renderers means many additional testing. And some stuff like shaders might need some tweaking. That's why we choose to support officially Open GL only.Vandar {l Wrote}:I thought OGRE would do the rendering for you, and the platform specifics like OpenGL or Direct3D would be part of OGRE, not the project.
No problem. I only said that because you were talking of rewriting another DK clone from scratch and, in my opinion, it's better to contribute to an existing project than rewriting everything.Vandar {l Wrote}:But I never used any of the 3D engines, that might explain my wrong assumption, also this is a problem in helping you - I have no idea of the technology used in this project. My knowledge is stuck in the 2D era. The other problem is, that don't like C++ anymore. AgentKeeper is Java, which I'm fluent in, but also has such 3D stuff, which is a mystery to me. Also my 3D object modeling skills are based on the wrong tools - everything went polygonal, but I kept using a geometry/math formula based raytracer (Povray), which models scenes quite differently. It's cool to make 2D or isometric assets which are pre-rendered, but not good for todays 3D mesh-based technology.
Please don't hesitate to give some feedback. It's always good to have players opinions, especially when they know the original DKVandar {l Wrote}:I've d'loaded the git20150221-Snapshot, and if I'm lucky this evening I'll have time to try it Thanks for the link I'm curious about it!
I usually play in windowed mode and I don't have problem with switching application. I will have a look when using fullscreen.Vandar {l Wrote}:- I've tried to alt tab to another application, but OD kept popping back in front.
Yes, It might not be straight forward to use spells to summon imps (we call them kobolds). It will probably be better when we will have some tutorial maps. I will have a look at the help menu and open an issue about it if it is not clear enough.Vandar {l Wrote}:- I had problems to spawn a first imp, because I had forgotten that it was in the "spells" menu. That might be a trap for players who don't know or don't remember DK very well anymore.
Because there is no possibility to save/load a game yet It will come later. ATM, the game is at a stage where we can begin to think about it (now that nearly all game mechanisms are functional).Vandar {l Wrote}:- I couldn't find out how to save and load games.
I've never seen that. If you can reproduce it, could you please save the replay and post it ?Vandar {l Wrote}:There was a minor lighting glitch when I poitioned the cursor on a certain field of the treasury - a whole line of wall tiles darked down a notch in that case. Maybe a siode effect of the fog of war code? No problem though.
That happens when there is a fight And you can press space to go to the place. I will add a chat message to warn about the fight, too, tonight.Vandar {l Wrote}:Music changed when some of my monster got angry. I guess that was intended, and want to tell that the feature works
Everything is configurable (creature fees, room/traps prices, payday frequency, ...). For now, they are pretty high because it is easier to test but we will definitely need to decrease. On the other hand, need for gold will be the easiest way to achieve the game average length we are aiming for (between 30 to 60 minutes in multiplayer). The most gold is needed, the most aggressive players are advantaged. In any case, gold has to be very usefull to give a real bonus to players taking the risk to try to get many in early game (and thus, putting their dungeon at risk).Vandar {l Wrote}:The gold is used up quickly. Not a problem for my testing, but I was surprised how fast the gold that I had mined was spent again.
Yes, for spells. ATM, we only have 2 spells available: summon kobold and call to war (makes all your idle creatures go to where you cast the spell). I was also thinking of implementing a bolt spell but I need a mesh and I've not found any suitable yet (but I've not looked much either).Vandar {l Wrote}:Is mana used for something yet?
It will make that you cannot play multiplayer (the feature is functionnal).Vandar {l Wrote}:My firewall blocked OD, though, could that be a problem here?
hwoarangmy {l Wrote}:Yes, It might not be straight forward to use spells to summon imps (we call them kobolds). It will probably be better when we will have some tutorial maps. I will have a look at the help menu and open an issue about it if it is not clear enough.Vandar {l Wrote}:- I had problems to spawn a first imp, because I had forgotten that it was in the "spells" menu. That might be a trap for players who don't know or don't remember DK very well anymore.
hwoarangmy {l Wrote}:I've never seen that. If you can reproduce it, could you please save the replay and post it ?Vandar {l Wrote}:There was a minor lighting glitch when I poitioned the cursor on a certain field of the treasury - a whole line of wall tiles darked down a notch in that case. Maybe a siode effect of the fog of war code? No problem though.
Yep, it works ^^Vandar {l Wrote}:I hope the replay works. At the end of the session, I've been playing blinkenlights with the wall tiles.
Vandar {l Wrote}:PS: The effect doesn't show in the replay. But after the replay completes, if you place the hand of evil in the top-right square of the dormitory, all wall tiles in that row become dark.
Vandar {l Wrote}:Now I'm waiting for the first version that can save and load games
It's called Kreatur.Vandar {l Wrote}:PPS: What is that ugly 4-legged tentacle creature? Looks scary.
Well, it doesn't change anything to the fact that if you don't know that you can spawn more using spells, you won't. Moreover, the good point with using only spells is that you understand fast that you need to do something (since nothing happens ^^)eugeneloza {l Wrote}:Maybe it's a good idea to bring the three free kobolds in automatically as it was in previous build?
Well, it doesn't change anything to the fact that if you don't know that you can spawn more using spells, you won't. Moreover, the good point with using only spells is that you understand fast that you need to do something (since nothing happens ^^)
Objectives? What for? Isn't it murder, death, kill?
'HP thing above their head'
You saw her one week too earlyBertram {l Wrote}:The first thing she wanted was skull flags/'HP thing above their head' (well, it's quite a great timing)
I guess she will have to wait a bitBertram {l Wrote}:she desperately found the lack of doors, and bridges a stategic lack.
Now that we have all the game mechanics, I guess that it will be the next thing to do. IMHO, the most wanted now will be the campaign/more maps. But before we can start on that, we should allow to save maps as changing how the maps are saved will mean changing every map.Bertram {l Wrote}:The load/save is something she requested as she wanna play and sometimes can't have a full game at once.
That probably hides some psychological illness. Probably a too long exposition to BigKnights...Bertram {l Wrote}:Objectives? What for? Isn't it murder, death, kill? XD
hwoarangmy {l Wrote}:I guess she will have to wait a bit
Now that we have all the game mechanics, I guess that it will be the next thing to do. IMHO, the most wanted now will be the campaign/more maps. But before we can start on that, we should allow to save maps as changing how the maps are saved will mean changing every map.
That probably hides some psychological illness. Probably a too long exposition to BigKnights...
Yes, that's really important stuff. 'Cause computer AI is cheating!
I think i would get along with her
Like this ?Vandar {l Wrote}:Somehow I think the hand of evil should be allowed a glove before picking up the Kreatur.
Do you have a rough idea when saving and loading games will be ready?
And finally, I wanted to get away from computer based projects, since they are bad for my health.
And finally, I wanted to get away from computer based projects, since they are bad for my health.
I'll wait and maybe bother you with silly ideas now and then
As I said, I'm also a former Java coder and I agree setting up an environment in C++ project usually is a real pain. Actually, that's why the first thing I did when coming to OD project was to write an how to compile OD from scratch. If you are interested, you can find it in our wiki (for MinGW or MSVS2013 as you use windows):Vandar {l Wrote}:I've been thinking about it a long time, but both AgentKeeper and OpenDungeons have (for me) the problem of using technology which I'm ignorant to, and which I also don't want to learn. And you wouldn't like my C++ code, since it produces segfaults all over. Even setting up a development environment for C++ projekts uses to be a diffcult and error-prone task. I don't want to do that anymore.
When I came to OD, I also had a look at Agent Keeper but I couldn't find enough information about the engine. Moreover, most games use C++ and I'm not sure Java is better for that. Concerning JMonkey, I've had a try and it seems to be a pretty good engine. I've not really done something big with it but from what I've seen while playing a little bit with it, it seems promising. The only thing is that back then, when I had a try, there was an android version but the support didn't seem to be very good. There was a Jmonkey test application on google play but it was already visible that the engine was not ready for android yet. It may have changed. But developping an app in java without being able to use it on smartphones sounded like a dead end to me.Vandar {l Wrote}:Maybe AgentKeeper would be a better base, since I actually had considered learning the to use the JMonekyEngine (already had downlaoded it, but never made the test app that I wanted to - a terrain generator). The problem is that Agent Keeper seems dead, and the developer hasn't posted since 3 months.
In any case, whatever if you decide to help developping or not, please feel free to give feedback and ideas. That's always welcome ^^Vandar {l Wrote}:It's ok that it'll be ready when it's ready. I'll wait and maybe bother you with silly ideas now and then
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