Tiny Places (Working Title)

Tiny Places (Working Title)

Postby Vandar » 18 Mar 2020, 13:53

Some time ago I decided to quit game development and focus on asset creation. But recently I had been checking game options for the Raspberry PI, and found a game engine of sorts, called Löve2d.

Löve2d is a Lua wrapper around a set a of librariers that are useful for game development, and it makes using those libraries rather easy.

I had been using Lua in the past, so I figured it won't hurt to refresh that skill and see what this Löve2d thing can do.

The start was very easy, and the project evolved into a client-server system (the server is coded in Java) which at the moment is mostly a collaborative map editor. That is, changes to a map on one client will be broadcast by the server to all clients using that one map.

I plan to add a chat and simple rpg system at some point. And the option to use selfmade assets for map design which will be shared through the server. But just this feature probably means that I cannot run a public server, due to legal stuff in my place (the server provider will be held responsible to check the shared content and I cannot do that)

Image

Programming Lua is easy on one hand, but since it's a dynamic typed and interpreted language it lacks some checks that e.g. a C or Java compiler provide. So I keep making a lot of these mistakes. But for what it's worth, Löve2d made the start of this project very easy and it seems to perform quite well. I like it.

The source code is here:

https://github.com/Varkalandar/tiny_places

The tool which I use to manage the tilesets is there:

https://github.com/Varkalandar/tilemaster
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Re: Tiny Places (Working Title)

Postby ffaf » 18 Mar 2020, 14:34

Good idea, it would make some RPG sessions with friends easier and more pleasant (especially in Corona virus times!)
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Re: Tiny Places (Working Title)

Postby Vandar » 18 Mar 2020, 15:58

Thanks. I hope I'll get it into a usable state before the virus kills me ;)
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Re: Tiny Places (Working Title)

Postby Vandar » 22 Mar 2020, 20:17

Besides a number of bugfixes, there is now a "game mode" which allows a map to be played. At the moment there isn't much functionality there yet, but the server can broadcast move commands for player avatars and the clients can move them.

So, let's bounce!

https://youtu.be/yNOE9D9gxwk


youtu.be/yNOE9D9gxwk
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Re: Tiny Places (Working Title)

Postby Vandar » 26 Mar 2020, 12:10

I feel my motivation dropping ... but I made two new map backgrounds and tweaked the UI a little.

Wasteland ground:

Image

And rough grass:

Image

I published the wasteland and grass textures on opengameart.org:

https://opengameart.org/content/wasteland-background
https://opengameart.org/content/the-ver ... rass-patch

Likewise the trees that I've made:

https://opengameart.org/content/80-more-isometric-trees
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Re: Tiny Places (Working Title)

Postby Vandar » 29 Mar 2020, 19:36

I started to work on code to handle creatures. It seems I'll have to handle creature AI all on server side, and send a lot of control commands to the client to make the creatures move and act. Overall there will be two types of maps. Places where players can meet and chat, and places to solve quests. I'm not entirely sure how to handle this best.

But here, some imps set up vs. the player:

Image
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Re: Tiny Places (Working Title)

Postby Jastiv » 31 Mar 2020, 04:51

It looks really awesome from just the graphics. I know the fsf listed a bnet replacement as something to remove due to the non-free dependency of diablo 2, but if something like FLARErpg was modified to make it multi-player that would be a real fix for this.
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Re: Tiny Places (Working Title)

Postby Vandar » 31 Mar 2020, 13:38

Thanks! Making it look good is a big concern of mine. But graphics are only my secondary skill. I'm more of a programmer.

I've been playing Diablo 2 a lot, so there will be influences to this project. I must keep things more simple though, to have a chance to get this to a usable state. The server already implements a chat command, but the clients lack text areas for that. While really good in graphics and sound, Love2d strangely has no support to edit strings by user input. One has to handle everything by oneself, cursor movement, delete, backspace ...

There is multiplayer RPG named crossfire, open source. I'm not sure if this is the same crossfire that I saw many years ago in a Linux distro, but it seems to be? It's actively developed and hosted on SourceForge.
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Re: Tiny Places (Working Title)

Postby Vandar » 31 Mar 2020, 23:21

I wrote some code to shoot projectiles. This actually goes over the net and through the server, but I'm not happy with the amount of messages being sent. The projectile graphics and light effects are placeholders to see if my idea how to display such light effects works, before I start to work on real magic projectiles. Looks all fine to me right now and I think I can use this implementation.

Video:

https://www.youtube.com/watch?v=XGWbxXN ... e=youtu.be
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Re: Tiny Places (Working Title)

Postby Vandar » 03 Apr 2020, 01:52

I've started to work on life and mana gauges. The idea to have the UI kinda isometric like the map definitely did not help there.

Image

Oh, if only I was better at making animated graphics and sound effects. This would become an orgy of light, colors, booms and bangs. Ah well, one can dream ...
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Re: Tiny Places (Working Title)

Postby CYBERDEViL » 03 Apr 2020, 17:02

It looks nice! I've just tried it and it responds well.

Have you considered using something else then GitHub?

What kind of sound effects are you looking for, maybe I can help?
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Re: Tiny Places (Working Title)

Postby Vandar » 06 Apr 2020, 23:17

Sorry for the late answer. I have some mental issues ... felt a need to hide after your message.

Effects ... a particular problem are looping animation of smoke and similar. I'll need that for auras, portals and many lasting effects. Then, attack animations and also death. Even if it's only a cloud of smoke rising.

And as mentioned in another thread sound effects. Many many sound effects ...

E.g. "More flash for the bang":

https://www.youtube.com/watch?v=b3TPhekDseM

It would be nice to have small explosion clouds growing and rising from there the fireballs hit. Maybe not really for the fireball spell cause that is not that strong, but some skill will need mini-nukes as result.

https://youtu.be/QtNzhj2ZhYE

Here I need some low grinding sound for the vortices. And actually I cheated ... I cannot animate anything with limbs. So the vortices, even if nice, are just a workaround for the basic problem, that I cannot make proper animations.
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Re: Tiny Places (Working Title)

Postby CYBERDEViL » 07 Apr 2020, 21:44

That's all right, I can't think of anyone that doesn't have mental issues (including myself).

I've been playing around with creating some sfx, let me know what you think of them.

Samples: https://filebin.net/mkttlgoghknfqkh5/sfx_0.tar
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Re: Tiny Places (Working Title)

Postby Vandar » 08 Apr 2020, 21:00

Very nice! Thanks for making these.

"Windy grind" 1 to 3 are really cool if played in a random sequence! I'd like to use them for the vortices ... which licence are they? And what kind of attribution would you like?

Edit:

Artillery duel video: https://youtu.be/Xpi2I7QvMr4
Needs better explosions.
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Re: Tiny Places (Working Title)

Postby CYBERDEViL » Yesterday, 19:19

Great you like them! I've done some reading on asset licensing.
How does CC0 sound? With CC0 attribution is up to you.
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Re: Tiny Places (Working Title)

Postby Vandar » Today, 00:07

CC0 is a very generous license, thanks a lot for that.

I could link to your github home, https://github.com/CYBERDEViLNL to credit you? That might bring some more attention to your projects.
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