The "Lets get ready the rooms models" topic

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 21 Sep 2014, 18:23

hi guys, lamp done, the next two weeks i wont be able to help as much (same as this week) since i have to undergo training at a company to work sporadic hours at their will and command :x ; but i will be checking your progress on the forum/github. Im eager to see all of your new progress working ingame. :)
Next is Forge turn to be totally redone. :p

***UPDATE*** Final training dummy completed, there wont more of them for the time being. Its tested and working.

Training doll and lamp CC-BY-SA by Danimal, textures were CC0 by Nubiax
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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 22 Sep 2014, 09:24

That's much nicer than the original one ;)
I will open an issue on github to import it
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 24 Sep 2014, 21:33

New forge tile with one new model:
Tile: mesh, Danimal; texture Nobiax CC0
Anvil: model Daniel74 CC0; texture Daniel74 and Nobiax CC0

New models coming soon ;)
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 25 Sep 2014, 08:08

Cool :D

I've added the training dummy and the light replacement last evening.
I'll be on the forge objects asap. ;)
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 27 Sep 2014, 00:10

And these are the last forge models, im marking it as done. :) ; next should be the new cannon model.

Tile: model, Danimal; texture Nobiax CC0
Chimmey: model, Danimal CC-BY-SA; texture Nobiax CC0

Anvil: model Daniel74 CC0; texture Daniel74 and Nobiax CC0
Grindstone: model Daniel74 CC0; texture Daniel74 and Nobiax CC0
foundry: model Daniel74 CC0; texture Daniel74 and Nobiax CC0
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 27 Sep 2014, 07:47

OMG :D
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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 27 Sep 2014, 08:06

They look very nice :)
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Re: The "Lets get ready the rooms models" topic

Postby Akien » 27 Sep 2014, 09:34

Wow, now that's some real stuff :cool:
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 27 Sep 2014, 12:15

I'll add the latest forge model asap, sometimes this week-end. :D
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 27 Sep 2014, 12:27

Now you have no excuse not to code it soon :D ; it really pays to be vigilant of what comes out on OGA and Blendswap :)
At this rate ill be running out of core rooms soon.
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 27 Sep 2014, 12:37

lol. :) I'm rejoicing to hear that. :)
If all goes well, a new win32 release should happen soon btw. ;)
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 27 Sep 2014, 13:02

Core rooms:
Library - DONE
Dormitory - Tile done, we need new beds
Farm - DONE
Training hall - DONE
Treasure room - DONE
Forge- DONE
Guard room - TODO
Prison - TODO
Torture room - TODO
Graveyard - TODO

Advanced rooms:

- "Arena”: your creatures do a battle royal here, free training but creatures get injured and near death
- ?????????

- “Dark temple”: creatures generate mana by praying, allows to sacrify creatures
- “Hell pits”: While creatures are here they will summon weak but mindless hellish drones that rush to attack enemies in a range (by bomb suiciding). This would be the fantasy equivalent of a maned missile battery (Misthic ability helps here).

- "Recreation room"(Casino):creatures spend their money here, increases morale
- "Sweatshop": where any creature dropped (enemy or owned) does forced labor to win a bit of money over time but cant be recovered and dies after some time.

Im missing a physical related room, i joined "Dark temple" and "Hall of the death" since they are basically the same and creature sacrifying is most effective early midgame, when you still have tiers 1 & 2 waiting to be sacrified and become a tier 2, 3 or 4. (Dark temple should become available around this time) and moved "Hell pits" to the magical side due to loose connection to magic (Mistic-able creatures working on it).

The room should be to be worked on or defense related, but need to have a loose connection to Rage/strength/physical and be attractive enough to be used, weak demonic connection is a plus. Any ideas?
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 27 Sep 2014, 15:30

Hi Danimal,

Core rooms done:
{l Code}: {l Select All Code}
Treasure room - DONE / Code done.
Dormitory - Tile done, we need new beds / Code done.
Farm - DONE / Code done.
Training hall - DONE / Code done.


To stay in the loop, what do you mean by Tier in that case? And what is the tier of each room? How do you unlock a tier?

Also the following aren't actually specified in term of Open Dungeoning:
Library
Graphics: DONE
Code: not done. The room is placable but useless (maybe to just attract Wizard creatures for the next release?)
Use: Search spells? Needs a bit more description on how to, etc. What the player can expect, ...

Forge
Graphics: DONE
Code: not done. The room is placable but useless (maybe to just attract creatures for the next release? Which ones?)
Use: Create equipment? Randomly? Any kind of only a subset?

Guard room, Prison, Torture room, Graveyard:

Needs a rough description of what they do in term of OD.

The rooms below are obtained when choosing which path?

Arena:
Use: your creatures do a battle royal here, free training but creatures get injured and near death
--> Makes creatures fight each other. IIRC, creatures need to be dropped there manually? Can they get out of it alone?

Dark temple:
creatures generate mana by praying, allows to sacrify creatures
--> Sounds straight-forward.

Hell pits:
Use: While creatures are here they will summon weak but mindless hellish drones that rush to attack enemies in a range (by bomb suiciding). This would be the fantasy equivalent of a maned missile battery (Misthic ability helps here).
--> Sounds like some trap needing a creature to activate. (Which is perfectly fine but isn't a room IMHO.)

Recreation room
Use: (Casino):creatures spend their money here, increases morale
--> A mood increaser. ;) Looks a lot like the training hall with casino machines or such in place of the training dummies.

Sweatshop
Use: where any creature dropped (enemy or owned) does forced labor to win a bit of money over time but cant be recovered and dies after some time.
--> Sounds far better than the dark temple. ;P Again looks like the training hall but the creature gets stuck there until death.

--> As for the mysterious physical demonic room:
What about an evil cursing forge or something like that where the minions possessing equipment would go to get improved damages with a condition still to be defined?
Or a room where you sacrifice two creatures to get one with half the level of the least one added to the highest?
Like lvl 6 + 9 = > 12 (9 + 3)

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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 27 Sep 2014, 16:28

To stay in the loop, what do you mean by Tier in that case? And what is the tier of each room? How do you unlock a tier?

by tiers i meant the creature classification for when we get to their stats, sorry about that

About the rooms, im only listing their graphical status, code-wise status is unknown to me (mostly)

Library: research rooms and spells; it attracts inteligent creatures like the Warlock. Next topic to research will problaby need to be handpicked, lets not discuss it until ge get to it.
Forge: attract blacksmith creatures (only dwarf3 for now), needed for traps and doors to be crafted, problaby used to upgrade weapon of creatures that can wield them
Prison: Defeated enemy creatures are locked here, when they die of hunger they return as an skeleton
Torture Chamber: captured creatures can be tortured here to reveal information on their keeper or join your side, it attracts a S&M creature
Guard Post: any creature dropped here stands on guard until it gets tired, attracts orcs or dark elfs?
Graveyard: corpses are stored here, when enougth of them have rotted, a creatures appears (ghoul or ghost at ramdom).

We decided to forget the paths, now instead all rooms can be researched, you choose the order (the more advanced the room is, the more research time needed)
Arena: you drop them by hand, they are expulsed once they are KO´d, once expulsed they could get on their feet and walk themselves to their bed
Dark temple: you got it
Hell pits: viewtopic.php?f=38&t=5528&start=100#p57797 ; do you see it feasible? it could be a good room to have near areas with many enemies; it can be dropped if you want
Recreation room: you got it again
Sweatshop:you got it once more

About the missing room(possible candidates):
- Dark temple can be split and the new room takes the role of sacrifice place(Hall of the dead)
- Armory?: from github:
Traps/doors are free but take a lot of time/workforce, once placed to build or to be replaced, blacksmiths start working on it asap, no traps are stored, they just produce the needed one. Meanwhile, when no trap/door is requested to build they are forging weapon upgrades ("upgrade points"), that are represented into a wall object (it would be a graphical representation of how many "upgrade points" the forge has acumulated) think of a weapon rack that gets fuller of weapons as more points are created.
Any creature that can upgrade weapon and is dropped on forge tries to update first, weapon then, shield (blacksmiths wont have upgradable weapons to avoid them hogging all upgrades when put to work); if the creature has a low level weapon and there is enougth produced "upgrade points" it will try to update weapon, to the best one affordable. A forge should be able to store a fixed number of "upgrade points" per tile, so a small forge (3x3) can only store enougth of them to upgrade to a weapon a rank, while bigger ones could store enougth to upgrade a weapon to epic rank.

The place to store the weapon upgrade points and upgrade dropped creature weapons?

-Hall of memories: sacrify creatures on corners to acumulate XP, drop one in the middle to absorb all of it
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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 27 Sep 2014, 17:42

About Hellpits, we could also imagine a room where creatures do something (like praying) linked to a kind of trap. The more creatures are praying, the more damage the trap deals. This would be a powerfull trap available only when you research many stuff from the trap path. We could imagine a trap that cannot fire until creatures use the corresponding room enough.
Having a half trap/half room doesn't seem very natural to me. It would require a specific behaviour (in this case, the creature should not attack when an ennemy is near, it should stay in the trap like if working, ...). As a player, I would not expect that.
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 27 Sep 2014, 19:23

it sounds fine as long as its not overpowered and attractive to be used, maybe instead of taking the place of a trap it summons something like a demon? an altar could house 4 praying creatures, the demon power depending on the mistic ability of the summoners, once the demon die in battle or by a pre-set living time, the summoners recieve non lethal damage potentially getting them KO. The demon wont be a normal creature and will only seek figth (no sleeping or eating).
The problem would be how to trigger this room (creatures always praying? cultist could come to this room as their favourite) maybe auto-triggered summoning a demon near each figth if the room exist and there are creatures working on it? (like this the room can be located anywhere and the cultist get another use)
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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 27 Sep 2014, 20:31

Danimal {l Wrote}:it sounds fine as long as its not overpowered and attractive to be used
Same as every room. Not too powerfull, not useless ;)

Danimal {l Wrote}:maybe instead of taking the place of a trap it summons something like a demon?
Why not ? I just think we should stick on the general philosophy of the game to not loose players (for example, I would not think of dropping a creature on a trap).
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 27 Sep 2014, 21:21

I like the general idea of auto-releasing small and nasty creatures when enemies are nearby.
Maybe we don't even have to see too far? Maybe the trap release a given amount of creatures and defunc?

Note that we will have spells and skills research based on the players request. What I'd love to see is to let my creature gather craft and magic skill points for me that I would spend on a magic and crafting skill tree. (Just an idea but I think we could make this interesting.)
This way we could unlock higher rooms, better trap functioning, ...

We could even imagine that certain magic traps steal some of your mana to refill, so you have to be careful not to put too much of them, not to be sucked out of mana.

(Just throwing ideas but who knows?)

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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 27 Sep 2014, 21:56

Good ideas. We should keep that in mind as libraryroom will be one of the next things to do :)
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 28 Sep 2014, 09:57

Cannon could use mana as an ammo resource, each shot costing xxx mana also preventing insane compulsive cannon construction; Magical door absorbs damage sucking it from your mana reserve and wont recieve real damage and be detroyed until you run dry of mana.
The summoner trap is not a bad idea, a demon-in-a-jar kind of trap; but what do you think of the "Hell Pit" as i described before? a room to automatically summon demons everywhere its needed.

The research tree can be fleshed out with your ideas in mind. What do you think about "Armory" and "Hall of memories"?
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 28 Sep 2014, 10:38

Hey, :)

Cannon could use mana as an ammo resource, each shot costing xxx mana also preventing insane compulsive cannon construction; Magical door absorbs damage sucking it from your mana reserve and wont recieve real damage and be detroyed until you run dry of mana.

Just so you know how I saw the thing, I rather thought we could make the cannon trap expensive to prevent the cannon spam tactic, and later another one that uses mana to do "moar" damage or zone damage maybe?
The first one would be unlocked earlier on the crafting skill tree, the other one would need a mix of crafting and magic skill.

The summoner trap is not a bad idea, a demon-in-a-jar kind of trap; but what do you think of the "Hell Pit" as i described before? a room to automatically summon demons everywhere its needed.

The demon-in-jar trap is cool but what do you mean by "summons everywhere its needed"? I'd rather thought of a demon spawner trap that welcomes warmly near-by trespassers. ;)

The research tree can be fleshed out with your ideas in mind. What do you think about "Armory" and "Hall of memories"?

The names are cool :)

To be honest, I think there a lot of cool ideas here. Why not opening a new topic and speak about the skill tree. IMHO, the first thing we should do there is to throw a list of skills that would look cool and useful, and try to link them to build up those two skill trees. Also, the magic and crafting part could have a few links between them for the highest skills: i.e: to unlock this one, you need this crafting skill and this magic one.

If you guys think I'm on the right track, I'll think about it and try to give a first draft.

Best regards,
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 28 Sep 2014, 10:59

let it at just one tree; traps, rooms and spells can be mixed there, the tree can have 3 colors:

left - red: related to strength, the physical and creatures (training hall, arena, rage spell, boulder trap)

center - grey/brown: related to common (forge, spike trap, casino, heal spell)

rigth - blue: related to magic (Dark temple, thunder spell, magic door, demon-in-a-jar trap)
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 28 Sep 2014, 11:06

let it at just one tree; traps, rooms and spells can be mixed there, the tree can have 3 colors:

left - red: related to strength, the physical and creatures (training hall, arena, rage spell, boulder trap)
center - grey/brown: related to common (forge, spike trap, casino, heal spell)
rigth - blue: related to magic (Dark temple, thunder spell, magic door, demon-in-a-jar trap)

Yes, good idea. :D
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 28 Sep 2014, 15:52

Bertram turned out to be a grammar nazi :p
Updated chimNey model fixing all issues
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 28 Sep 2014, 21:49

Actually, you didn't added a back side to the Chimney, right? (Mwahahaha). Just kidding, it is more than fine already. The forge has become some hype place now. :cool:
Hopefully will be merged really soon now.
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