[NewsThread] current status of development progress

Re: [NewsThread] current status of development progress

Postby Skorpio » 18 Apr 2013, 17:23

Yes, definitely. :shock: :D Do you get performance drops with that amount of chickens? The poly count is actually so low that it probably doesn't matter. If there are about 220 chickens on the screen the poly count would be only 94600 tris.
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Re: [NewsThread] current status of development progress

Postby Flipflop » 18 Apr 2013, 18:42

Yes...there is no problem with the Polycount.

But the Object Count is a Problem there. I don´t implemented yet the BatchNode for dynamic Objects. Only the MapTiles until now.

But will do that soon too, so you can have large armies or just a loooot of chickens :)
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Re: [NewsThread] current status of development progress

Postby Flipflop » 14 May 2013, 13:31

Chickens are somewhat finished: :)


youtu.be/xcN4cX_8-dI

These days I have much more time, finally!
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Re: [NewsThread] current status of development progress

Postby Danimal » 14 May 2013, 22:27

Chickens need to be more "alive" i would rank up their animation speed a lot.
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Re: [NewsThread] current status of development progress

Postby Flipflop » 16 May 2013, 10:48

yep, you´re right, need to change some of the speeds....

you mean also the walking speed or is that fine for you?
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Re: [NewsThread] current status of development progress

Postby Danimal » 16 May 2013, 11:11

Except for sleeping speed, chicken animations should be faster, when you see them in real life they are like hiper-caffeinated brainless things, extra speed would help to attain that impresion of aimless hiperactivity
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Re: [NewsThread] current status of development progress

Postby Flipflop » 05 Jun 2013, 16:01

Basic Gameplay is possible

So now you can:

- Dig and harvest Gold
- Build Buildings: Lair, Hatchery, Trainingroom, Library, Treasury

imps_claim_gold.JPG
Imps Claim Gold


- Monsteres are Attached by the Buildings and came to you Dungeon from the Portal-Position

Please watch and enjoy the video and please comment for more suggestions and ideas!


youtu.be/K9ETtko4YrM


library.JPG
Player just placed a Library to atach Warlocks




- Flipflop
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Re: [NewsThread] current status of development progress

Postby charlie » 05 Jun 2013, 18:49

Looks very good Flipflop!
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Re: [NewsThread] current status of development progress

Postby Danimal » 05 Jun 2013, 19:59

Yes, its shaping quite nicely, the only things i dont like are that you use the same texture for wall or floor, imps claiming ground everywhere (they should only claim unclaimed squares next to claimed ones) and the digging sound is like hearing a mountain-slide (feels too empty). The rest is excelent, Good work!
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Re: [NewsThread] current status of development progress

Postby Julius » 05 Jun 2013, 20:30

IMHO you need to start thinking about something to differentiate AgentKeeper from DK, but I guess that is a good sign for now ;)
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Re: [NewsThread] current status of development progress

Postby Flipflop » 06 Jun 2013, 11:25

Danimal {l Wrote}:Yes, its shaping quite nicely, the only things i dont like are that you use the same texture for wall or floor, imps claiming ground everywhere (they should only claim unclaimed squares next to claimed ones) and the digging sound is like hearing a mountain-slide (feels too empty). The rest is excelent, Good work!


Its not very difficult to change every asset in the Game even as non-programmer. I am not a good Artist/Designer, so I need help of you all to improve the Assets or change Textures and so on.

About the Imps: I know, I started to completely reimplement the Imps in our new Jadex BDIv3 Technology. The other Monsters are already BDIv3. Its much faster, no blocking threads anymore, no XML for Agent Behavior anymore and easier to Code.

charlie {l Wrote}:Looks very good Flipflop!


Thanks! :)

Julius {l Wrote}:IMHO you need to start thinking about something to differentiate AgentKeeper from DK, but I guess that is a good sign for now ;)


Yep yep, you absolutely right, but I want to put more "basic" mechanism in the Game like Fighting Sytem and Drag and Drop Monsters and then we should think together what might be the Best Gameplay-Elements we want to see in that Game.
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Re: [NewsThread] current status of development progress

Postby Julius » 06 Jun 2013, 11:56

I think I said it before, but a tower-defense hybrid would probably work very well.
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Re: [NewsThread] current status of development progress

Postby Danimal » 06 Jun 2013, 12:31

wasnt it more like dungeon crawl what you suggested?
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Re: [NewsThread] current status of development progress

Postby Julius » 06 Jun 2013, 12:44

Different one but also an good idea ;) But yeah, several ideas have been discussed by me and others before.
I guess Tower Defense would be the simplest to implement and would bring in the biggest "name" recognition to get players interested.
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Re: [NewsThread] current status of development progress

Postby Flipflop » 06 Jun 2013, 15:14

Julius {l Wrote}:Different one but also an good idea ;) But yeah, several ideas have been discussed by me and others before.
I guess Tower Defense would be the simplest to implement and would bring in the biggest "name" recognition to get players interested.


Right now we try to find a Topic around this Game for my Masterthesis here at this University. So...maybe we try to make Multiplayer Support as a part or THE part of my Masterthesis. So, Multiplayer could be a very good "differentiatior" in Future, but of course, don´t expect it tomorrow, or next oder nextnext Month. It´s because I am also working on this game using Jadex and this is the "Distributed Systems and Information Systems" institut. So there is already lots of Distributed Systems knowledge here.

Towerdefence is also really good idea, but what is then the use of all the Creatures from the Player?
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Re: [NewsThread] current status of development progress

Postby Julius » 06 Jun 2013, 16:11

Flipflop {l Wrote}:Towerdefence is also really good idea, but what is then the use of all the Creatures from the Player?


Well amongst other uses, they could be the logistics support for the towers and traps, e.g. supplying ammunition and repairing them etc. It could also be necessary to "man" the towers and depending on the creature in it they have a different strength etc.
Such kind of logistics supply actors are probably an interesting field of research for the university too (e.g. how to control an autonomous warehouse for example).
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Re: [NewsThread] current status of development progress

Postby ArgNoCoffee » 30 Dec 2013, 10:31

In the last couple of days agent keeper get some improvments. To sum them up, here are the new Release-Notes.

Release-Notes

  • New icons for settings, tabs and rooms.
    new_icons.png
  • The treasury fills now with the correct amount and the amount of gold you get by earn gold war decrease a little bit(so its not so easy) .
    Treasury.png
    Treasury.png (274.56 KiB) Viewed 48764 times
  • The display of total earns gold is now a little inteligent. If you have no gold, its grey and if you earn some, it rises to golden. If the symbol is fully golden, your treasuries are full, so you have to build new. All in all its easier to see if your treasuries are full.
    gold_rise.png
    gold_rise.png (12.83 KiB) Viewed 48764 times
  • The Imp Creation Spell is included and works now. (Yey, the frist little magic: We get into the deep hell, grap an imp and drag him into our dungeon :D )
  • The Imps find new Sectory at the beginnig of the game and claim same.
  • The Imps find unclaimed Walls and claim same.
  • Walls are not destoryed anymore by clicking on them.
  • Now you can create a performance chart, by clicking a button. That will create an image in the jar's foulder. If you send it to us, with a little hardware discribtion, it will help us to improve the performance.
  • Mouseovers show the costs of rooms and spells.
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Re: [NewsThread] current status of development progress

Postby Danimal » 30 Dec 2013, 16:48

Hi Coffee, im wondering, are you a new contributor to this project?, since as far as i know Flipflop was the only one working at its code
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Re: [NewsThread] current status of development progress

Postby Flipflop » 30 Dec 2013, 17:52

Hi Danimal :)

Yep he is a new contributer, its pretty cool to have another developer on the Code with new fresh ideas and motivation!
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Re: [NewsThread] current status of development progress

Postby ArgNoCoffee » 31 Dec 2013, 11:29

Hi Danimal, sure its a really nice project.

My commits are under FallenAngelEX(really old nickname) ^_^.

Release-Notes
  • text-position of creature count in monster overview is corrected
    changeFont.png
  • new font is tried, cause arial looks neither old nor demonic. new font looks a litte old fashion
    correctTextPosition.png
    correctTextPosition.png (45.28 KiB) Viewed 48641 times
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Re: [NewsThread] current status of development progress

Postby ArgNoCoffee » 11 Jan 2014, 17:07

Release-Notes

  • Release of new imp engine (BDI_V3) : imps now work fine(dig, claim, collect gold)
  • Imps use diferent animations for actions
  • Its possible to start different level via shell parameter in relase version.
  • New mana icon used
    new_manaIcon.png
    new_manaIcon.png (20.02 KiB) Viewed 47338 times
  • Start the game with exe or bat

Download:
https://jadex-agentkeeper.googlecode.com/files/jadex-agentkeeper-release-0.0.1.zip
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Re: [NewsThread] current status of development progress

Postby Danimal » 02 May 2014, 22:33

hi flipflop, im sorry to be annoying, but, are you continuing the development of Agentkeeper or is it on hiatus?
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Re: [NewsThread] current status of development progress

Postby Flipflop » 29 Sep 2014, 17:14

Seems I am back, post some updates soon
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Re: [NewsThread] current status of development progress

Postby Bertram » 01 Oct 2014, 22:22

Welcome back Flipflop! :)
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