Now that most of the base system are in place, I´m going to spend some time refining and polishing stuffs. And thus the 7 part Dev log comes to a close. A big thanks to ONETWO, his latest tutorial video provided inspiration (and tips) for making this. Another big thanks to Builder_Bob for help with mounted combat system.
Current Control Scheme
Blade Attack: Left Click
Move: Right Click
Action: Space
Target Control: CTL
Switch Target: Tab
Shield: D
Q,W,E are for equipment/spells
S: toggles inventory menu
NOTE: due to the heavy dependence of key press and mouse click events, this game isn't reasonable playable over battle.net in it's current state. That said, it's perfectly playable offline. It only lagged briefly due to fraps.
Fourth entry is up. Three more spells added, along with the inventory system. Still have to rework the camera but I've been procrastinating. Will hopefully get the next entry done by next weekend.
wow! I never thought of recreating a 3D zelda game in sc2. I always pictured the older top down ones. As if you can't tell by my name, I used to be a big fan of the zelda games before they started to suck (art style of the newest one made me barf lol). Nice work. I'm impressed by the Z-targeting system a lot. How did you go about doing that? Also just saw the true site ability- does it work like it does in the real game? By that I mean, if you turn true site off will the objects in the game still act as if true site is on? Like could you go thru that wall that dissapears with true site on, if you had true site off? If so....man you figured out a good way to program that. What are you going to do with this engine tho? Sc2 maps cant be nearly big enough to re-create an entire game. Are you going to make this single player and connect the maps with banks and stuff? I hope so :D Overall amazing work man, regardless of if you plan on making a full-scale game out of this or not. Since its going to be offline- why dont you use WASD keys instead of mouse for movement?
Z targeting system was a matter of data-based search areas and triggers to detect them with priority.
Currently, 'invisible' objects exist whether or not you've got Veritas (true sight) on not, and you can walk through false walls regardless.
WASD movement would mean sword commands would have to be on the keyboard too (I find it nice having one hand on the mouse and the other on one part of keyboard), and thus the inventory UI manipulation would have to be entirely keyboard based. Also, I plan to add a mouselook command for looking around when I redo the camera system.
My avatar was the result of me getting photoshop and not knowing how to use it well :D As for Z-targeting. If you move by clicking where you want to go, how does the Z targeting movement work? In the game you move in a circle around whatever your targeting, and it appears to be like that in your map also.
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Feel free to Send me a PM if you have any questions/concerns!
when "CTL-targeting" on, it makes your strafe, and constantly makes him and the camera face your current target. Turned out to a lot nicer than I anticipated. Rolling sideways and jumping back probably won't happen due to lack of animations. Might add an ability that lets you teleport behind your target.
when "CTL-targeting" on, it makes your strafe, and constantly makes him and the camera face your current target. Turned out to a lot nicer than I anticipated. Rolling sideways and jumping back probably won't happen due to lack of animations. Might add an ability that lets you teleport behind your target.
Couldn't you have him do a side-jump instead of rolling sideways?
'jumping' without an animation looks ugly :/ May have him just blink sideways/backwards a short distance. I need to go over the combat system soonish anyway.
theoretically. I like insta-move 'cause' it lets you pull things across cliffs (pickup-able items are units with ground movers). Giving them air movers is less than ideal, since that means they can get knocked up cliffs, which looks messed up.
Now that most of the base system are in place, I´m going to spend some time refining and polishing stuffs. And thus the 7 part Dev log comes to a close. A big thanks to ONETWO, his latest tutorial video provided inspiration (and tips) for making this. Another big thanks to Builder_Bob for help with mounted combat system.
Current Control Scheme
Blade Attack: Left Click
Move: Right Click
Action: Space
Target Control: CTL
Switch Target: Tab
Shield: D
Q,W,E are for equipment/spells
S: toggles inventory menu
NOTE: due to the heavy dependence of key press and mouse click events, this game isn't reasonable playable over battle.net in it's current state. That said, it's perfectly playable offline. It only lagged briefly due to fraps.
@PirateArcade | I make games | Ask me things on Discord
Second entry is up
@PirateArcade | I make games | Ask me things on Discord
Third entry is up, covering some spells and a tiny dungeon.
Although now I have to redo the camera system. Next entry probably won't be till next weekend and will hopefully include more spells and puzzles
@PirateArcade | I make games | Ask me things on Discord
This is amazing! Good job. :)
This looks great. I had the idea of doing this a while ago. Glad to see someone is doing it.
@Nahotnoj: Go
Fourth entry is up. Three more spells added, along with the inventory system. Still have to rework the camera but I've been procrastinating. Will hopefully get the next entry done by next weekend.
@PirateArcade | I make games | Ask me things on Discord
wow! I never thought of recreating a 3D zelda game in sc2. I always pictured the older top down ones. As if you can't tell by my name, I used to be a big fan of the zelda games before they started to suck (art style of the newest one made me barf lol). Nice work. I'm impressed by the Z-targeting system a lot. How did you go about doing that? Also just saw the true site ability- does it work like it does in the real game? By that I mean, if you turn true site off will the objects in the game still act as if true site is on? Like could you go thru that wall that dissapears with true site on, if you had true site off? If so....man you figured out a good way to program that. What are you going to do with this engine tho? Sc2 maps cant be nearly big enough to re-create an entire game. Are you going to make this single player and connect the maps with banks and stuff? I hope so :D Overall amazing work man, regardless of if you plan on making a full-scale game out of this or not. Since its going to be offline- why dont you use WASD keys instead of mouse for movement?
Very sweet UI there, looks simple & effective.
@zeldarules28: Go
Z targeting system was a matter of data-based search areas and triggers to detect them with priority.
Currently, 'invisible' objects exist whether or not you've got Veritas (true sight) on not, and you can walk through false walls regardless.
WASD movement would mean sword commands would have to be on the keyboard too (I find it nice having one hand on the mouse and the other on one part of keyboard), and thus the inventory UI manipulation would have to be entirely keyboard based. Also, I plan to add a mouselook command for looking around when I redo the camera system.
PS. your avatar bothers me immensely
@PirateArcade | I make games | Ask me things on Discord
My avatar was the result of me getting photoshop and not knowing how to use it well :D As for Z-targeting. If you move by clicking where you want to go, how does the Z targeting movement work? In the game you move in a circle around whatever your targeting, and it appears to be like that in your map also.
@zeldarules28: Go
when "CTL-targeting" on, it makes your strafe, and constantly makes him and the camera face your current target. Turned out to a lot nicer than I anticipated. Rolling sideways and jumping back probably won't happen due to lack of animations. Might add an ability that lets you teleport behind your target.
@PirateArcade | I make games | Ask me things on Discord
This inspired me to go boot up my wii and play twilight princess for 2 hours :D
Anyways, like I said, keep up the good work.
Couldn't you have him do a side-jump instead of rolling sideways?
Looks sexy
@OneSoga: Go
'jumping' without an animation looks ugly :/ May have him just blink sideways/backwards a short distance. I need to go over the combat system soonish anyway.
@PirateArcade | I make games | Ask me things on Discord
love it..
@greythepirate: Go
could you make the chain move not instant so it draws back to the caster, kinda like neural parasite but both ways
@Usernameisntworkingright: Go
theoretically. I like insta-move 'cause' it lets you pull things across cliffs (pickup-able items are units with ground movers). Giving them air movers is less than ideal, since that means they can get knocked up cliffs, which looks messed up.
@PirateArcade | I make games | Ask me things on Discord
This is really cool... Nice work..
Enjoyed watching your videos. Over all map. You became very creative when you made this, I admire that. Good luck and Great Job
PS: Your entry III video seems to not be working.