Guardian: Heroes Edition

I implemented some kind of pathfinding.

I think it is Djikstra.

When the map is loaded, a whole load of nodes are created depending on the tile and it’s surroundings.
Solid tiles are left without nodes.
Tiles on top of solids are ‘ground nodes’
Tiles 2 above solids are ‘aboveground nodes’
Climbable tiles are ‘climbable nodes’
(There are also nodes for tiles next to climbables, but they are just to allow jumping off ladders)

Each node has rules for which directions it leads to.

Ground nodes can’t go down. (Because it would be invalid)
AboveGround nodes can’t go up (Because double jumping doesn’t apply)
Ladders can go any direction. (Up down, or jump to the sides)

Of course if there is no node then it can’t lead to that direction anyway.

Then it uses recursion + an arraylist to find all the possible paths that lead to the goal. Once it hits the goal, the arraylist is passed back up. Then it is compared to the lists for the other directions, and the shortest is passed up and so on.

Unfortunately, the maximum path length is 10. Otherwise there is LAGGGGG.

The good news is that targeting only works in a 16x16 area, so most of the time it will be fine.

Okay, update:

The game is almost playable
But it is nowhere near finished.

So, what’s left until it’s playable?
Tweak stats on characters.
Disable some characters because they’re meant to be more powerful (for later in the game).
Fix up level chaining so when you win, you go to the next level, when you lose you go back etc.

When will it be available?
Send me a PM if you want to test it.
By testing, you get to play the game early. One condition: You give (reasonable) feedback on the game, suggestions, ideas, bugs, tweaking neccessary, etc.

Art.
No new characters.
However, I tweaked the timings, and changed walking to be a 4-frame animation. I am still working on getting the hands of some characters to move when walking.

Here are the new animations for the heroes.

http://dl.dropbox.com/u/99583484/Project%2016x/Animations/Heroes.gif

All in one image.

Lol, those animations are beastly :smiley:
I love the twin Axe animation. I’m looking forward to seeing where you take this :smiley:

https://dl.dropboxusercontent.com/u/99583484/Project%2016x/Animations/Rogue.gif

The Rogue.

Fights at close range, but not too close.
Punches enemies before impaling them on his shortsword.

I thought I’d post this little gem:

Yesterday I was messing with post-processing and FBOs.
However, I had no idea that you had to call glClear on the FBO as well. (it made sense when I thought about it though).

I had colour-burned a vignette onto the FBO that wasn’t cleared every frame:

https://dl.dropboxusercontent.com/u/99583484/Project%2016x/Screenshots/Sat%20Apr%2020%2011-04-27%20NZST%202013.png

Anyone who wants to test build 005, now would be a good time to PM me.

The test build will be out tomorrow, with a patcher.

What’s new:

The updated animations.
Goblins.
Commander Controls. (More info tomorrow)
New commands (hide, stand ground).

All units except Warrior, Archer and Goblins are disabled because they aren’t meant to be in the game at the start and adding them in for the test builds gets me trapped in a balancing cycle.

I love the art work, looking forward to playing!

Getting a Dev Build out is taking a little bit longer than expected because I decided to add in a proper help menu.

It should be outready within the hour.*

Ps: if you want to test it, send me a PM.

It was ready, but I didn’t finish the patcher in time. Maybe another half hour max?
I was half an hour late of my half-hour extension. ::slight_smile:

Okay, I sent out a PM to all the people who have wanted to test so far.
If you’ve previously asked to test (and still want to test) and didn’t get the message, or you want to test, PM me.

Anyway:

AI:
Tweaked ‘Run Away’ AI.
Added more tasks:

  • Stand Ground - Stand within 2 tiles of a positionand stay there unless other AI takes over.
  • Hide - Drop to the ground, invisible to enemies who aren’t targeting you.
  • Stand by - (like following, except they stop when they reach you)
    Finished implementation of squads & squad tasks.
    Added commander controls…

Commander controls
I finally got around to putting some control into the game.
Currently:

  • View Team members
  • Squad management
    – Create squads
    – Disband Squads
    – View squad members.
    – Manage Squads
    — Task management
    ---- Add task
    ----- Different priorities
    ----- Custom settings for different commands
    ---- Cancel tasks
    ---- View tasks

Currently, the commander controls is just a text user interface which is navigated by using LShift, RShift, Enter and Escape.
I can’t be bothered to make a GUI yet.

With the current commands, it’s possible to create some Awesome attack patterns.

Examples:

  • All the warriors lie on the ground, unable to be targeted. If they get attacked, they counterattack until the enemy is dead, and then lie back down on the ground. Good for when you need perfect timing to hide your whole team. Also quite funny if you lead enemies over to the pile of warriors.
  • All warriors and archers stand their ground on a certain point. Archers will fire whenever a a goblin gets in range, and the warriors pick off any that get through the volley of arrows. Corpse sliding leaves a nice pile of dead goblins behind the group.

https://dl.dropboxusercontent.com/u/99583484/Project%2016x/Screenshots/Mon%20Apr%2022%2014-33-22%20NZST%202013.png

I got a patcher with a GUI working.

I’ll put it up tomorrow for the people who are testing.

Anyone else who wants to test, PM me. The more testers the better (with a limit of course)

This functionality is present from 6.1C Version (You can load the strips)

I have always thought ninjas to be quite lame, and wasn’t planning on adding them in to Guardian II.

But, then I realised: I can make ninjas Awesome!
(and I needed a stealth class with a real melee weapon)

https://dl.dropboxusercontent.com/u/99583484/Project%2016x/Animations/Ninja.gif

Also:

Reinforcements

No more random spawning of your team. You start off with a certain set of units. To get any more, you need to call in reinforcements. Currently reinforcements cost nothing.
But they do take a while, and strategy is involved.

  • Reinforcements move at the speed as the slowest unit.*
  • The more units, the longer it takes.*
  • Reinforcement time varies from map to map (depending on the settings for that map)*
  • Reinforcements have a random chance to be attacked (depending on the danger value of the map).
  • The more units in the group, the less likely someone is to die from the attack.
  • Formula for calculating time is [icode]constant delay + (unit count * per unit delay) + (distance / slowest units speed)[/icode]

https://dl.dropboxusercontent.com/u/99583484/Project%2016x/Screenshots/Wed%20Apr%2024%2014-41-00%20NZST%202013.png

I’ve been working hard on a making in-game tutorials.

  • Basic Combat
  • Reinforcements
  • Creating/Managing Squads
  • Creating Tasks
  • Task Priorities

I’ll release a new test build after I make some more levels.

Any more people interested in testing? 3 spots available.

Okay, new version is out.

For Testers:

If you have the patcher, it should detect the new version. If it doesn’t, delete version.txt and tell me.
Btw, it says build 007. It’s actually build 006. I made an error with the version.txt making the patcher think build 005 was build 006.

Features tutorials and a Ninja Bonus Level.*

(*Max 10 ninjas versus 200 Goblins with enemy automatic reinforcements)

Build 008

Added Tutorial 0
Added new Help info.
Made all levels (with enemies) easier.
Fixed misplaced boundaries that made blocks seem unjumpable.
Made it more obvious that you can pause and use commands.

Testers can get the update via the patcher. It should automatically detect the new version.

Any people wanting to test, PM me. (For people not registered on this site, you can also PM me on the tigsource forums. My username there is HeroesGrave)

3 testing spaces left. (I had 9 testers, but 2 people haven’t responded. Another 2 have/may have old graphics cards that don’t support OpenGL 2.1, but I’m keeping them until they confirm they can’t run it)

Wow this looks pretty awesome!

I can’t believe I haven’t yet told You how much I love the art.
It’s gorgeous. I very much enjoy looking at the gifs.

Game looks nice too, keep it up

Okay, got back to work on this.

I’ll be brief, as I’m working quite hard.

Paladin:

https://dl.dropboxusercontent.com/u/99583484/Project%2016x/Animations/Paladin.gif

More info on what’s going on.