02-28-2015, 12:40 PM
I apologize for having no updates this month, it's been very busy. I'll try to have a new build next weekend.
I've made some progress on the editor. I've added support for setting up SFX to play during a subaction (basically an animation). You have control on a per tick level. There is no saving yet, but it should be no problem to implement. Adding SFX to the game is as simple as putting it in the right folder, for common/shared SFX. It's the same for character specific SFXs, but to be loaded correctly, you have to load it yourself within your "Create[CharName].lua" script (which will make sense later). Although its simple, I may just add an alternative way, where if the SFX save file exists, then the appropriate SFX data will be loaded.
For the collision editor, I technically have the game support done. It's been done(of course, modified) since a month ago. But, creating editors/tools is more time consuming than coding the actual thing that it's supposed to edit. It's not a hard thing to do, but it's one of those tedious things.
Hmm what else. I have some general open questions:
-Cutscenes (story)
-AI Design
I have more, but they seem inappropriate right now. Really, the timing isn't good for the top two either. Though, AI would be important in case online doesn't happen or doesn't happen for a while. I'm not sure what kind of question I'm asking though, perhaps a brainstorm? Obviously, you can't have the AI just perfectly countering every move. Neither do you want it to be stupid and be completely random. I've never designed interesting AI (goombas and koopas moving back and forth isn't exactly complicated) so it'll be a new experience... However if it is, then maybe I should remain focusing on the main parts of gameplay (the fighting part) first- which means getting these tools and editors out.
I may also upload the animation tool so that you can add you own animations. I'd need to make a tutorial, and the tool requires you to download additional stuff. If I also upload the (simple) scripting tool, then ,along with a tutorial, you guys may be able to atleast screw around.
Again, I apologize for the lack of updates.
I've made some progress on the editor. I've added support for setting up SFX to play during a subaction (basically an animation). You have control on a per tick level. There is no saving yet, but it should be no problem to implement. Adding SFX to the game is as simple as putting it in the right folder, for common/shared SFX. It's the same for character specific SFXs, but to be loaded correctly, you have to load it yourself within your "Create[CharName].lua" script (which will make sense later). Although its simple, I may just add an alternative way, where if the SFX save file exists, then the appropriate SFX data will be loaded.
For the collision editor, I technically have the game support done. It's been done(of course, modified) since a month ago. But, creating editors/tools is more time consuming than coding the actual thing that it's supposed to edit. It's not a hard thing to do, but it's one of those tedious things.
Hmm what else. I have some general open questions:
-Cutscenes (story)
-AI Design
I have more, but they seem inappropriate right now. Really, the timing isn't good for the top two either. Though, AI would be important in case online doesn't happen or doesn't happen for a while. I'm not sure what kind of question I'm asking though, perhaps a brainstorm? Obviously, you can't have the AI just perfectly countering every move. Neither do you want it to be stupid and be completely random. I've never designed interesting AI (goombas and koopas moving back and forth isn't exactly complicated) so it'll be a new experience... However if it is, then maybe I should remain focusing on the main parts of gameplay (the fighting part) first- which means getting these tools and editors out.
I may also upload the animation tool so that you can add you own animations. I'd need to make a tutorial, and the tool requires you to download additional stuff. If I also upload the (simple) scripting tool, then ,along with a tutorial, you guys may be able to atleast screw around.
Again, I apologize for the lack of updates.