Horseshoes

Holy Celestia it’s been a while !

And what a great deal of things we achieved in the past two weeks !
First of all, the tilemap system has been given up and is replaced by “free” maps composed however the level designers want to compose them. Waypoints are being used instead of case for the pathfinding, allowing any kind of terrain and alignment for buildings.

And if you think it was enough to keep me busy for two weeks, well let us see what else have been implemented:
– Character statistics (no generators, nor interface yet).
– Inventory maximum weight
– Scripts for inventory items (executed when an object is used on something for instance)
– Interface for “use item on”
– Unlocking doors using their respective keys
– Normal / Combat / Interrupted states (interrupted being whenever you start a dialog, open your inventory and such).
– A lot of “helpers” to be used by scripts (ai and items): for instance, like physical distance from object1 to object2, cost of a path, and such.
– Action Points


This screenshot has been taken in Combat mode. The interface is only “developer art” of course.
It shows the interface for using objects on something: LittlePip was trying to use a key on herself, but she didn’t have enough Action Point.
The horseshoes on the mainbar show how much action points are currently available (currently, 1) and the maximum of horseshoes LittlePip can have (5). Using the key on herself would’ve cost 2 action points, so she can’t perform this.
Once she used all her action points, or if she passes her turn, the action points will all become gray until her next turn, and the IAs will start playing.

If you’re wondering, the little semi-transparent black balls you see everywhere on the map are actually the waypoints. Of course they’re not visible by default (it’s a feature provided in the game’s debugging consle).

This is all for today ! Farewell !

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7 comments on “Horseshoes

  1. Macoron says:

    Good luck guys, I hope this project will rise and shine!
    But little-little request, can you upload somewhere all open-source project, that you use in your game with links. Because, I download the your main source, but spend forever search required panda3d or Rocket.
    Pleaaaase?

    • Michael says:

      Alright ! I started a wiki page on this (http://code.google.com/p/fallout-equestria/wiki/Compiling). It probably lacks some explanations, but you can comment everything that you would like to see explained.
      Thanks for the interest !

      Also, the current state of the project is not playable, it has
      – a few camera issues since we’re starting modifications to have a free camera
      – surprise exit zone (a dialog that appears proposing you three next zones) which is not ready
      There’ll be a new blog post once those issues are solved (which will come with a lot of new other stuff, though probably not a proper map yet)

  2. Macoron says:

    Hey, you forget write about angelscript sdk? Or i miss something?
    I have problem with angelscript.h, so I download it manually. Right?
    Also I have some problem with VS2010. Builder detect big conflict of “Factory” class (Something in Rocket). Look like this declared more then once, so I’m maybe just include something unnecessary…

    • Michael says:

      I did forget it. The link has been added: you need to download and compile the SDK from said link.
      I think I found where your compilation issue came from (conflict between two Factory classes in Rocket and Panda3D – darn Panda3D not using a namespace).
      It’s fixed, just pull the changes from the git.

      EDIT: In case it works after this, just a few explanations of the test scene: after 3 seconds, the second “LittlePip” pony casts a shield and start a hoof to hoof fight (with strangely inaccurate attack range).
      Use the buck attack to kill it (else you’ll probably die, and the character’s death is not handled yet).
      The other thing you can test is the door: the horse at the left of the playable character is actually a door, it blocks the way until you open it with the key you’ll find in your inventory.
      Also, the drag and drop inventory crash is known (Panda3D/Rocket things, it’ll be fixed in the 1.8.1 version of Panda3D).

      • Macoron says:

        Still tons of error. I compile with VS2010Express and have strange arguments in solution:
        -std=c++ -Wno-deprecated-declarations
        Ignore them, but maybe here my error?
        What you use to compile? VS or Qt?

    • Michael says:

      True, you do need to compile using C++11. I’m not entirely sure how to set the option with VC. But usually if the option is needed but not set, the compiler set it anyway (at least for GCC, I’m not sure for VC).
      The -Wno-deprecated-declarations option should just remove the warning about usage of deprecated functions/methods. It’s not mandatory but you’ll get to only see what’s important.
      I use GCC as my compiler. The Windows equivalent to GCC would be MinGW, but Panda3D only compiles with VC on Windows, so you don’t really have a choice.
      Our other developer works on Windows too and thus compile with VC, so I’m fairly certain it should work.
      Try emailing me your compilation errors (you’ll find my google login on the google project page) so I can see what went wrong.

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