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Re: The Official Golvellius Thread

Posted: Fri Nov 14, 2008 9:47 pm
by mllarson
I could see the extreme flexibility of using scripts for everything. Doing simple shop processing for example could be done in the middle of a conversation, such as:

Code: Select all

@PlayerHPisFine
Why, hey there fella!  Great day to be alive!
@PlayerHPisLaughable
Hey buddy!  Why so down in the HP?  I bet you'd
like this nice health potion I have here!
I'll give it to you... for a price.  Do we have a deal?
:Yes:@yes:
:No:@no:
@yes:doShopProcessing
@no
Well then, just go bleed to death over there then!
You're staining my petunias!
Forgive me if the code is muddled. I'm just adding my understanding of your textbox processing ideas. Falco, keep up the good work. You and your friends are a major inspiration.

-Matt

Re: The Official Golvellius Thread

Posted: Fri Nov 14, 2008 11:44 pm
by Falco Girgis
ROFL, yeah, that's exactly the type of thing that we have in mind. Great example. :lol:

Re: The Official Golvellius Thread

Posted: Sat Nov 15, 2008 12:44 am
by trufun202
GyroVorbis wrote: You have this:

Code: Select all

@accept:TakeHP
For your hard work and effort put into this 
game, I would like to reward you by
taking your HP, dumbass.
for when you want the engine to call Lua based on some sort of textbox input or something. When the textbox displays the "accept" label, it also calls TakeHP(), which hurts the player.
Awesome, that's the key piece I didn't pick up from your explanation on YouTube. I thought it was cool that you could control the flow of conversations with labels, but I didn't see how you guys were going to affect the player / environment based on their selection. But, it actually sounds like we have the same idea - where you can fire off a Lua function based on their selection.

I do like the idea of having the conversations in a separate file. That makes them much easier to maintain.

Thanks guys

Re: The Official Golvellius Thread

Posted: Sat Nov 15, 2008 1:03 am
by Falco Girgis
Yeah, both ways are pretty much the exact same thing, the only difference is that the actual conversations themselves are saved in a file with some sort of utility rather than having to be typed up in a Lua script.

I was also thinking that we might have a "simple" NPC type, that doesn't even have its own lua file. When you talk to it, it just goes to @default label and goes through that conversation tree. I was also hoping to make some pre defined NPC patterns that all happen in C without Lua (walk in circles, walk back and forth, stand still, all those common things). This way you literally don't even have to use Lua unless you want a particular NPC to be "special."

I just thought that it would come in handy and speed up development (as well as the engine in general) to be able to make a "simple" NPC without going through scripting.

Re: The Official Golvellius Thread

Posted: Sat Nov 15, 2008 12:28 pm
by dandymcgee
Interesting concepts for NPC interaction. Even if I'm not 100% sure exactly how to implement something like this, it's cool to read about how you guys are doing it :P.

BTW, the moles look great man! :mrgreen:

Re: The Official Golvellius Thread

Posted: Sat Nov 15, 2008 8:40 pm
by MarauderIIC
I know this is a topic hijack and I just IM'd you about this, but
GyroVorbis wrote:MarauderIIC is currently working on our NPC action queue, so that isn't quite implemented yet either, but the logic is still the same.
YES IT IS STOP SAYING THAT

Re: The Official Golvellius Thread

Posted: Sat Nov 15, 2008 9:07 pm
by Falco Girgis
MarauderIIC wrote:I know this is a topic hijack and I just IM'd you about this, but
GyroVorbis wrote:MarauderIIC is currently working on our NPC action queue, so that isn't quite implemented yet either, but the logic is still the same.
YES IT IS STOP SAYING THAT
MY BAD.

Marauder's stuff is all implemented in that regard. Pushing actions to the queue with Lua (my job) isn't ready. Haha.

Re: The Official Golvellius Thread

Posted: Wed Nov 19, 2008 9:26 pm
by Arce
Trufun...

You're development series is actually one of my favorite on youtube.

So, with all due respect...

GET THE FUCK BACK TO WORK!

Re: The Official Golvellius Thread

Posted: Wed Nov 19, 2008 9:42 pm
by trufun202
Arce wrote:Trufun...

You're development series is actually one of my favorite on youtube.

So, with all due respect...

GET THE FUCK BACK TO WORK!
:lol: !!

Yeah yeah... Don't worry, I'm plenty busy working on the game. I'm about halfway done rewriting the conversations piece, which will be featured in the next video - along with a couple of new NPCs. (one of which has boobs!)

Re: The Official Golvellius Thread

Posted: Wed Nov 19, 2008 9:44 pm
by Falco Girgis
Tits? You have my full attention.

...and Marcel of all people telling you to get back to work. How dare he...

Re: The Official Golvellius Thread

Posted: Thu Nov 20, 2008 12:07 pm
by Falco Girgis
Hey, Trufun. I'm curious how you implemented the snake and mole's logic. Is that through Lua? We are taking very similar scripting approaches, so I'm always interested in seeing how you are handling things.

Re: The Official Golvellius Thread

Posted: Thu Nov 20, 2008 1:20 pm
by trufun202
GyroVorbis wrote:Hey, Trufun. I'm curious how you implemented the snake and mole's logic. Is that through Lua? We are taking very similar scripting approaches, so I'm always interested in seeing how you are handling things.
I haven't tackled *true* AI yet, so right now the enemies are dumb, and everything is handled in the engine. When I get to the real AI I'll put it in Lua.

But...I have a concept of a spawn area. In a spawn area you can specify the type of enemy, min / max # of enemies, and the radius that they spawn within.

I did this to give the game a more organic feel, where the enemies are a little different each time. But I still have the ability to drop a single enemy into the game.

Anyways, when an enemy spawns, I dynamically generate 3 to 5 waypoints within a given radius. The enemies then just walk to each waypoint in a loop. Like I said, they dumb. ;)

I plan on keeping the waypoints for their normal movement, but when they see the player, the AI will kick in. That's the plan anyway.

Re: The Official Golvellius Thread

Posted: Thu Nov 20, 2008 1:35 pm
by Falco Girgis
Yeah, sounds really nice. That's pretty much what we plan to do. Actual AI with Lua, and the "dumb" stuff that they do before the AI is engine.

edit: The spawning system sounds clevar. I'm not really sure how we are going to do this with ES. It really depends on if we're going for an action or more turn based battle system.

Re: The Official Golvellius Thread

Posted: Sat Nov 22, 2008 9:38 pm
by eatcomics
I think this game will be awesome!
But the real reason I'm here is to say you all better be devving!!!!

Re: The Official Golvellius Thread

Posted: Sat Nov 22, 2008 11:07 pm
by trufun202
Indeed, and the night is young. :mrgreen:

I'm still a couple of weeks away from another YouTube video, but I should have something to show on the forums in the next few days.