That reminds me, I had some ideas for puzzles in my game, I'll add it to my todo list.
Small update, the skill tree is finally working. I'm still adding some fancy animations for it as we speak. But right now all skills can be bought with skillpoints, allowing you to eat an apple from the tree of knowledge. One of the 19 skills is currently implemented. It will take a while to add them all. But since experience and skillpoints also work, I can pretty much say that the entire skillpoint system is now working exactly as intended.
It took me a while to get the communication between the interface and the scene to work correctly, since they are both separate entities, and passing information from one to the next is tricky. I still notice some delays as the script loads the rather memory heavy full screen animations. I'll have to see if I can find a solution to that. The big close up of the main character is putting a bit of a strain on the processor every time it has to load the big animations for it. But it looks awesome. Here's how it works:
When ever the player enters the area, the game checks how many skillpoints you have, and which skills, and skill-tiers are unlocked. Because as soon as you aquire a skill from one branch, it unlocks the next set of skills on the next branch. When ever new skills/apples are unlocked in this way, the game triggers the grow animation. And the apples literally grow from the tree instead of just popping up.
Clicking on an apple, makes a description of the associated skill pop up, and prompts the player with the option of eating it, dropping it, or leaving the room. When you drop it, the game returns you to the apple selection part. When you eat it, it triggers a fancy animation, and your new skill is unlocked. This also unlocks the skills for the follow up branch, and the game immediately checks if it needs to grow new apples.
Unlocked apples that you do not have enough skillpoints for yet, grow partially. You can't pick them yet, and you can't see their skill description. But the game does trigger a different animation for them, that shows them growing only a little.
Now all that is missing, is a simple skillpoint counter on the same menu.
(Also in the screen shot are some of the cute blossom particle effects. As you can see, the first three branches are unlocked right from the start. Eating any of these apples will unlock the next couple of apples. I used a cheat to get a zillion skillpoints here. :P )
Last edited by Rob Van Der Sloot; 20-02-2012 at 13:54.
I am happy about how the rifle has a mode to shoot like an automatic at a high rate, and has a button to reload (it shuts down your weapon skills for 2s, but during that time you have high energy regen). Now if I can only get the bleeding condition to work properly.
You guys have any plans to post some work in progress vids? I'd love to see 'em!
That might be more interesting to see as more stuff gets added. With an adventure game, I don't think it is quite so interesting to look at, unless I finish one of the action scenes or puzzles. Lately it has been mostly a case of adding missing features, and expanding the world. But there isn't much dialogue yet, not many characters, and certainly not any puzzles. So I think at this point a video wouldn't show that much yet. But I'll certainly post some footage at a later stage.
Don't know about Alaris' project, that looks like a video might do it justice. I'd love to see some of the player movements in action.
Well, the game type certainly would be more interesting in video, but I have mostly focused on gameplay mechanics and much much less on graphics. I have no animation to speak of as of yet, that includes melee combat.
So while I think a few videos showcasing what you can do in the game might work, these should supplement the alpha. That is what I am aiming for: early alpha.
Like the art work very much here Rob!
Sort of early Sierra On-Line and SCUMM.