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				December 27th, 2008, 07:12 PM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		Marignon is pretty much the odd man out though... I don't think there's any other nation nearly so far ahead in history as them, except perhaps ulm. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 31st, 2008, 09:58 AM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		Ulm, Marignon, Tien Chi, Jomon. Probably Man (closer to 15th centry, but I don't remember when pike/musket system actually became prevalent in England. Two-handed swords of wardens are surely Rennaisance thing). Bogarus is behind, but Russia was somewhat lagging back at that historical period, too... Also, remember that actual civilizations on which Mictlan is based flourished in 15th-16th century - they just looked archaic. And, of course, Cthulhu mythos on which R'lyeh is based appeared only at the beginning of 20th century!    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 31st, 2008, 06:32 PM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		hmmm I'd not wait with sprites too long.... maybe you are allowed to lend them from dom 3. 2008 next gen graphics are not required but I think that games with worse graphs than say... dom 3 will have not so much appeal. 
 
Having said that.. Screen shots don't mean much to me... do you think there will be something playable (even if it's just 5 min) out for me to see, just how things are. 
 
I'm very interested in this game though.. will it be moddable like dom 3? 
		
	
		
		
		
		
		
		
			
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				January 1st, 2009, 12:26 AM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		original inspiration were roguelikes and games like ogrebattle.  thus, graphics are not a big deal.  if i get monochrome style sprites like in ogrebattle's world view i'd be thrilled. 
for time frame i really am aiming to have a very short demo release before i start back to school.  (un)fortunately, i didn't take my own advice and have decided to use a hierarchical equipment system to mirror my character body system.  i've had to work out a way to represent bodies, a system to parse out items into body shapes, and a way to equip items and determine that characters have the correct body shapes.  fortunately, i've finished this.  i may have to tweak it though.  the hardest part was actually writing the function to parse out the hash tables i store the data in into instances that can be called for equipping and getting values from items.  Really, such a function was unecessary since I could have directly coded all items as instances of a the item class with all info filled in; however I really wanted to be able to store items in hash tables because it is a bit easier to modify things that way with a function to parse out the hash tables into instances.
 
	Code: 
	'Human'	:{
	'Human' :{
		'head'	: 2,
		'thorax': 5,
		'abdomen': 5,
		'arms'	:{
			'left'	:{
				'arm'	: 5,
				'hand'	: 2
				},
			'right'	:{
				'arm'	: 5,
				'hand'	: 2
				}
			},
		'legs'	:{
			'left'	:{
				'leg'	: 5,
				'foot'	: 2
				},
			'right'	:{
				'leg'	: 5,
				'foot'	: 2
				}
			}
		}
	},
 the numbers are the hit points associated with each part of the body...
 
here's an item:
 
	Code: 
	'right'	:{
	'hand'	:{
		'right leather glove'	:{
					'foo'   : 3
                                        'bar'   : 5
                                        }
		}
         }
 here, the right leather glove fits on the right hand.  notice that since the only part of the hierarchy that it requires is the 'right' ---> 'hand' that it can fit on anything that has a right hand.  'foo' and 'bar' are attributes of the right leather glove.  I had to write a function that rewrites this hash table as:
 
	Code: 
	
itembody['right leather glove'] = items({'right' : 'hand'})
itemvals['right leather glove'] = items({'foo' : 3, 'bar' : 5})
 for  me, it is easier to just add items to one big hash table that can be parsed out no matter its shape.
 
things that have more than a 'left' and a 'right' arm will be stored like:
 
	Code: 
	
		'arms'	:{
			'upper'	:{
				 'left' : {
                                          'arm'	: 5,
	               			  'hand': 2
...ect
 whats important is the shape of a hand since a left and a right one are different.  the hierarchy _MUST_ reflect this, thus it may require some tweaking to make things fit right, but hopefully the way it is now will work.  the only trouble I can predict is if i have to make explicit that a 'hand' is actually a 'Human' ... 'hand'.  notice that already on the 'Human' body I have the thorax, abdomen, ect as values of 'Human' indicating that those are human thoraxes and ect.
 
at any rate, the equipment system foundation is finished and I will be progressing on fleshing out the game world now.  i'll post some screen shots very soon, but there isn't a whole lot more to show in a graphical display for right now.  
		
	
		
		
		
		
		
		
		
		
		
		
            
                  
				
                    
                        Last edited by Omnirizon; January 1st, 2009 at 12:48 AM..
                    
                    
				
			
		
		
	
		
		
	
	
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				January 1st, 2009, 01:06 AM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		Wow, looks complex!  But lots of potential for amazing coolness.  I'm a big fan of roguelikes, but had mostly abandoned them after I got Dom3. 
Hey .. don't forget about your Bakemono, they need you!  And your lizards skeletons too.     
		
	
		
		
		
		
		
		
			
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				January 1st, 2009, 03:33 AM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		As long there are undeads, I'm happy    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 1st, 2009, 04:39 AM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Aezeal
					 
				 
				hmmm I'd not wait with sprites too long.... maybe you are allowed to lend them from dom 3. 2008 next gen graphics are not required but I think that games with worse graphs than say... dom 3 will have not so much appeal. 
 
Having said that.. Screen shots don't mean much to me... do you think there will be something playable (even if it's just 5 min) out for me to see, just how things are. 
			
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 Have you ever tried playing a roguelike? Nethack, ADOM, Dungeon Crawl, Tome, anything?  DoomRL? 
 
Bad graphics are just bad, but when the sprites become symbols the game gets a whole different feeling. DoomRL also has sound and some other cool things that aren't common in roguelikes, like the floor and walls turning red when you kill things.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 1st, 2009, 05:15 AM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		hmm no, and won't.. I remember some old castle exploring game (not a roguelike I think just the way that ancient game was) and I'm not looking forward to playing that.. (seriously, graphs aren't everything but playing a doom game with symbols when there there is the newest version in which there are nice graphs seems masochistic to me.) anyway.. my point was that dom 3 has graphs and he might be allowed to use them, if so he should IMHO (if they are usuable for his game at all no clue there though) 
		
	
		
		
		
		
		
		
			
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				Want a blend of  fantasy and  sci-fi? Try the total conversion   Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the  Dragons, Magic Incarnate nation. 
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				January 1st, 2009, 06:16 AM
			
			
			
		  
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				January 1st, 2009, 06:19 AM
			
			
			
		  
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				Re: Fourth Age screen shots
			 
             
			
		
		
		
		Sometimes bad graphics can be good too:  www2.lut.fi/~akuukka/helherron/main.htm 
		
	
		
		
		
		
		
		
			
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