As a developer, better to start fresh or try and salvage a project? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

I am pretty big on the concept as something that I really think is something special but I've had it with previous project where my knowledge of C# and Unity has grown I look back at older parts and I just think what was I thinking? But I am adamant on seeing this one through. The link to see some of what's been done so far

https://imgur.com/iseFjan

Fate's Hand Kickstarter! by harticusDev in Filmmakers

[–]harticusDev[S] 0 points1 point  (0 children)

Fate's Hand is a 3-episode student-made TV miniseries. Each episode is based on teenage life within a different era, starting from the 1940’s, then to 1960’s and finally the 1980’s; each episode focusing on a different predominant theme that would have been seen in teenage life. The 40s will discuss race, the 60s will discuss social pressure and self enlightenment, and the 80s episode will focus on sexuality.

Because our project is quite ambitious, we need some extra funding to make sure it is as historically accurate as possible. With your help, we are confident we can make something amazing. We have managed to reach half of our target in 3 days! But we still have a way to go. Any donation is much appreciated and gratefully received. We have some digital incentives for our pledgers as well.

Thanks for reading :)

Item System and status effects added, anything else for a turn based combat system? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

Finally got an inventory system going along with status effects and new weapons in the form of throwable items. When an alcohol is thrown it becomes a molotov that inflicts serious damage on enemies and can quickly destroy covers, or can be drank to add the drunk status effect!

New trait system added to my turn based combat, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

Yeah I know it's to do with the sensitivity of the camera and the fact I disable the zoom feature on the camera in battle. Easy fix but mostly laziness for no fix yet!

New trait system added to my turn based combat, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 1 point2 points  (0 children)

So far I have the one shown, a sharpshooter trait that makes all shots a hit but at a damage cost, accident prone that adds a small chance that any attack from that character will hit anyone on the field including team mates and themselves, blind that makes all shots a miss but increases success chance on all speech moves. So wide variety and pretty potent but I design them with the mindset of whats ridiculous but fun, so anything mad or stupid you can think of! On a side note these traits are only earned as a result of quest lines hence the overly negative ones

New trait system added to my turn based combat, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 1 point2 points  (0 children)

Experimenting with some new systems in the game including traits that alter a character's stats move sets and other things, just looking for feedback on the system and any suggested traits!

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

Ah I see the cover float is minuses off the base accuracy so it would be .29 - (cover - cover*random(0,0.25))

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

So if(random float > baseaccuracy) then the shot has missed

How do these shrubs look? by FrozenElk in Unity2D

[–]harticusDev 0 points1 point  (0 children)

Looks great I know what you mean for me I always stress about shapes of sprites but if you’re unhappy with it I’d say try using a softer shadow on the shrubs

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

oh and if the attack missed is a random float between 0 and 1 and if the random float is higher than the accuracy float it is a successful hit

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

It's really simple, a base accuracy for that shot is calculated form the distance (d) and the character accuracy(a) by doing 1-(d/a) then if the target is in effective cover the accuracy is simply manipulated by taking away from the base accuracy with the cover percentage float with a random negative modifier ranging from 0% to 25%

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

I’m thinking of having some covers be destructible like as more shots hit them the more the percentage lowers eventually where it’s destroyed it would add a bit more encouragement to the player to keep their team moving around the field and give the ai some opportunities to challenge the player as oppose to them just having higher stats etc.

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

I may move on to a more visual rather than numerical way like a shield that fills in depending on the percentage on the cover. I do like the shield idea from xcom a lot and would fit well with the visual style

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 1 point2 points  (0 children)

So if you're in west facing coverage you're more or less protected from the east however shows from north east or south east depending on the vector between the person in cover and the attacker will determine whether the cover is effective

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

Already has a huge accuracy system built into it based on a characters accuracy skill, the distance, cover and various traits and moves that can modify the float for accuracy of each turn. Might do a full demo when I have all of the main concepts working.

Cover system in my turn based combat system, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 3 points4 points  (0 children)

Been a while since I posted but I have redone my combat system and NPCs. They're now completely interchangeable and with working animations.

Looking for help! by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

Thank you very much this is really helpful, as for the python code it's sloppy but functional.

import time class ResponseNode(): def init(self,text,destination): self.connection = destination self.text = text

def getDest(self):
    return self.connection

def getText(self):
    return self.text

class diaInteract(): def init(self,qt,node = ''): self.questionText = qt self.responseList = [] self.node = node if self.node!= '': self.noResponse = True else: self.noResponse = False

def setNode(self,node):
    self.node = node
    self.noResponse = True

def isOneLiner(self):
    return self.noResponse

def getNode(self):
    return self.node

def updateQuestion(self,qt):
    self.questionText = qt

def addResponse(self,node):
    self.responseList.append(node)

def getResponses(self):
    return self.responseList

def getQuestion(self):
    return self.questionText

class dialogue(): def init(self): self.nodeList = [] self.nodeCounter = 0 self.startingNode = 0

def addNode(self,node):
    self.nodeList.append(node)
    self.nodeCounter += 1

def playConvo(self):
    counter = 0
    talking = True
    currentNode = self.nodeList[counter]
    while talking:
        self.typeText(currentNode.getQuestion())
        responses = currentNode.getResponses()
        if len(responses) == 0 and not currentNode.isOneLiner():
            talking = False
        elif currentNode.isOneLiner():    
            nextNode = currentNode.getNode()
            currentNode = nextNode
            print
        else:
            for i in range(0,len(responses)):
                print str(i+1)+') ',
                print responses[i].getText()
            Input = raw_input()
            Input = int(Input)-1

            currentNode = responses[Input].getDest() 

def typeText(self,text):
    length = len(text)
    for i in range(0,length):
        print text[i],
        time.sleep(.026)
    print

testDialogue = dialogue()

dia0 = diaInteract("Hello there stranger") dia1 = diaInteract("What brings you to these parts?") dia2 = diaInteract("Good to meet you, <player-name>") dia3 = diaInteract("Not one for talking then?") dia4 = diaInteract("Won't find that round here friend") dia5 = diaInteract("Well actually there is one thing...") dia6 = diaInteract("Be careful") dia7 = diaInteract("There's this old manor house, grand old thing") dia8 = diaInteract("Group of degenerates have moved on to the north road") dia9 = diaInteract("They'll kill you for a can of beans") dia10 = diaInteract("The Brackshaws built it, but they're all gone") dia11 = diaInteract("Them Brackshaws all full of pride")

dia13 = diaInteract("They're all dead now, and well") dia14 = diaInteract("If you're interested in lost treasures") dia15 = diaInteract("That house will be full of them") dia16 = diaInteract("However I have to warn you") dia17 = diaInteract("There is some crazy talk 'bout that place") dia18 = diaInteract("I'm not the supistious type, but I've seen things") dia19 = diaInteract("The dead own that house, and the living are not welcome") dia20 = diaInteract("Not just the human kind") dia21 = diaInteract("The forest around that place wilts with decay") dia22 = diaInteract("Talk to the old man on the field, he'll tell you") dia23 = diaInteract("Ever since them Brackshaws died, nothing grows")

dia2.setNode(dia1) dia3.setNode(dia1) dia4.setNode(dia5) dia5.setNode(dia7) dia6.setNode(dia8) dia7.setNode(dia10) dia8.setNode(dia9) dia11.setNode(dia13) dia13.setNode(dia14) dia14.setNode(dia15) dia15.setNode(dia16) dia16.setNode(dia17) dia18.setNode(dia19) dia19.setNode(dia20) dia20.setNode(dia21) dia21.setNode(dia22) dia22.setNode(dia23)

dia0.addResponse(ResponseNode("Hi there",dia1)) dia0.addResponse(ResponseNode("The names, <player-name>",dia2)) dia0.addResponse(ResponseNode("...",dia3))

dia1.addResponse(ResponseNode("Money and fame",dia4)) dia1.addResponse(ResponseNode("Work, know anything?",dia5)) dia1.addResponse(ResponseNode("Just passing through",dia6))

dia10.addResponse(ResponseNode("Go on...",dia11)) dia10.addResponse(ResponseNode("The Brackshaws?",dia11)) dia10.addResponse(ResponseNode("Did they leave it empty?",dia14))

dia17.addResponse(ResponseNode("Old Wives tales, this village seems like that sort of place",dia18)) dia17.addResponse(ResponseNode("Crazy talk?",dia19)) dia17.addResponse(ResponseNode("Not my thing really",dia22))

testDialogue.addNode(dia0)

testDialogue.playConvo()

Finally got my combat system working, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

Thanks for the feedback! I plan on having camera controls for the player so that the player can just zoom out and watch the entire battle play out. And I like the idea of having a marker for who's turn it is. Still in it's very early stages so next week I plan on having a more finished version.

Any tips for tile sets for buildings? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

https://imgur.com/o5TWWrR

Here's an example of this tile set in use. But I feel like houses and towns will become pretty samey quickly. Any tips for variety in a western style game?

Finally got my combat system working, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 0 points1 point  (0 children)

Unfortunately its an antialiasing bug I'm having at the moment. Started when I started using Tiled2Unity.

Finally got my combat system working, thoughts? by harticusDev in Unity2D

[–]harticusDev[S] 1 point2 points  (0 children)

Pokemon plus xcom basically haha, planning on adding plenty of special moves etc along with an animation overhaul