Free Gamer and HD Video
qubodup over at Free Gamer posted a update about Flare v0.14. He also recorded this 720p HD video of the game running in Linux.
Thanks qubodup!
qubodup over at Free Gamer posted a update about Flare v0.14. He also recorded this 720p HD video of the game running in Linux.
Thanks qubodup!
This release is all about wrapping the core gameplay in main menus, pushing Flare closer to feature-completeness. Now players have four game slots to experiment with different builds. Also, choose your gender and a portrait for your hero or heroine!
Title Screen added Load Game Screen added with four game slots New Game Screen added with choosable portrait and hero name Title Music by Brandon Morris Customizeable portraits with matching sprite heads for heroes Player portrait displayed during NPC conversations Female heroine option added Six player portraits added by Justin Nichol Save and Exit to Main Menu confirmation added by kitano GameState base class by kitano Entity base class by kitano Variable MP cost for spells added by kitano Animation class added by kitano WidgetButton generalized by kitano Arrow and X to show conversation progress added by kitano Input text widget added by kitano Clickable map events added by Thane "pennomi" Brimhall Enemy group random spawning added by Thane "pennomi" Brimhall Freeze and Multishot code expanded by Thane "pennomi" Brimhall Damage Multiplier for powers added by Thane "pennomi" Brimhall Life Steal and Mana Steal for powers added by Thane "pennomi" Brimhall Power Cooldowns added by Thane "pennomi" Brimhall and wokste Item bonus to increase base stats added by Alexander Olkhovskiy Enabled multiple bonuses on items (up to 8) Joystick support added by Artur "Zear" Rojek FileParser now used by all data files added by Bonbadil Added close buttons to several menus Attempts to use standard *nix directories if available (XDG or $HOME) Sound effects volume added to settings.txt Double Buffering option added to settings.txt Hardware Surfaces option added to settings.txt Bug Fix: Teleport Scrolls can no longer be used without a target Bug Fix: Windows mkdir fixed by Paul-Wortmann
I’ve been thinking about story progression in terms of maps and tile sets.
There are specific tile sets I want to build. Some just because they sound fun, some because I want to cover various elemental themes (sorta wu xing).
Let’s say I shoot for 12 tile sets in this game. Alternating between “overworld” and “underworld” areas (almost) where the overworld areas feature a town and the underworld areas feature quest targets and bosses.
Assuming I aim to have about an hour of main-quest content in each tile set, that’s a decent 12-hour story with plenty of changes of scenery. There can be side quests and optional maps too. Numbers are minutes:
Also, assuming early levels go by faster than later levels. Approximately:
Conveniently this means the player would be level 12 when on the 12th map.
This fits the equipment curve as well (where max level items are about level 14)
Applying time spans to maps, here are the expected creature and treasure levels for each map.
The actual XP amount per level will be adjusted once content is in place. Here’s a rough estimate. Currently I’m using XP per kill is the enemy’s level. Estimate about 10 kills per minute (assume some downtime dealing with loot etc, and also assume large quest reward xp).
| Level | Minutes | XP to Next | Total XP |
|---|---|---|---|
| 1 | 10 | 100 | 100 |
| 2 | 20 | 400 | 500 |
| 3 | 30 | 900 | 1400 |
| 4 | 40 | 1600 | 3000 |
| 5 | 50 | 2500 | 5500 |
| 6 | 60 | 3600 | 9100 |
| 7 | 70 | 4900 | 14000 |
| 8 | 80 | 6400 | 20400 |
| 9 | 90 | 8100 | 28500 |
| 10 | 100 | 10000 | 38500 |
| 11 | 110 | 12100 | 50600 |
| 12 | 120 | 14400 | 65000 |
| 13 | 130 | 16900 | 81900 |
| 14 | 140 | 19600 | 101500 |
| 15 | 150 | 22500 | 124000 |
| 16 | 160 | 25600 | 149600 |
| 17 | – | – | – |
Here is a Windows release candidate for v0.14. We have a few more minor data changes but the code is ready for testing.
And here’s the OSX release candidate for v0.14
The current code is the v0.14 candidate. All milestones are now complete.
Over the next couple days we’ll do some testing (especially on various operating systems) to ensure the latest changes work as expected. I’ll put out testing builds for Win and OSX later today.
Meanwhile we’ll do a few data tweaks just before release:
I’m working up some fixes for Windows.
I’ve uploaded all the hero/heroine sprite art to OpenGameArt under CC-BY-SA 3.0.
Flare v0.16 will be about Improved Enemies. We need enemies to be smarter, have better pathfinding, attack in packs, etc. Smarter enemies should make combat more interesting. Once these improved enemies are ready, we’ll take a new look at the way heroes are built and balanced.
Very exciting — one of the huge art components needed for v0.14 is ready. All the female sprites have been added!
There are only a handful of art pieces left for v0.14:
When those are in place I’ll put out a release candidate Windows binary. We’ll still be working on one more code piece (standard linux directories support).
Herein I justify the current scale of Flare’s art. I’m writing this because I get tempted to scale the art up often. Here are reasons why it’s not a great idea, and that I should continue on my current path.
Concern: Tiles are 1.5m on a side. That’s weird. Maybe it should be 1m instead.
Concern: high-res graphics could require nicer-looking, more detailed 3D models
Concern: other games use larger graphics!
But… but…
Here is a Flare test build for Windows. Many of the new v0.14 features are ready (mostly the main menu systems).
What’s left before the v0.14 release:
You’ll notice that the New Character menu is a bit simpler than the sketch I planned below. As I was implementing it, it just seemed keeping it simple was the best course of action.
Maybe July 1st? Sounds like a good goal. The only feature I’m not confident about is switching to OS specific data and save folders, only because I have zero practical experience there. I’m hoping that feature makes it in, but I wouldn’t be upset if that slips until v0.15 (when many folder changes are happening anyway). I know this is a highly-requested feature, I just want to make sure it’s done properly before shipping it out.
Flare v0.14 is getting quite a bit of much-needed polish with the new main screens. I hope this will be evident in their current form. Once those menus get the background music and images, Flare will actually start to feel like a game.
The GitHub project has a long list of open issues, mostly looking at what might be added in the short term. Some are additional polish, some are slight game improvements, and some are just fun features. If you’d like to help with any of that, drop me a message. Or, fork away!
It looks like we will probably handle translations as a game-data mod. Mods will be able to override any file in the core data set or add new files. This isn’t a very elegant solution but it should be powerful enough for everything from simple translations to total genre conversions.
Because translations are mods, we’ll be putting the basic mod rules in place for v0.15. This means v0.15 will spend a lot of time in development. But I think that’ll be okay — after all, without a ton of game content in existence there isn’t a pressing need for translations yet.
In your opinion, what should my personal priority be for v0.15? I have several programmers helping with cleaning up the code, so I’m confident about the code side of the game for the foreseeable future. But currently I’m the only artist on board for tile sets and sprites. Maybe I should do high-level code management on v0.15 via github and focus my time on creating art? Or should I get through a few more releases before I switch to an art focus?
Flare is coming along nicely. Several of you are helping with much-needed cleanup and refactoring of the code. New neat features are being added (e.g. better multi-missile options).
I’ve finally rendered the male armor layers without heads. I’ve added three male head options (the current head, a bald head, and a hooded head). Currently these “look” options can be set in the save file. The New Game (Create Character) menu will allow these choices, with matching portraits.
ASCII sketch time!
####### Choose a Portrait ########
Base Type # #
# #
(*) Human Male # #
( ) Human Female # #
( ) etc # #
# #
< # # >
# #
Preview # #
######### # #
# # # #
# # # #
# # # #
######### ##################################
Name: [______________________________]
[Cancel] [Create Character]