2011/03/09

Flare Art

Here’s a list of art I’d like to see in Flare soon.

Grassland Tileset

A good grassland tileset will, of course, have excellent grass — this is way harder than it looks. Have a look at my first attempt at grass and water tiles. It’s not bad, but it’s too noisy when tiled on an entire screen. It needs to be muted to fit as a non-distracting background. Also, that translucent grass sticking above the tile doesn’t work well when removing the alpha layer. The final grassland tileset should avoid these issues.

The grassland tileset should contain grass-water transitions and grass-cliff transitions. It should probably also contain dirt roads, wood or stone fences to border the roads, wood road signs, and wood footbridges. The set could have various shrubs, weeds, lone trees, odd rock structures. Maybe some forgotten and unexplained monuments — a carved statue, a circle of stones, abandoned campsites, and more. It might need a few special “exit” tiles — a cave opening that leads to a Cave Tileset level, a thicket of trees that leads to a Forest Tileset level, etc. Perhaps this Broken Tower could be used as a Dungeon entrance.

Forest Tileset

The forest tileset might be the most challenging to get correct. I want a thick, mystical forest. The player should get the sense that he is traveling in the shaded underbrush. Thick trees and brambles form “walls”. The walls can’t be made by just combining lots of trees. Trees can’t also be too tall and obstruct view. Diablo 2 Act 3 did something sorta like this, but I want to go for a more “deep in the woods” feel (rather than simply traveling along the river or treeline). I’ll probably need the help of a great concept artist to get this tileset going.

I might want this tileset to be more fantasy-oriented than the others so far. There should be huge gnarled roots, weird glowing plant/fungal life. It should feel like a fey place of elves, fairies, dryads, centaurs, etc.

This Temple Entrance could have a place in this tileset.

Village Tileset

I made this Medieval Building Tileset. I’ll probably re-render them for Flare using different lights. Some of the Grassland tileset can probably be reused here (e.g. grass and dirt paths). There can be a few unique buildings added. Maybe a series of shop signs. Because of the way the engine works (small maps connected by teleport/transition points), the village should probably be surrounded by a wall, fence, natural cliffs, or something of that nature.

Lots of small bits to bring a village to life will be needed here. I think it’s best if the village is designed by a concept artist first. That way the village looks less like a random assembly of tiles and more like a planned, living town.

And more…

Those tilesets — dungeon, cave, grasslands, forest, village — would be a solid start to building a world. I already have music ready for those. Many more tilesets can be added in the future. Here’s some ideas:

  • Natural outdoor tilesets
    • Desert
    • Mountain
    • Swamp
    • Jungle
    • Pine Forest
    • Tundra
    • Beach
  • Fantasy outdoor tilesets
    • Crumbling Bridge Highways
    • Ziggurat
    • Good-guys Castle
    • Bad-guys Fortress
    • Magical Destruction/Fallout
  • Fantasy indoor tilesets
    • Inn, Shop, Home, Tavern
    • Temple
    • Elemental Cavern
    • Evil Fortress
    • Crypts
    • Wizard School/Tower

Of course, most everything in that list is a fantasy trope. Reminder: I’m mainly building an engine at this point. I’m much more curious to see unique, imaginative tilesets.

Enemies

Current Flare has zombies, skeletons, antlions, goblins, and minotaurs. Here are my other must-have creatures, which have been in the Bestiary list since before Flare v0.01 was released.

Dragonman

Maybe I liked Dragonlance too much growing up, but I want heavily-armored draconic humanoids in my game. Originally these were going to be the main foes of my game, but I’ve kinda backed off that concept. In fact, it may be more appropriate to drop Dragonmen and use the concept to make a faction of heavily-armored humans instead. So the inspiration here is: Dragonlance’s Draconians, Borderlands’ Crimson Lance, Fallout’s Brotherhood of Steel, etc.

Elemental

I want Archon-style elemental creatures in the game. Fire and Ice variants at least. If I end up going the Western Element route, add Earth and Wind options. If I go the Eastern Element route, add Earth/Metal/Wood. Most likely I’ll just start with Fire and Ice though. These creatures might make heavy use of particle effects, so they might require full alpha layer art.

Wyvern

Wyverns can double as bat-like creatures or as dragon whelps with only a few minor changes. I like this Wyvern concept by Benalene. The wyverns would be pretty small in-game. They would be the first flying creatures in game, ignoring any low-obstacles during movement.

OGA Asset Creatures

There are a handful of creatures that can be made using mostly OGA assets. There probably are many more; this is just a quick perusal.

2011/03/07

Why yet another Diablo-like?

Flare is mentioned in this post about 4 problems with FOSS games. The author says “I’m actually pretty psyched about FLARE, but if I was a Windows user I’d probably be thinking ‘why not just reinstall Diablo?'”

Great question — once that I don’t have a good answer for. It’s a fool’s quest to try to beat or match Blizzard, even the Blizzard of 15 years ago!

I’m doing this because I’m having fun. Writing low-level game code is how my brain spends its spare cycles. And of the genres of game I’m interested in, 2D isometric action RPGs are probably the most interesting/ambitious.

Staying close to the formula is helping keep my engine on track, for what that’s worth. If I’m lucky, someday, people will use Flare to tell their own interesting stories. I don’t even have a storyline in my current plan. I intend to create enough assets and code to make basic storytelling and world-creating possible. The genre is still ripe for potential, even if Diablo was a perfect game.

Flare v0.11 at Free Gamer Blog

I’m always excited when someone at Free Gamer Blog talks about Flare. Thanks for the plug, qudobup!

And some Russian Blizzard fans…

“It’s not Diablo, but it’s also not bad”

2011/03/03

Mouse Movement

Pavel Kirpichyov “Cheshire” has submitted a patch that enables mouse movement to Flare. For those of you who prefer that method, it’s a great start! Look for revision 237 or later. To enable mouse movement, set mouse_move=true in your new save file.

Enemy HUD

Cheshire has submitted another patch! This one adds an enemy HUD on mouse-over. It shows the enemy’s name, level, and current HP. Look for it in revisions 239 and later.

2011/03/02

v0.11 Video

by Sunburn. Warning: a couple spoilers of the new Cave level.

Over 1500 downloads in 2 days

No real publicity or advertising — basically there are hundreds of people very interested in the project and its progress. Excellent!

So the obvious question….

What’s Next?

Every time I put out a new version I get a flood of great feedback. Now that we’re seeing what kind of Powers can be done easily, it’s tempting to think about making new powers and replacing old ones. It’s tempting to rework the entire Powers menu and make it talent-based with optional trees of powers. That may come eventually. But for now it’s important to actually finish something — I have a constant desire to replace just about everything in the game, but it’s far more fun to actually have something worth playing.

The To Do List says that Vendors are up next. It’s a much-needed addition for two reason: (1) a way to get the correct weapons at early levels and (2) potions! It’s pretty hard to think about combat balance when a fundamental feature like “buying potions” isn’t implemented yet.

Vendors

I’ll probably do Vendors as a left-screen menu. Perhaps the menu will show the name of the vendor as a caption. There will be a large block of sale slots (similar to the Inventory menu). Probably drag and drop to buy or sell. The starting vendors might have: dagger, shortsword, leather armor, buckler, wand, rod, slingshot, shortbow, health potion, mana potion, and 10 random items level 1-4.

Vendors can have a fixed item list plus a number of random items. I’ll probably use the Loot algorithm to give vendors random items — just assign the Vendor a Level and he’ll carry random items +/-3 levels.

Potions

I’ll do a new implementation of Potions in v0.12 that uses the Action Bar. The Action Bar is not storage (like Diablo’s belt system) but shortcuts to powers and items (like WoW or Torchlight). Put a potion on the Action Bar and it will show the number of potions in your inventory. It should be grayed-out or darkened when there are zero potions remaining.

Potions can be implemented with Powers. Perhaps with a new “requires_item” or “consumable” field that tells the system to remove that item upon use.

2011/02/28

Flare v0.11 “Enemy Powers”

Flare v0.11 is up! It’s been a long, busy four months and I’m finally back on track. The focus on this release is Enemy Powers!

  • Enemies have four slots for powers. New enemies shoot bows, cast spells, throw javelins, and more!
  • Most powers moved to a config file.
  • New: Cave level (head east from the Goblin Warrens. Creatures are level ~6)
  • New creature art: skeletal archer, skeletal mage, fire antlion, ice antlion, antlion hatchling
  • Some magical ranged weapons have Ice and Fire Ammo…
  • Various bug fixes and new minor features

Special thanks to these contributors:

  • Brandon Morris composed the Cave theme
  • Thane “pennomi” Brimhall scripted the Cave enemies and events
  • Gordon “mogrohl” patched the looting-while-dead bug
  • ferrer patched uninitialized music variables
  • BartK contributed new zombie sounds (“Braaaains!”)
  • Full list of credits here

Download v0.11

2011/02/26

v0.11 Release Candidate

Google Code revision 232 represents the release candidate for v0.11. As far as I know, the code features I want are complete. I may still add a couple bug fixes. I’ll also add a few tweaks to pennomi’s cave map.

Items that modify Powers

Items may now modify powers. This was mainly implemented to have various projectiles by bows e.g. to have slingshots shoot stones.

I converted all fire/ice resist slings and bows into weapons that shoot fire/ice missiles (and I switched the resist on them… a bow that shoots fire gives resistance to ice). This isn’t just for show — it adds that elemental trait to attacks. These weapon powers show up as Green Text on the weapon tooltip. The system can be used to add things like bleed/stun to weapon attacks. It can’t change the base power type though (e.g. you can’t make a melee sword shoot missile fire… yet).

Enemies with Elemental Resist/Vulnerability

The fire-shooting bows aren’t just for show. Now creatures can resist or be vulnerable to Fire and Ice. Generally, if a creature shoots ice spells it is resistant to ice but vulnerable to fire (and vice versa). So Skeletal Mages that shoot Ice Shards take double damage from fire (e.g. Burn spell or fire weapons). The new fiery-colored antlions that spit fire take half damage from fire and double damage from ice.

New Creature Art

I added fire, ice, and hatchling versions of antlions. These are simple recolors/resizes.

2011/02/15

Random Updates

Fireball (a ranged magic spell cast by some enemies) has new art. I figured out that fire has to be significantly turbulent to register as animated, especially when flying across the screen.

This isn’t something I planned on doing until later, but I added on-hit and wall-hit after effects on spells. Now that’s how Blood Strike creates its blood spurt on hit. Some elemental spells have on-hit and wall-hit sparks. And finally, arrows stick into walls. This actually helps with aiming — sometimes a missile will clip a wall or corner and it wasn’t obvious before. I think the result feels much better and adds a lot of needed polish.

Since I’ve come this far, I want to change the way ammo works on ranged weapons. I want to make ranged weapons have a specific power as ammo. Then I’ll implement slingstone missiles and arrow missiles as separate powers. This should also let me create more powerful-looking missiles for magic bows.