Minotaur 360


Minotaur WIP:

OSARE updates might be slow for a couple weeks while I’m apartment hunting. I am still choosing a loot system and I may have settled on something that sticks pretty close to the genre. Updates soon!
It is the business of the very few to be independent; it is a privilege of the strong. And whoever attempts it, even with the best right, but without being OBLIGED to do so, proves that he is probably not only strong, but also daring beyond measure. He enters into a labyrinth, he multiplies a thousandfold the dangers which life in itself already brings with it; not the least of which is that no one can see how and where he loses his way, becomes isolated, and is torn piecemeal by some minotaur of conscience.
– Nietzsche, Beyond Good and Evil
Choosing a loot system is probably the trickiest part; implementation is a close second. Loot affects most subsystems of OSARE: maps, camera position, renderables, mouse state, tooltips, enemies, inventory, events/containers, etc.
Here’s what I plan to do with loot drops.
First, let’s talk about level. Weapons and armor will be our starting point for determining level.
I’ll use basic judgment to assign the rest of loot.
Item modifiers change the level of items. This is calculated outside of the game for now and applied directly to the items.txt file
Now I can automatically generate loot tables for creatures, containers, and vendors. Loot will be on a basic bell curve. When loot DOES drop, what level is it?
Note I can tag some monsters as “no loot” types (e.g. antlions, wyverns). Instead of dropping loot, you should find loot around their layers (in nests, rubble, dead adventurers, etc). Also I can tag some loot as “quest” types, so they don’t appear in random tables.
The newest version of OSARE is ready, this time with the focus on Inventory. In game, open the Inventory (I) menu and try out some test equipment! New in this release:
0.07’s main focus is “Inventory”. I will probably package 0.07 this weekend. The current checked-in code represents most (if not all) of 0.07. If you try it out, please send me some feedback.
To get loot drops in 0.08 I will need to decide how to animate loot drops, probably corresponding to each icon. That will be a lot of tedious work. I also need to spend a few days away from OSARE coding, maybe playing other inspirational games.
My target for 0.08 is July, with the focus on “Loot”.
My target for 0.09 is August, with the focus on “Powers”. That will be a huge milestone, as the core gameplay will be there to experience.
I got artifacts working in-game. Currently they can be created to boost a few main stats: hp, hp regen, mp, mp regen, accuracy, avoidance, crit, speed. (These bonuses can be added to weapons/armor too, but would be more powerful on artifacts)
I’m working on some fun interface stuff for version 0.07.
Here’s what I’m thinking for 0.08
For 0.09 I will be working on Powers and customizing the Action Bar.
OSARE version 0.06 is now ready for download. New in this release:
Finally finished animating the old Antlion and Goblin models that have been sitting on my hard drive for a year or so. I will probably add a few new animation sequences later (e.g. the antlion needs his burrowing graphics). This means that half of my bestiary is complete (coincidentally, the half of the list that represent lower level creatures).
These low-poly, untextured models are so easy to create/rig/animate. If I tried to put too many tiny details on the model it would make the in-game renders too noisy. Sometimes I want to stop and instead create incredibly detailed 3D models, but it wouldn’t add much to OSARE and would slow down my current progress. I always have the option of making better graphics later, and I’m sure the graphics of OSARE will improve as I keep making more. One thing that keeps OSARE ticking is that I just try stuff, do what’s fun, and I’m not afraid to just throw something out and redo it.