Pink Petal Games

PyTFall => PyTFall: Game design => Topic started by: Xela on September 26, 2013, 08:32:08 AM

Title: Arena Concept
Post by: Xela on September 26, 2013, 08:32:08 AM
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Title: Re: Arena Concept
Post by: Xela on September 26, 2013, 08:32:25 AM
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Title: Re: Arena Concept
Post by: Xela on September 26, 2013, 08:33:21 AM
Do we want/need planing bets system before the Alpha? For main Arena matches I mean?
Title: Re: Arena Concept
Post by: DarkTl on September 26, 2013, 08:41:33 AM
You mean we could bet on someone else battle or what?
Title: Re: Arena Concept
Post by: Xela on September 26, 2013, 08:49:33 AM
You mean we could bet on someone else battle or what?

Yeap, we'll add it eventually but in sim games that's basically like blackjack in Otherworld, quick way to get a lot of cash for those who don't know how to open console and type hero.gold = 1000000000000000 :)

I am wondering if we need it for Alpha...
Title: Re: Arena Concept
Post by: DarkTl on September 26, 2013, 09:23:29 AM
I don't think so, and I dislike the idea too. Not only because it's too easy, but also because it doesn't sound interesting at all.
Title: Re: Arena Concept
Post by: Xela on September 26, 2013, 09:30:15 AM
I don't think so, and I dislike the idea too. Not only because it's too easy, but also because it doesn't sound interesting at all.

Well, for honest players it might be an interesting feature, outcomes will not be set in stone before the fight, random factors will be taken into account as well. But it's out for the Alpha!
Title: Re: Arena Concept
Post by: DarkTl on September 26, 2013, 09:43:27 AM
If there will be actual fight displayed, with two parties fighting each other and more or less decent battle AI, maybe some ways to influence the outcome, like bribery, sabotage, distraction, cheering (lol), then it will be interesting.
If you just give away your money and wait for outcome, it's boring.
Title: Re: Arena Concept
Post by: Xela on September 26, 2013, 09:45:50 AM
If there will be actual fight displayed, with two parties fighting each other and more or less decent battle AI, maybe some ways to influence the outcome, like bribery, sabotage, distraction, cheering (lol), then it will be interesting.
If you just give away your money and wait for outcome, it's boring.

Sounds interesting, like a mini-game :) but this is for past 1.0.
Title: Re: Arena Concept
Post by: Xela on September 26, 2013, 11:31:47 AM
More screenshots:


(http://img224.imagevenue.com/loc838/th_209317238_26_09_201318_25_05_122_838lo.jpg) (http://img224.imagevenue.com/img.php?image=209317238_26_09_201318_25_05_122_838lo.jpg) (http://img277.imagevenue.com/loc222/th_209319862_26_09_201318_25_28_122_222lo.jpg) (http://img277.imagevenue.com/img.php?image=209319862_26_09_201318_25_28_122_222lo.jpg) (http://img230.imagevenue.com/loc426/th_209321278_26_09_201318_26_43_122_426lo.jpg) (http://img230.imagevenue.com/img.php?image=209321278_26_09_201318_26_43_122_426lo.jpg)

Strangely enough, this is a first prototype and it already looks half-decent :)

PS: These 10 hours series are awesome: http://www.youtube.com/watch?v=GuX-pXXzz-E
     
Title: Re: Arena Concept
Post by: DarkTl on September 26, 2013, 02:27:32 PM
Yup, looks great.
One more thing, make sure that player can freely select name for his team.
Title: Re: Arena Concept
Post by: Xela on September 29, 2013, 06:43:30 AM
We could use couple of images that could pass as battle backgrounds for Arena and Dogfights (less level fights).
Title: Re: Arena Concept
Post by: Xela on September 30, 2013, 05:40:31 PM
Might be a stupid question, but do we want teams to have leaders (not just Arena, any team in the game)? Or should all members have equal standing? Or should both be allowed?
Title: Re: Arena Concept
Post by: DarkTl on October 01, 2013, 08:36:06 AM
Well, player's team does have an irreplaceable leader (MC), so I guess we could take the next step and make leaders for all teams.

Maybe it even will be much easier to recruit a common girl (and her team will have to look for another teammate, or she won't be available during combat days, like you said), but if you will be able to recruit a leader (much harder), you will have her team as well?
Title: Re: Arena Concept
Post by: CherryWood on October 01, 2013, 08:49:55 AM
I'm voting for leaders in all teams.  I think that team that lost a common member should get replacement and continue, but if a team lost its leader, it should be removed.
Title: Re: Arena Concept
Post by: Xela on October 01, 2013, 08:55:57 AM
you will have her team as well?

Maybe later, I am not sure to explain that to the player at the moment...

I'm voting for leaders in all teams.  I think that team that lost a common member should get replacement and continue, but if a team lost its leader, it should be removed.

Oki, first member to enter in a team will become it's leader unless implicitly setup otherwise.
Title: Re: Arena Concept
Post by: Xela on October 10, 2013, 04:20:44 PM
Do we want NPC/Specific girl/Random Girl to give introduction to the Arena?
Title: Re: Arena Concept
Post by: DarkTl on October 10, 2013, 04:45:02 PM
I recall you didn't decide yet how to make npcs, right?
Either way, I think a random girl is our best bet for now. Maybe in the future it will be one of those jobs for girls that are not part of your brothel yet.
Title: Re: Arena Concept
Post by: Xela on October 10, 2013, 04:54:58 PM
I recall you didn't decide yet how to make npcs, right?
Either way, I think a random girl is our best bet for now. Maybe in the future it will be one of those jobs for girls that are not part of your brothel yet.

Oki, dogfights are almost ready, I am going to go over sorting again, after that main event fights. Last will be the introduction + getting permit + registration.

PS: If anyone finds a decent bg for dogfights (like a dungeon or cage or something), let me know. We have a really good one for Arena right now.
Title: Re: Arena Concept
Post by: Xipomus on October 10, 2013, 06:33:56 PM
Can the dungeon be 3d rendered? I can probably build you something and render it with octane.
Or do you want more the cartoony look. I can try poser in a more cartoon look.

Let me know.

Xip
Title: Re: Arena Concept
Post by: Xela on October 10, 2013, 06:43:25 PM
Can the dungeon be 3d rendered? I can probably build you something and render it with octane.
Or do you want more the cartoony look. I can try poser in a more cartoon look.

Let me know.

Xip

Even simple 3D rendered dungeon would require a lot of graphics for traps/doors/turns and so on and we don't have an artist. Plus I doubt taking on a yet another expansion to the game right now is a good idea.
Title: Re: Arena Concept
Post by: DarkTl on October 11, 2013, 11:25:21 AM
Unfortunately I'm still unable to find a decent bg for dogfights. I'll keep looking though.
Title: Re: Arena Concept
Post by: Xipomus on October 11, 2013, 07:07:07 PM
I didn't mean it as an expansion, but as background for the dogfights.

Any preference what you want in the background?
Title: Re: Arena Concept
Post by: Xela on October 11, 2013, 07:17:03 PM
I didn't mean it as an expansion, but as background for the dogfights.

Any preference what you want in the background?

Oh, that might work :)

Some people or better vague silhouettes of people would be great... Dark found awesome background for the arena itself (something that I've failed to do), but dogfights bg still escapes us...

Basically, it's like a simple fighting area of any kind with some spectators, I don't have any real requirements for it, other than that their is enough place to put sprites on like on other backgrounds.
Title: Re: Arena Concept
Post by: Xipomus on October 11, 2013, 07:55:54 PM
So a arena with some vague spectators would be cool and some "dog" cages in the background?
Maybe a bit blurry like in those 2d fighting games (like SF2).

And room in front for characters to be placed in? Right?
Title: Re: Arena Concept
Post by: Xela on October 11, 2013, 08:50:30 PM
So a arena with some vague spectators would be cool and some "dog" cages in the background?
Maybe a bit blurry like in those 2d fighting games (like SF2).

And room in front for characters to be placed in? Right?

Dog cages are very optional... Front should be free for battle sprites.

PS: Moster Cages maybe :) We'll have monsters in the Arena soon enough...
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 08:03:08 AM
Included with this post a very early saved (so still not really noiseless) setup of the Arena.
Let me know if this is somthing usable.

I thought a few cages next to the gate. Have to look what kind of monsters i have though.

If you need more room for the fighters or other suggestions let me know.
Because it's a 3d scene i can move the camera arround a bit quite easily.

update 1 (added a longer and a bit scharper render)

update 2 (added a render with some cages. Left forward. Right 90 to the left. Pic a bit lowered in quality to stay below 256kb limit.)


Title: Re: Arena Concept
Post by: DarkTl on October 12, 2013, 12:20:18 PM
Looks great to me.
Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 12:39:30 PM
Looks freaking amazing, what do you render this with?

My guess is that cages are misplaced, I'll try this out in an hour or so. Otherwise, I've retested jigsaw puzzles and they work well, it's almost like those old hentai flashgames but we have thousands of pics to choose from :D

Arena's code is advancing nicely as well, looking back, we already got a a LOT done, now it's about wrapping up Arena and making it all playable :)

PS: Is there any way to get the crowd moving? I don't know if Jake's BE will accept an animation so don't do anything yet but it would be a nice touch.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 12:46:58 PM
Thanks for the complements guys.

I set it up in Poser then used the Octane (GPU rendering) to render it.
The texture in it self isn't moving so i can probably render it from two positions... but dunno how it looks.

The battle engine is written in renpy & pyhton right? It shouldn't be to hard to add it. Just a few lines.

Draw where you need the cages on one of the pics and upload/sent it this way. I'll try to do it tonight.
Playing around with creating a monster now. Dogs i have, should you want them...

Any idea what kind of monsters? Bipedal or bigger?
Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 02:09:17 PM
Thanks for the complements guys.

I set it up in Poser then used the Octane (GPU rendering) to render it.
The texture in it self isn't moving so i can probably render it from two positions... but dunno how it looks.

The battle engine is written in renpy & pyhton right? It shouldn't be to hard to add it. Just a few lines.

Draw where you need the cages on one of the pics and upload/sent it this way. I'll try to do it tonight.
Playing around with creating a monster now. Dogs i have, should you want them...

Any idea what kind of monsters? Bipedal or bigger?

BE's code is confusing, I haven't gotten around to figuring it out in detail yet. Animations work as backgrounds, I've checked. No idea on kinds of monsters, whatever is easier, even some scary dogs will do.

I am going to try and load your bgs into dogfights.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 02:14:28 PM
I can make the cages lose. That way you can place characters in the cages... (maybe the ones next to fight).

At the moment i'm making a male goblin... will add a big dog or something in the other.
Btw do you want the goblin dressed or naked? Genetilia or not?

Let me know if you want the cages in a lose render (renpy handles tranperency really well).

If you want the png in better quality or higher res give me a shout.
Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 02:38:33 PM
I can make the cages lose. That way you can place characters in the cages... (maybe the ones next to fight).

At the moment i'm making a male goblin... will add a big dog or something in the other.

Let me know if you want the cages in a lose render (renpy handles tranperency really well).

If you want the png in better quality or higher res give me a shout.

Looks great, cages don't really get in the way either! If it's not to much trouble, rendering lose cages would not hurt, however, we'll not likely to use it soon in BE, unless clumsily on a zorder 2 screen... not until I code us a battleengine anyway.


(http://img199.imagevenue.com/loc242/th_602785965_12_10_201321_31_48_122_242lo.jpg) (http://img199.imagevenue.com/img.php?image=602785965_12_10_201321_31_48_122_242lo.jpg)
     
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 02:43:47 PM
K i'll add the goblin to the left cage... and render out some empty cages. (those will have to be png)

i'll add a dog or something morphed to the right cage.

Let me know if you need more background... interiours are a bitch to render, but outside i can do quickly
Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 02:54:17 PM
K i'll add the goblin to the left cage... and render out some empty cages. (those will have to be png)

i'll add a dog or something morphed to the right cage.

Let me know if you need more background... interiours are a bitch to render, but outside i can do quickly

This has already solved a huge problem (since I want Arena to be more or less complete for the Alpha release). We can use any amount of backgrounds for BE but I can't really tell what the requirement are at this moment, we've decided to keep exploration engine to a minimum for Alpha release.
Title: Re: Arena Concept
Post by: DarkTl on October 12, 2013, 03:06:46 PM
We do have a forest though. I was able to find a couple of backgrounds for forest battles, but I think you can make much better ones.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 03:11:50 PM
Clearing in a forest (a bit like the arena)

Forest in the background and a clearing in front?
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 03:16:56 PM
The empty cages a bit more focused.. they have transparent backgrounds.

Should you want them bigger (For instance to put girls in) let me know, i'll render it on a close up with higher res.
Title: Re: Arena Concept
Post by: DarkTl on October 12, 2013, 03:23:36 PM
Yeah. Something like this (https://dl.dropboxusercontent.com/u/79429937/12.png) (too low res) picture, for example.
Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 03:32:22 PM
Clearing in a forest (a bit like the arena)

Forest in the background and a clearing in front?

Yeah, but it's not a priority... Dark's bgs are also excellent.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 04:09:38 PM
Well here's a first render with an ogre (goblin was to small... so i put shrek in there :D... jk) and a dog in the right.

Only issue is that the right cage is to far from the sun... so he almost isn't visible...

I don't think it really matters for the background.. unless you want to lose the cage and put the dog on a chain or something.

This is still in the early fase of rendering.. just to give you an idea.. when it reaching 4000px most noise should be cleaned up and i'll post that as a final.
Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 04:17:02 PM
Well here's a first render with an ogre (goblin was to small... so i put shrek in there :D... jk) and a dog in the right.

Only issue is that the right cage is to far from the sun... so he almost isn't visible...

I don't think it really matters for the background.. unless you want to lose the cage and put the dog on a chain or something.

This is still in the early fase of rendering.. just to give you an idea.. when it reaching 4000px most noise should be cleaned up and i'll post that as a final.

Awesome... this is already looking really good. Did you look into 3 - 5 frames of animation?
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 04:21:31 PM
Just the crowd or the caged animals/monsters too?

Monsters are figures... so easily animated... the crowd is a picture... unfortunately not easily animated.
I could make "new" crowd (a few figures) and render those in different poses... like cheering and such.

Will take some time though. Have to setup the crowd on the bank create each figure individualy, so let me know if you want this.
Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 04:25:21 PM
Just the crowd or the caged animals/monsters too?

Monsters are figures... so easily animated... the crowd is a picture... so have to look at the texture.

Either would do, both if possible. btw: I assume that character images are to be placed behind the cages, but than they would look like they are actually standing behind them? Is it possible to render only the front of a cage or maybe front/back separately?

I think the second cage would pass ok, but for the first one, it'll prolly be very clear that the girl is standing behind it.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 04:35:47 PM
Well like I edited about... the figures in the cages are easy.
Which cage is an issue? left or right from our view?

I resized the right cage... i was planning a bigger animal.. but the dog doens't need the depth.

Included a early render of the resize

Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 04:42:18 PM
My guess would be that a any character placed behind the left cage would very obviously be behind it and would never be mistaken as being in it... Right cage might not have the same problem.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 04:54:05 PM
I don't think i catch your drift about the behind the cage? You want a seperate render of the cage.... without door? and a lose render of the door to put in front of the girl? renpy can do that easily...

The ogre in the left cage is inside the cage... in animation i wanted to have it put it second hand on the bars... and make the cage shake a bit. maybe 5-6 frames. 1 orginal, 1 to add the hand, maybe move the left leg for rocking, then tilt cage left a bit, 1 tilt left more... return to tilt left a bit, return to 2 hands on cage.. tilt to right a bit... tilt to right more... tilt to right a bit... to hands on cage... 1 hand on cage... loop.

The dog i just want to move a bit about.. because it isn't really visible...so changing shadows and stuff.
It will take a while to render.. because unbiased (reallife like) renders need everything in the scene to get the same shadows.


Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 05:01:49 PM
I don't think i catch your drift about the behind the cage? You want a seperate render of the cage.... without door? and a lose render of the door to put in front of the girl? renpy can do that easily...

Loose, scalable render of the door + cage without a door render is the only way I see that would make sense (to me). While I've figured out Python to a very advanced degree (point where I understand every video and every book written about it), I am still a bit weak on the graphics in general :( So if there is a way to get it done without separate renders, tell me how and I'll figure the rest out.

The ogre in the left cage is inside the cage... in animation i wanted to have it put it second hand on the bars... and make the cage shake a bit. maybe 5-6 frames. 1 orginal, 1 to add the hand, maybe move the left leg for rocking, then tilt cage left a bit, 1 tilt left more... return to tilt left a bit, return to 2 hands on cage.. tilt to right a bit... tilt to right more... tilt to right a bit... to hands on cage... 1 hand on cage... loop.

The dog i just want to move a bit about.. because it isn't really visible...so changing shadows and stuff.
It will take a while to render.. because unbiased (reallife like) renders need everything in the scene to get the same shadows.

We have plenty of time :)
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 05:07:30 PM
k when the current scene is done rendering.. it's now at 390 px (need a better vidcard to speed it up) and when it reaches 1000px i'lll check if it's good enough to use... so that we set all these bg's / anims at 1000 px.

After that i'll put the left cage in front and hide the door. And render that to 1000px.
Then the door.

After that will start on the animation of the figures in the cages.


Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 05:17:41 PM
K frame 1 (default frame) done.

Dunno about animation in python... but you're using renpy.. it can animate rather easily on a different layer.

Included frame 1. With the cage i'll include the renpy script I would use to animate it. You can easily leave python do the animation and continue with python in renpy.

Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 05:27:12 PM
K frame 1 (default frame) done.

Dunno about animation in python... but you're using renpy.. it can animate rather easily on a different layer.

Included frame 1. With the cage i'll include the renpy script I would use to animate it. You can easily leave python do the animation and continue with python in renpy.

Just the images will be enough, we have auto-animation + defining system in PyTFall using a function and UDD that should do the trick.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 05:46:03 PM
K here's the cell. I added an underground that's with the cell. If you don't want it.. i'll rend it again without.

It's four images... cell with door closed. cell without door. cell with door open. cell door.

Can't included it in the post, because of the size and transparency will be lost when converting to jpg.

So uploaded it to a site of mine.
http://www.iedereenkanlerenduiken.nl/Pyt_cage.zip (http://www.iedereenkanlerenduiken.nl/Pyt_cage.zip)
Title: Re: Arena Concept
Post by: Xela on October 12, 2013, 06:11:21 PM
.... .. . ... . .... Wow... If I had time, I'd totally be grabbing that software :)

Thanks! I am going to get some sleep now (maybe) :D
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 06:20:19 PM
Render the cage without the base and edited the images, so only the cage is in the picture.

http://www.iedereenkanlerenduiken.nl/pyt_cage_nobase.zip (http://www.iedereenkanlerenduiken.nl/pyt_cage_nobase.zip)

Starting the figures animation till I go to bed.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 07:09:39 PM
The program's and 3d sets are a real cost post, so would not suggest it.
Also it has a learning curve... i luckily a person that can advise me in the right direction sometimes.

Included is a dark forest cleaning... not useable for combat i think, maybe for a quest.
Title: Re: Arena Concept
Post by: Xipomus on October 12, 2013, 09:25:41 PM
After the visitors went home, I still took a dash at rendering a clearing.
Didn't have anything that fit.. so i build it with pieces from several sets.

Let me know if you need the HQ version.. this is at the start of the rendering.

Update 1: The converted jpg lost too much quality.. uploaded a png at 175px.
(http://www.iedereenkanlerenduiken.nl/pyt_forest_clearing_firstrender_only175pxof1000px.png)
Title: Re: Arena Concept
Post by: Xela on October 13, 2013, 03:45:15 AM
Looks good :)

I've never seen non crappy 3D renders that were not made on Maya before... well done.
Title: Re: Arena Concept
Post by: Xipomus on October 13, 2013, 05:38:33 AM
You want to see something really good in octane, check out https://www.epoch-art.com (https://www.epoch-art.com)

That's an artist, i'm just an amateur.
Title: Re: Arena Concept
Post by: Xipomus on October 13, 2013, 09:57:14 AM
K. The rendering of the animated cages as I wrote in the earlier post is done.

To create the animation as I mentioned... this would be the sequence of displaying images.

Frame 1
Frame 2
Frame 3
Frame 4
Frame 3
Frame 2
Frame 5
Frame 6
Frame 5
Frame 2
Either more Frame 1 to generate a rest point or loop

http://www.iedereenkanlerenduiken.nl/Pyt_Arena_animated_cages.zip (http://www.iedereenkanlerenduiken.nl/Pyt_Arena_animated_cages.zip)

Hope it works out like this.
I don't think i can render te crowd with the current graphics card (this gpu render needs Cuda and GPU memory)
But I'll try to render something anyway. Not today do... because if I'm rendering I can't play my games :D
Title: Re: Arena Concept
Post by: Xela on October 13, 2013, 10:15:09 AM
Oki, I'll try it out tonight if time permits :)
Title: Re: Arena Concept
Post by: Xipomus on October 16, 2013, 08:15:00 PM
Hey guys,

Been checking into the crowd cheering thing.
Will have to generate lose figures and render those out on a transparent background.
Later work those together.. it will take a while.

Hope to get a start on the weekend.

Did you like first animation set & forest?
Title: Re: Arena Concept
Post by: Xela on October 16, 2013, 09:16:21 PM
Did you like first animation set & forest?

Yeah, I didn't put it into the game yet but definitely liked it. I need to cover the stat window area with the same understrip so there is place for battle-sprites, I'll see if I can recall how precision cutting is done in photoshop when I add beast fights to the Arena.
Title: Re: Arena Concept
Post by: Xipomus on October 20, 2013, 01:53:33 PM
Hmm. My 3d library has some issues with those old clothes... even with the new Poser fitting function.

So I'm just editing the crowd texture to another frame and will render all frames again.

What kind of resolution is the game now. The renders I did before where 1280x720.
This ok? Or do you use another res. This because of how much background people I have to edit.

Let me know.
Title: Re: Arena Concept
Post by: Xela on October 20, 2013, 04:13:23 PM
Game is 1280x800, but I'll have to add 200 pixels of space to cover the stats window anyway so images will have to be edited.
Title: Re: Arena Concept
Post by: Xela on November 02, 2013, 09:01:23 AM
Code: [Select]
[
{
"name": "Randalf",
"portrait": "content/npc/arena/km (2).png",
"battle_sprite": "content/npc/arena/km (1).png",
"exp": 10000,
"stats": {"attack": 120, "defence": 80, "magic": 50, "agility": 80, "luck": -10},
"bskills": {"SwordAttack": 1},
"mskills": {"Fire 1": 1, "Fire 2": 2}
},
{
"name": "Z",
"portrait": "content/npc/arena/km (4).png",
"battle_sprite": "content/npc/arena/km (3).png",
"exp": 10000,
"stats": {"attack": 110, "defence": 100, "magic": 30, "agility": 60, "luck": 10},
"bskills": {"KnifeAttack": 1},
"mskills": {"Earth 1": 1, "Earth 2": 2, "Earth 3": 1}
}
]

Mobs and arena fighters are pretty selfexplanotory but I'll add some notes just in case:

- "battle" picture might be added where it could be found, I'll make sure that the game will display it later.
- "exp" is required to ensure that maximum of a stat is high enough, classes for mobs are similar to those of other characters so there is a level_max cap and a normal max cap.
- Values following skills are their weight, basically how much does a character favors the skill.
- Earth/Fire/Water 3 skills will target the entire player party.

Otherwise, there is a lot of stuff that can be added to this json (nicknames, gold, items drop and so on) but it's prolly to soon for that...
Title: Re: Arena Concept
Post by: DarkTl on November 02, 2013, 09:56:52 AM
- Values following skills are their weight, basically how much does a character favors the skill.
So the less the value, the more a character loves the skill, or on the contrary?

- "exp" is required to ensure that maximum of a stat is high enough, classes for mobs are similar to those of other characters so there is a level_max cap and a normal max cap.
Why not level? It would be more understandable.
Title: Re: Arena Concept
Post by: Xela on November 02, 2013, 10:55:27 AM
So the less the value, the more a character loves the skill, or on the contrary?

Contrary (higher value = more useage)

Why not level? It would be more understandable.

Seemed simpler...
Title: Re: Arena Concept
Post by: DarkTl on November 02, 2013, 11:11:02 AM
I propose two things, level instead of exp and stats progression instead of stats values.
Progression is how much (randomly within a certain range) a stat increases with each level, M S A B C D E F. M (master) is the best, F is the worst.
Like "attack": S, "defence": D, "agility": B.
Title: Re: Arena Concept
Post by: Xela on November 02, 2013, 11:40:05 AM
I propose two things, level instead of exp and stats progression instead of stats values.
Progression is how much (randomly within a certain range) a stat increases with each level, M S A B C D E F. M (master) is the best, F is the worst.
Like "attack": S, "defence": D, "agility": B.

Levels make sense, I am not sure about progression, it doesn't seem very useful at the moment.
Title: Re: Arena Concept
Post by: DarkTl on November 02, 2013, 12:06:42 PM
Different types of enemies should have different stats. Like a golem should have high hp and defence, while a lich should be a good magican.
At the same time they won't have a fixed level, so you cannot directly set it without a progression of some kind.

Besides, since the game itself will balance out mobs stats, accurate stats values are pretty much useless.
Title: Re: Arena Concept
Post by: Xela on November 02, 2013, 12:13:25 PM
Different types of enemies should have different stats. Like a golem should have high hp and defence, while a lich should be a good magican.
At the same time they won't have a fixed level, so you cannot directly set it without a progression of some kind.

Besides, since the game itself will balance out mobs stats, accurate stats values are pretty much useless.

Than it would make more sense to set stats on a scale from 1 to 100 and have the game change that accordingly. Exp/Levels are kidna useless than as well :(

I just generally don't like using letter codes where numbers can do the job better.
Title: Re: Arena Concept
Post by: DarkTl on November 02, 2013, 12:21:11 PM
Hm, ok. Let it be a scale from 1 to 100.

I see the system like this.
Lich as a monster type should have, for example, 10 attack, 20 def and 60 magic scale. And there are subtypes, like halflich (level 10), lich (lvl 30), ancient lich (lvl 70), divine lich (lvl 120 or = party lvl if party lvl is higher than 120).
So you don't need to create 4 different, yet identical mobs, instead you set a progression and mob's levels in different areas.
Title: Re: Arena Concept
Post by: Xela on November 02, 2013, 12:28:28 PM
Hm, ok. Let it be a scale from 1 to 100.

I see the system like this.
Lich as a monster type should have, for example, 10 attack, 20 def and 60 magic scale. And there are subtypes, like halflich (level 10), lich (lvl 30), ancient lich (lvl 70), divine lich (lvl 120 or = party lvl if party lvl is higher than 120).
So you don't need to create 4 different, yet identical mobs, instead you set a progression and mob's levels in different areas.

Shouldn't they have like different pics or something? I always liked games where mobs levels didn't go up with heroes/parties levels.

BTW: If you want to set MP/Health, just use:

"health": 80, "mp": 50

in stats dictionary.
Title: Re: Arena Concept
Post by: DarkTl on November 02, 2013, 12:43:56 PM
Ideally, different subtypes should have different pics if it's possible (be my guest and find an artist, then they definitely will). But they are still the same type of enemy.

Let's say you fighting in the forest, and the deeper you go, the more higher-level wolves you will find (I guess it should be a part of tile properties).
So there are 1-5 lvl wolves, 5-10 lvl full-grown wolves (with another picture, if possible, and another progression), etc.

As for leveling with the party, it should be a part of endgame dungeons, where you need best items to survive, not just level.
Title: Re: Arena Concept
Post by: Xela on November 02, 2013, 12:56:05 PM
Ideally, different subtypes should have different pics if it's possible (be my guest and find an artist, then they definitely will). But they are still the same type of enemy.

Let's say you fighting in the forest, and the deeper you go, the more higher-level wolves you will find (I guess it should be a part of tile properties).
So there are 1-5 lvl wolves, 5-10 lvl full-grown wolves (with another picture, if possible, and another progression), etc.

As for leveling with the party, it should be a part of endgame dungeons, where you need best items to survive, not just level.

We'll figure it out... one more thing:

Mobs are expected to be facing from right to left, ArenaFighters, characters and random characters from left to right.
Title: Re: Arena Concept
Post by: DarkTl on November 02, 2013, 01:01:29 PM
Same for arena survival ladder btw: the longer you fight, the more mobs level should be. Otherwise at some point you will be able to fight as long as you want = have infinite money/fame.

Mobs are expected to be facing from right to left, ArenaFighters, characters and random characters from left to right.
Yeah, I figured that out when I started to create battle sprites for characters.