Blengband - 3D angband in development

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  • Derakon
    Prophet
    • Dec 2009
    • 8820

    #46
    Hey, nice work! You certainly know your sculpture mode. Gonna be interesting to see how you get the polycount down on those.

    As for keeping the project in short-term memory, I highly recommend documentation and clean design. It'll be a big help for remembering where everything goes. That, and source control, of course.

    Comment

    • Malice
      Rookie
      • May 2009
      • 5

      #47
      I just happened by this thread and thought I'd add a comment. The work you've done so far looks great and, like many others, I can't wait for it to be playable.

      Comment

      • jplur
        Scout
        • Oct 2009
        • 31

        #48
        @Malice, thanks for the encouragement. I missed my target for having a demo ready this month but lets hope for march.

        I've finished the orc. Took quite some time but I enjoyed it.

        orc high/low

        final orc

        Experimenting with using flocking for the enemies. The way i figure it I can use a stack of vector operations to handle all my ai movement conditions

        flocking (at least the seperation part)
        vector to target (player or opposite player if scared)
        random adjustment based on confusion input

        I guess the downside is that the ai code becomes non linear.

        I'm open to any ideas. At the moment, monsters in the game simply move towards the player. Surprisingly, they do a pretty good job of getting through hallways.

        Comment

        • kurie
          Scout
          • Feb 2010
          • 39

          #49
          This looks really amazing! My one concern is that I thought you had mentined that this game was in real time. Please correct me if I'm wrong.

          To me, one of the things that makes Angband fun, is the ability to formulate a strategy, and take stock of everything around you. If you have monsters coming at you in real time, it becomes less Angband, and more like the Elder Scrolls meets Diablo.

          Comment

          • jplur
            Scout
            • Oct 2009
            • 31

            #50
            Originally posted by kurie
            This looks really amazing! My one concern is that I thought you had mentined that this game was in real time. Please correct me if I'm wrong.

            To me, one of the things that makes Angband fun, is the ability to formulate a strategy, and take stock of everything around you. If you have monsters coming at you in real time, it becomes less Angband, and more like the Elder Scrolls meets Diablo.
            Well yes, your right. Blengband is realtime, so for a purist it couldn't be called a roguelike. Since I'm using the angband raws (and attempting to emulate any relevant code), I have no problem calling it '3D angband'

            I'm still a ways away from any sort of playable game, so it will be interesting to see how the real time affects gameplay (I would imagine it makes it much harder). Several years ago there was an angband mud. It was pretty true to angband, but realtime. It was really a lot of fun but I do remember how hectic things could get.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 4916

              #51
              Originally posted by jplur
              Several years ago there was an angband mud. It was pretty true to angband, but realtime. It was really a lot of fun but I do remember how hectic things could get.
              Mangband? That's still going strong.
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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              • jplur
                Scout
                • Oct 2009
                • 31

                #52
                Originally posted by Magnate
                Mangband? That's still going strong.

                It was a modified diku mud, it had accurate random dungeons and everything.

                The old site was pitsofangband.com , you can still poke around using web.archive.org

                Comment

                • Outcast Orange
                  Rookie
                  • Mar 2010
                  • 1

                  #53
                  This looks great!

                  I didn't know you were still working on this.
                  BTW, I got your email.
                  I'll see you around the usual hangout.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 8820

                    #54
                    I can't help but think that the above post is spam...

                    Comment

                    • jplur
                      Scout
                      • Oct 2009
                      • 31

                      #55
                      Heh, it does look like spam, but Orange is one of my favorite developers when it comes to tile based 3D; http://www.outcastorange.blogspot.com/

                      Sorry for the lack up updates, I have quite a few new monsters finished, but nothing much with the code. Spring is here and I'm preserving my sanity with outdoor activities, but I will try to set up some screenshots soon.

                      Comment

                      • jplur
                        Scout
                        • Oct 2009
                        • 31

                        #56
                        After an extended break, this project is back in action.

                        I've spent the last week working on the Naga model;

                        Youtube video

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6697

                          #57
                          Way, way cool.
                          One minor note about nagas, at least in V:
                          Code:
                          F:FEMALE

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 8820

                            #58
                            Are you implying that the naga should have breasts?

                            Comment

                            • thapper
                              Adept
                              • Aug 2008
                              • 165

                              #59
                              Originally posted by Derakon
                              Are you implying that the naga should have breasts?
                              I guess that depends on how you define "female/woman torso" in the naga description

                              The Green naga (Green 'n')
                              === Num:78 Lev:5 Rar:1 Spd:+0 Hp:41 Ac:40 Exp:30
                              A large green serpent with a female's torso...

                              The Red naga (Red 'n')
                              === Num:102 Lev:7 Rar:2 Spd:+0 Hp:50 Ac:40 Exp:40
                              A large red snake with a woman's torso...

                              Comment

                              • Hariolor
                                Swordsman
                                • Sep 2008
                                • 289

                                #60
                                I think the creature in traditional folklore has an explicitly human female body and head, often with several arms...

                                The model is still pretty sweet though...keep up the good work!

                                Comment

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