My dream for entering stations / cities

nozmajner
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Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: My dream for entering stations / cities

Post by nozmajner »

I'll include these, so I won't forget about them. I made them a couple of years ago while talking about this concept and I played around with tiled.
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FluffyFreak
Posts: 1342
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
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Re: My dream for entering stations / cities

Post by FluffyFreak »

I started porting my isometric viewer from SFML to SDL2 last night.
Got a fair bit done but it'll have to wait until the weekend now.

When it's done I'll write up some info on how it works and try to simplify some of the code as I go.
FluffyFreak
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Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
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Re: My dream for entering stations / cities

Post by FluffyFreak »

https://assetforge.io/

Interesting tool for generating assets

EDIT: Also worth looking at his free assets too https://www.kenney.nl/assets
impaktor
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Joined: Fri Dec 20, 2013 9:54 am
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Re: My dream for entering stations / cities

Post by impaktor »

I've been doing some reading recently, for instance this four part history of RPGs was interesing to me, so I'm dropping it here for reference:
https://web.archive.org/web/20200730195 ... y-of-rpgs/

So I'm back to thinking how to make person-to-person combat best into pioneer. Many games seem to use Advanced Dungeons & Dragons 2nd edition rule set, but my understanding is this is designed for "high fantasy" whith a hero that can withstand a lot of beating. GURPS (e.g. 3rd or 4th edition) has a more detailed system that allows for targeting body parts, instead of just grinding down hitpoints. I'm continuing reading up on this field.
impaktor
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Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
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Re: My dream for entering stations / cities

Post by impaktor »

This February I did some work on this, I've made a "dev diary" showcasing my progress, and demonstrating some plans:
https://www.youtube.com/watch?v=0wD5r37qnwQ

For clarity: the outdoor maps in the end are more because I couldn't find any indoor tile sets that looked nice.
I imagine we could have maps of internal ships and internal of stations, and these would follow the contour of the 3D model.
Anyway, I got a lot further than I had though in shorter time than expected, once I finaly sat down and started working on this. I've learned a lot, both in getting back into C++, and also general SDL stuff.
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