Initially a fork of 0AD, the realtime strategy game targetting city phases and fun play, it combines RPG and co-op features with RTS. It simulates world history starting at 200 000 B.C.E. and features realism like flow of time, lively atmosphere, civilization merging and foundation, day night cycles, seasons and an elaborated tech, commander system as well as a hybrid AI for RTS-RPG style game play (coop, p2AI, AI2AI, p2p). Travelling time may give rise to questions about the circles the world seems to be caught in, e.g. conflicts, misunderstandings and group, personal interests to the disadvantage of the beauty of the world and nature.

Report RSS Development Report: Inventory System #1

Once told an inventory/item system with animation compatibility (exchange weapons, shields and more on the fly) to be impossible, now here is the proof of the contrary. Tribute to my friends that are all that matters to me.

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Once told an inventory/item system with animation compatibility (exchange weapons, shields and more on the fly) to be impossible, now here is the proof of the contrary. Tribute to my friends that are all that matters to me.

About impossible:

  • Inventory system after graphics rewrite: RPG RTSAllow entities to be stacked ontop each other dynamically and predefined.
  • Stacked entities can add to existing prop points.
  • They can also replace the purely visual props entirely and take their place.
  • Active Items can change the simulation stats, e.g. give attack or magic capabilities boni or protect the wearer from damage.
  • Animation per item can differ from its parent, e.g. you could have the unit's arms to move depending on the weapon that is attached instead of inheriting the parent animation.
  • Units can bear different items in the backpack (only strength, weight, volume are the limits) and can decide to use certain items of their inventory.
  • A GUI for attaching/handling active items has yet to be written, a draft is in the works.

View impossible:

Here the video to show that 'impossible' is not really an option, no matter how difficult, nothing is impossible. Didn't Ancient philosophers figure the same? ok, whew, enjoy:


Upcoming:

Further improving the inventory and stackable entity systems. Getting into the rendering to warmup for finally adding seasons.
Mounted knight featuring Animation Rework #1 (animation rewrite + reversable animations) and #2 (transition animations) is still in the works and might take some more time.

Comments
radagastearendil Author
radagastearendil

GUI still in the works. It might get epic and further increase our efficiency. Surely the GUI will be dynamic and also useful for the trigger rewrite. This as a small intermezzo status report to keep you informed.

Reply Good karma+1 vote
radagastearendil Author
radagastearendil

For your information, this all is multiplayer compatible.

Reply Good karma+1 vote
Skhorn
Skhorn

Amazing, teach me(?) I want to add those bagpipers!

Reply Good karma Bad karma+1 vote
radagastearendil Author
radagastearendil

Comrade, I'm not good enough to teach you - the master of bagpipers. Currently having severe render issues with the new PortraitRenderer, holy cow - need to make it as efficient as possible.

Reply Good karma+1 vote
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0BC Time Machine
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Magic Philosophers
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Pyrogenesis
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