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# battlecry
  • d

    Diahborne

    01/24/2023, 8:37 AM
    Nope
  • l

    lenscas

    01/24/2023, 8:37 AM
    maybe inform them then 😅
  • l

    lenscas

    01/24/2023, 8:37 AM
    or help them out with those features
  • d

    Diahborne

    01/24/2023, 8:37 AM
    Sure
  • r

    rafaelcastrocouto

    01/24/2023, 2:44 PM
    we use godot to create our maps ... you can edit them with the user interface. not sure if we are going to make any kind of extra editor program for that purpose. plz tell me if it lacks something you need, we can build godot plugin tools like we did to mirror our tiles. same goes for unit creation. mouse drag rectangular multiple unit selection is also not in the current scope. I imagine that we are going to have it at some point but we could also have predetermined group selection. we can try to build it together, it's not that hard. you just need a rectangular shape and we already have most of the functions for the collision check.
  • r

    rafaelcastrocouto

    01/24/2023, 2:48 PM
    i'm getting a lot done (despite it not showing up too much cuz it's structural rework for the slicing stuff) but I'll try my best to work on this selection thing since it's pretty quick to implement
  • b

    bobit

    02/09/2023, 11:59 PM
    Since you consider rectangular select out of scope, do you consider this to be a generic RTS engine or more of a make-games-in-our-particular-subgenre engine?
  • r

    rafaelcastrocouto

    02/10/2023, 1:07 AM
    crafty will be the generic RTS engine ... it is result of shotcaller and battlecry development. the idea is to build modules/systems/tools/libs for specific cases in those games and them push them up some levels of abstraction. so as a result we will have several reps that can be used easily for game creators (pretty much the same way godot presents several simple examples on the project manager screen)
  • b

    bobit

    02/10/2023, 3:40 AM
    Hm, what's the difference between the 3?
  • r

    rafaelcastrocouto

    02/10/2023, 12:29 PM
    no it's not, crafty will be our colletion of game toolkits for RTS and alike games, the two main classes will be the Unit and Map classes , they should be optimized for customization/extension. other classes/kits will include: units optimized collision (quadtrees), jpf pathfinder (more path algorithms in the future), minimap system with custom symbols, fog of war and shadows, goal oriented AI (goap), weapon/projectiles system, level/attribute/modifiers system, several skills with animated FX for reference, basic UI scheme, etc.
  • d

    Diahborne

    03/08/2023, 10:48 PM
    So do you guys want a update from me about the state of highborne battlecry?
  • d

    Diahborne

    03/08/2023, 11:03 PM
    Ah okay I put the godot version of highborne on hold because there is going to be the crafty rts tools. Problem is that I have to wait for a while for crafty to have all of their tools. Also battlecry project seem to not be appealing as people don't want a RPG/RTS. Maybe a regular RTS with few rpg elements would work better. Then trying to combine the two genres together. So I started a new project in Unity and hope it get more appeal. The new project is called highborne conquest.
  • e

    erlend

    03/09/2023, 6:49 AM
    Cool. Are you working with anyone else or are you figuring out unity on your own? Visual scripting?
  • d

    Diahborne

    03/09/2023, 7:44 AM
    I am working with a guy named Buluquella, who works on the new project in his spare time. Also I don't know unity visual scripting that well.
  • e

    erlend

    03/09/2023, 1:31 PM
    So buluquella is coding it? C#?
  • e

    erlend

    03/09/2023, 1:33 PM
    Are you still gonna make it as a 2.5D game and use the extended Shotcaller art assets? I think that’s still a smart move, since it makes the game more Engine-agnostic for the future.
  • d

    Diahborne

    03/09/2023, 3:04 PM
    Yeah he coding it in C#. But for the shotcaller art assets, we won't be using them. Instead we are using the rimworld art assets that I was working on for the new project.
  • e

    erlend

    03/09/2023, 3:04 PM
    oh right 👌
  • c

    Chappie

    03/10/2023, 11:50 AM
    Just want to know what's happening here. So basically Diahborne was using battlecry for his own game? Highborn Battlecry?
  • d

    Diahborne

    03/10/2023, 1:37 PM
    Yeah I wanted to make a spiritual successor to Warlords Battlecry.
  • d

    Diahborne

    03/10/2023, 1:38 PM
    That's the gist.
  • c

    Chappie

    03/10/2023, 2:24 PM
    Aaah okay, so is it like essentially the same gameplay or sth?
  • d

    Diahborne

    03/10/2023, 3:17 PM
    Essentially yes, but I was hoping to make different in the final version.
  • b

    bobit

    03/22/2023, 5:03 PM
    Buluquella left. I have done the most programming for Diah on-and-off for years. I think our biggest need is a game designer that can make something out of his art.
  • c

    Chappie

    03/23/2023, 12:04 PM
    Hey bobit, and Diahborne. You guys seem to be quite serious about game making
  • d

    Diahborne

    03/23/2023, 6:28 PM
    Yes we are serious about game development. Well I am at least.
  • c

    Chappie

    03/24/2023, 1:01 AM
    Buluquella not so much, sad that you guys didn't make the game. There was the whole switcheroo aswell from highborne battle cry to conquest
  • c

    Chappie

    03/24/2023, 1:02 AM
    What's gonna happen to both sequels?
  • c

    Chappie

    03/24/2023, 1:20 AM
    Imo, I think Diahs art feels a bit, concept-y. If there is a style and an artist, that can do that style. Making game assets out of all the concepts could be very rewarding, since diahs been very active in concept and writing (i assume) there is so much concept to make into polished game art, and thats always great to start with. whether it's 2D pixel art, vector art, 3D high definition, 3D low poly. regarding animation, Spine based 2D or frame by frame, or IK 3D
  • b

    bobit

    03/24/2023, 1:23 AM
    Agreed