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ChiaPet

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  1. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I've spent the week refactoring and cut back at least a hundred lines of code. Databases are now set up so that they can link to one another. I'm going to spend the next day or two working on another UFPS action.
    @Duffer123, Affixes will effect core value by adding on to them in a simple manor. So if we have a sword with rarity 5 and an affix called fire with rarity 26, the resulting rarity will be 31. For picking the names, I'd probably add a drop down by each affix and let the player choose "show as prefix", "show as suffix", "don't show", and then show them in the order they were entered in the database. To avoid incompatible affixes, a solution would be to first select the affix group to work with. An affix group contains affixes that can be used together. I agree that it's important that the affixes should add text to the core description. The pieces are falling into place.
  2. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    Awesome. Yeah, I'm worried about unwieldy, or just plain dumb-sounding names if all of the affix names get attached.
  3. Haha
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    Ooh, Duffer brings up a good point about handlingrequirements to use or equip an item. #scopecreep  
  4. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    Awesome. Yeah, I'm worried about unwieldy, or just plain dumb-sounding names if all of the affix names get attached.
  5. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    At this point, I’m not going to have affixes auto change the name of an item. I was, but the names could get very very long. So instead, the developer will need to follow a naming convention of choice when creating items. If I re-add the ability to generate random items, I’ll need to take another look at auto adding affixes specifically for those items.
  6. Like
    ChiaPet got a reaction from Amaranth in Ant's Journal   
    Yup, I figured an RMDB approach would be the easiest/best way to keep all of these cascading steps from being error prone. Define your character attributes first, create item properties that are bound to that list of defined attributes, etc. Glad you are taking the time to experiment and think things through!
  7. Like
    ChiaPet got a reaction from Amaranth in Ant's Journal   
    They are essentially referring to the modifier type with respect to where the modifier name is displayed, relative to the base item name. For example, if you have a Sword with the prefix modifier "Amazing" and the suffix modifier "Strength" both attached to it, the item's compound name would be "Amazing Sword of Strength." 
    For @Ant, would it be too much to ask that changes to the display name be optional when affixes are attached? Please and thank you.
  8. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Are you guys familiar with relational and non-relational databases? A HeroObject has a non-relational database attached to it. It’s hierarchical. Instead of adding new levels to this hierarchy, I’m going to use a relational database structure to connect the non-relational databases. So, a group of fields in the affixes database will actually exist in another database called attributes. The attributes database will be linked to both the affixes and items databases. I’m going to test this tonight, but it should work.
    @Duffer123, affix type will determine what type of affix we are creating. If an item can have an affix attached to it, you can select the affix type. This will generate a list of affixes of that type. This currated list will appear in a drop-down list in the Items database. The details are still vague until I get affixes properly connected to items. The final structure will also be used for sockets and their attachments. You will get to add your own affix and socket types.
  9. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Glad to see you back, @AK-i. Hope the new job is a good one. 
    I've created the Currency Type database. The first value in the list is your primary currency. Here is how you can assign currency to an affix:

    As some of you have mentioned, values assigned to affixes will also need to be available to items directly. I've been thinking about how to solve this problem and I think the answer is to modify HeroKit so that you can have properties under properties. I'm going to explore this issue over the weekend. @Zebbi, I also need to create another UFPS action, so that will be coming soon.
  10. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    I'll get to the more complex stats soon. Right now I'll continue to clean up current fields. Tonight I created a separate database for Meters. Meters are stats like Health, Mana, Exp. Meters can have a base, current, and max value.

    Next on the agenda: Database for currency so you can change which currency (or currencies) to assign to an affix.
    @Duffer123 will meters work for your vitals?
    Next on the short list: elements (needed for resistances). 
  11. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    To add to Duffer's suggestion, in general, I would prefer a framework within HeroKit that allows me to define item modifiers in a more freeform manner, rather than having a bunch of pre-defined ones that may or may not be applicable to the game I'm developing. I recognize that by giving more freedom, there are more guard rails that may need to be imposed with respect to the procedural order of implementing these effects. But the tradeoff to me is more than worth it. 
  12. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Guys, I've move stats into their own database. So now you don't have to have attack, physical defense, etc. You can have whatever you want. And you can add up to 20 of them. Check out how you can now add them in the Affix Database:

    Did you want to include Health and Mana as stats?
  13. Like
    ChiaPet got a reaction from Duffer123 in Ant's Journal   
    To add to Duffer's suggestion, in general, I would prefer a framework within HeroKit that allows me to define item modifiers in a more freeform manner, rather than having a bunch of pre-defined ones that may or may not be applicable to the game I'm developing. I recognize that by giving more freedom, there are more guard rails that may need to be imposed with respect to the procedural order of implementing these effects. But the tradeoff to me is more than worth it. 
  14. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    I'll try...
    So allowing the user to define their own stats, attributes, points, class ranks, skills, abilities, whatever in the appropriate database(s) and then allowing them to say what and how many stats of whatever type are effected and however by the item, the affix, the socket... ?
  15. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    It's coming along nicely. 
    Some further observations...
    - you probably need to be less prescriptive with items and affixes re how they effect stats, attributes, skills, resistances etc so user can select all this. ie. don't force user to adhere to your structures and named stats
    - with affixes in general, I like the idea of just 6 in general.
    - it would be good though to allow for their placement around the item ie. Before or after it and where in naming.
    - ability to add logic to avoid seemingly conflicting affixes on an item.
    - loot table weighting and rarity and perhaps value and how affixes affect this perhaps simply as stats effected.
    - Hero Actions to create items with loot-weighted affixes in runtime.
  16. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    @ChiaPet Here is a quick run through of your questions:
    Custom attributes: yes, this is something that needs to be added. Yes and this is VERY important. I will also be creating custom actions specifically for this system. @Duffer123 I've created a new database for Affix Types. You can now create specific affix types and assign these to affixes. I've also spent some time studying the Diablo 3 affix system.

    I'm getting rid of prefix and suffix (for now) and just allowing you to attach up to 6 affixes to an item. You will note below that you can't select an affix type yet, but this will change (I ran out of time tonight). Tomorrow, I'm going to update the database for Items so that you first select an affix type and then an affix that belongs to this type. Socket types will follow. The items database canvas layout looks a bit cluttered to me, so I'm also going to think about an easier to way to layout the fields. Maybe make sections collapsable, use stronger colors, etc.

     
  17. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Finished up for the night. Compound Items now work with affixes, prefixes, sockets in the Items Database. I'm also unlocking this thread if you want to add comments.

  18. Like
    ChiaPet reacted to Duffer123 in Ant's Journal   
    @Ant,
    Looking good. 
    A couple of thoughts:
    - isn't Demonic, in example above, a prefix, and Death a suffix?
    - any chance of more than one prefix(es) and/or Suffixes ie. Demonic Dark Mortuum Sword of Death and of Night?
    - also, what about item rarity, renown etc?
    - item material as optional additional prefix ie. Iron, silver, steel, mithril, wood, glass?
    - can you create background logic to prevent contradictory or seemingly conflicting prefixes, Suffixes and/or affixes?
    - different types of sockets on an item? ie. Orbs, runes, etc?  Limits to number of sockets on item?
    - how will this work with loot tables and loot weighting?
    - saving of both core items and customised items at run time?
    - databases of prefixes, affixes and suffixes? Socket items as item type?
  19. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Here is a screenshot of the new Modifier Database. You can use a modifier as an affix or prefix. Affixes and prefixes can be attached to an item. Everyone who is interested in this feature, we will need to have a roundtable soon to discuss which fields you need for your games. I have added the fields I need for my games as a starting point.

    Today I'll be hooking up the modifier database to the items database so that you can build compound items. Once this is done, I need to add a States Database and an Elements Database. States will include things like Poisoned, Blinded, Silenced, etc. Elements Database will include things like Holy, Evil, Undead, Fire, Ice, etc.
  20. Like
    ChiaPet reacted to Amaranth in Item Database - thoughts   
    FYI that I'm working on this now.
  21. Like
    ChiaPet reacted to Amaranth in Roadmap   
    1.07 is live on the asset store. This was a maintenance release. 
    Release Candidate 1.07 Change List
    Finalized and cleaned up 2D support. HeroKit is now fully functional for 2D games. What's next? I'm building an RPG editor that plugs into HeroKit and building custom actions for UFPS and Opsive's 3rd person controller.
  22. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Things have been a bit slow with the holidays, but I'm more than ready to get back to work. I've cleared my desk of 2D projects with the submission of HeroKit 1.07 to the asset store and the installment of this tutorial: 
    Now that 2D is finished, all of my focus is on RPG Creator and whipping out a few custom actions for UFPS and possibly Third Person Controller. Add/Update Color actions will also be added to to HeroKit core, but I'm waiting to implement this because there are likely many places Update Color can be applied and I'm making a list. 
  23. Like
    ChiaPet reacted to Amaranth in Third Person Controller (Opsive) - Compatibility?   
    I will get back to you soon on this. 
  24. Like
    ChiaPet got a reaction from Amaranth in Item Database - thoughts   
    I hope it's okay to tack onto this thread, as opposed to creating a new one, since this is also about items implementation. Happy to make a new thread, if that's better. 
    I was wondering how affixes/suffixes/sockets will work in practice. For equipment (weapons, armor, accessories), these item properties generally represent passive, persistent effects on a character while the item is equipped. In HeroKit, will we be defining these properties somewhere else in the editor, then select from the defined properties when we populate the item database? 
    I can see this getting to be a rather complex problem to tackle. We'd need to define hero object properties/attributes first (e.g., strength, HP, armor rating), then item properties where there are calculations against those attributes (e.g., +4% HP, +5 strength), then the items for which we'd select the relevant properties. 
    Then what about assigning/changing item properties at runtime? Something like a crafting system feature where you consume an item that then adds a property to an object (like a weapon upgrade). 
    Also, how about stacking item properties of the same type? Additive? Multiplicative? Can we decide which? Can it be on a per property basis? 
    Sorry, my mind is going in all different directions... 
  25. Like
    ChiaPet got a reaction from Amaranth in Item Database - thoughts   
    I hope it's okay to tack onto this thread, as opposed to creating a new one, since this is also about items implementation. Happy to make a new thread, if that's better. 
    I was wondering how affixes/suffixes/sockets will work in practice. For equipment (weapons, armor, accessories), these item properties generally represent passive, persistent effects on a character while the item is equipped. In HeroKit, will we be defining these properties somewhere else in the editor, then select from the defined properties when we populate the item database? 
    I can see this getting to be a rather complex problem to tackle. We'd need to define hero object properties/attributes first (e.g., strength, HP, armor rating), then item properties where there are calculations against those attributes (e.g., +4% HP, +5 strength), then the items for which we'd select the relevant properties. 
    Then what about assigning/changing item properties at runtime? Something like a crafting system feature where you consume an item that then adds a property to an object (like a weapon upgrade). 
    Also, how about stacking item properties of the same type? Additive? Multiplicative? Can we decide which? Can it be on a per property basis? 
    Sorry, my mind is going in all different directions... 
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