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Re: Porting ToME2 to the T4 engine

Posted: Sat Jun 29, 2013 1:00 am
by Zizzo
darkgod wrote:Dropping anywhere in the wild is easy, it's kidna like T4 ambush but you can choose to enter.
As for sides matching other sides, implementation detail, IMO you should do that when the whole rest of the game works. This is utterly non important :)
At the moment, I'm thinking the entire world map ranks about there...
darkgod wrote:UI is *hugely important*, we are in 2013, UIs from the 80ies just wont cut it ;)
Any thoughts on my UI question above, then? :wink:
rexorcorum wrote:On a different note, this most probably will drag the whole UI look question in, but ... one issue at a time :)
Pfft, no worries, the current UI is a cobbled-together mess anyway.
rexorcorum wrote:
Zizzo wrote:I had considered that possibility, but I wasn't sure how kosher it would be.
Not much I guess - they have this distinct look with ovals, gradients and vector-y stuff, shouting "modern" and we're considering ToME Classic here, for crying out loud! 8)
...I was more concerned about license issues, actually.
rexorcorum wrote:
Zizzo wrote:Oh dear. Is this something I don't want to get in the middle of? :mrgreen:
No worries, we're just messing with each other (and I have this pesky habit of constantly jumping between the Main Quest and various sidequests...) ;)
Cool. To address your earlier request, then:
rexorcorum wrote:give me a small sample of skills (ToME2 was long time ago and don't remember them much) and within a week I'll come up with something to show.
Hmm, let's see, I guess Beornings' Bear Form talent would be the most obvious. Possessors, apart from any talents from their possessed body, have two main talents: Deincarnate, to leave your current body, and Possess Body, to enter a new body (T2 uses a single power for these, but I think they work better as separate talents). And I think I'm going to make Change Melee Style into a talent, conferred by the Barehand-combat and Bearform-combat skills.

And if we're starting to talk about contributions now, is there an easy way to add an Acknowledgements screen of some sort to a module?

Re: Porting ToME2 to the T4 engine

Posted: Sat Jun 29, 2013 6:58 pm
by darkgod
What question ? about 'q'uaff & such? Go for unified IMO

Re: Porting ToME2 to the T4 engine

Posted: Sun Jun 30, 2013 8:20 pm
by rexorcorum
Zizzo wrote:...I was more concerned about license issues, actually.
No worries in this regard, the icon pack is free to use (licensed under CC-BY 3.0) - can be found here; and here is a continuing development branch.

So, my icons To-do list looks like that:
  • Beornings' Bear Form
  • Possessors: Deincarnate
  • Possessors: Possess Body
  • Barehand-combat
  • Bearform-combat skills
As promised, within a week's time I'll have something to show.

Cheers!

Re: Porting ToME2 to the T4 engine

Posted: Sun Jun 30, 2013 10:53 pm
by Zizzo
rexorcorum wrote:
  • Barehand-combat
  • Bearform-combat skills
Ah, sorry, apparently I was unclear. The icon I meant here is for the Change Melee Style talent, which the character uses to switch between Weapon combat, Barehand combat or Bearform combat, depending on which you have available. The talent is just conferred by the Barehand-combat and Bearform-combat skills because those are the only way for the character to get access to any melee style other than Weapon combat. We Apologize for the Confusion.(TM)

Re: Porting ToME2 to the T4 engine

Posted: Mon Jul 01, 2013 12:22 am
by madmonk
Good to see some progress!

Just one thought for you... You are the person doing all the hard work, so you say what goes! :mrgreen:

The only thought I have (I normally have a very empty head :lol: ) is that if it makes it simpler to implement than what you currently have then consider it (but remember rule 1)

And yeah, I'll join the fan club, looking forward to this! :D 8)

Re: Porting ToME2 to the T4 engine

Posted: Mon Jul 01, 2013 5:21 am
by rexorcorum
Zizzo wrote:
rexorcorum wrote:
  • Barehand-combat
  • Bearform-combat skills
Ah, sorry, apparently I was unclear. The icon I meant here is for the Change Melee Style talent, which the character uses to switch between Weapon combat, Barehand combat or Bearform combat, depending on which you have available. The talent is just conferred by the Barehand-combat and Bearform-combat skills because those are the only way for the character to get access to any melee style other than Weapon combat. We Apologize for the Confusion.(TM)
Aha! My bad for not remembering (and starting doing this, I really should refresh my memory on T2). So, to be precise, one icon is needed with variantions:
  • Change Melee Style between Weapon combat, Barehand combat and Bearform-combat
  • Change Melee Style between Weapon combat and Barehand combat
Of course I can make only one icon with the three options visible for covering all bases.

Cheers!

Re: Porting ToME2 to the T4 engine

Posted: Mon Jul 01, 2013 5:29 am
by Crim, The Red Thunder
IF your logic is a different icon based on different combinations available, you forgot melee combat and bearform combat. But I'd lay money on a talent for 'change attack style' that represents the 3 possibilities. Up to Zizzo of course, but that's how it worked before, and it never seemed clunky enough to need a change.

Re: Porting ToME2 to the T4 engine

Posted: Mon Jul 01, 2013 5:41 am
by rexorcorum
Crim, The Red Thunder wrote:IF your logic is a different icon based on different combinations available, you forgot melee combat and bearform combat.
Thought so myself, but decided to leave it out of the list ;)
Will try the tripartite icon first and we'll see.

Cheers!

Re: Porting ToME2 to the T4 engine

Posted: Tue Jul 09, 2013 4:07 am
by rexorcorum
Didn't manage to squeeze enough time to properly finish the icon ideas (and I don't want to post half-baked and untested ones). This week will be far more relaxed and thus perfect for some *iconization*. Sorry for the delay.

Re: Porting ToME2 to the T4 engine

Posted: Fri Jul 19, 2013 11:09 pm
by rexorcorum
Ok, here is the first batch of visuals. The art direction that I was aiming at is a blending of the spell and skill icons in games as Baldur's Gate I / II, Diablo I / II, Heroes of Might and Magic III.

Backgrounds:
Image
Scroll and 3 variations of stony tablets

Bearform:

~ Male: Inactive | Active | Bear form | Human Form ~
~ Female: Inactive | Active | Bear form | Human Form ~

  • Scroll:
Image
  • Stone I:
Image
  • Stone II:
Image
  • Stone III:
Image

The other ones are sketched and need colouring and processing, eta: next weekend most probably 8)
What do you think? Any comments, suggestions, critiques, etc. are most welcome :)

Re: Porting ToME2 to the T4 engine

Posted: Mon Jul 22, 2013 8:49 am
by madmonk
rexorcorum wrote: ~ Male: Inactive | Active | Bear form | Human Form ~
~ Female: Inactive | Active | Bear form | Human Form ~

  • Scroll:
Image
  • Stone I:
Image
  • Stone II:
Image
  • Stone III:
Image
Awesome stuff...

My only thought was that the active bear/male combo was very brown! You might want to consider a slightly different color :mrgreen:

Re: Porting ToME2 to the T4 engine

Posted: Mon Jul 22, 2013 10:08 am
by rexorcorum
madmonk wrote:Awesome stuff...
Thanks! 8)
madmonk wrote:My only thought was that the active bear/male combo was very brown! You might want to consider a slightly different color :mrgreen:
Fair enough, a greener garb will do the trick, I guess :)

Re: Porting ToME2 to the T4 engine

Posted: Mon Jul 29, 2013 12:17 pm
by rexorcorum
Update with Jon's colour change suggestion:
  • Scroll:
Image
Image
  • Stone I:
Image
Image
  • Stone II:
Image
Image
  • Stone III:
Image
Image

Re: Porting ToME2 to the T4 engine

Posted: Tue Jul 30, 2013 2:53 am
by Zizzo
Oh, my. Those are impressive. I'll have to check the UI code to see if it supports showing different icons for a talent based on various game states (I assume that was where you were going with the different variants?).

Re: Porting ToME2 to the T4 engine

Posted: Tue Jul 30, 2013 3:12 am
by rexorcorum
Thanks!

Well, actually I was experimenting with the design, so it's not necessary to use them all. If the code does not support multiple icons, the next will be presented as single variants. Next one coming is the barehand/weapon/bearform combat.

EDIT: When thinking of it, the last 2 columns (Bearform Active / Humanform Active) are more of status display icons and the first 2 - proper "button" skill icons - first inactive (n/a; on cd, etc.), second - active and ready to use