Sunday, 15 September 2019

Jesters, statues and making people cry

Well met, fellow e-traveller! Time again for another quick development blog! Here are some new features going into tourney:

Jester

A new member of staff has joined the ranks! The medieval jester is able to entertain your visitors, and they also have a taunt ability to tease and upset knights (or lords and peasants for that matter). You might want to do that if your have scheduled a joust, and want to put off a knight before they face your house knight.

Knight statue

This simulator game will feature a fair few decoration items. This newly implemented decoration is a statue of a knight! Mainly this decoration is to improve the aesthetic of your tourney ground.



Emotion pop ups

To make it more obvious when your medieval guests have reacted to something, or are thinking something, there will be a little pop up that displays the happiness flag that just triggered. They might react physically in some way too. Like with the new medieval jester character - they may applaud or burst into tears in reaction to their antics.



Until next time, simulation fans!

Wednesday, 21 August 2019

Surgeon Tent and Knight Menus

Greetings tourney fans

It's been quite a while since the last update, but things on tourney have been continuing behind the scenes!

Surgeon Tent

There is a new medieval outlet you can build: The surgeon. This is for knights that been in a joust or melee and maybe sustained an injury. Once they are done they can come here to be healed. As it is a medieval setting, some of the practices aren't that refined. Something I hope some of the blood stains capture.



Knight menu bio

The knight menu now features a small bio for them, to add a little fun background to them all. A few of these are pop culture references; or just little funny factoids. What the player will find though is that the “about” information may also have clues about how to really peeve a knight. That way if your champion is up against them you can give them an edge.



All people menus

You can now look at a status bar for all people (visitors to the tourney and medieval knights) to see what they are doing. Quite a standard feature, I suppose in this sort of simulator game.



Also alongside the happiness meter you can see "flags". (Like a moodlet in a well known life simulator by EA). Essentially this is stuff affecting the person's mood. I've had to refresh my memory on how to pixel art, since there are a fair few icons needed...

AOB

Few other fixes & tweaks for tourney. Plenty of work on the jousting mechanics. I want to ensure that it's fun and quite a realistic simulation. For example a knight can now to surrender before starting a joust run. That means instead of charging in to die if they have been hurt, they might surrender. If they do then both knights trot to the end without lowering their lances.

Next up.

Hoping to start work on a very important member of staff you can get in the game. The medieval jester. It'll need a lot of work so I'm starting on some sketches and modelling - before all of the texturing, animations and then implementing them into the game!

Saturday, 15 June 2019

Tents, UI and Objectives

Welcome back, tourney fans! It's been a while since my last post, so here's what's new:

UI

The levels are split into an "invite phase" where you select your house knights and third party guest knights arrive. During this you build whatever you want to start the next phase with: the tournament phase. I've created a clock graphic, to tell how far through the tournament phase you are. The phase lasts a day, from 10 till 10. I've imported it to the game, and got the pause button in the middle working too. The problem was it then made the existing tooltip for selecting your buildings look a little out of place, so I gave that a makeover too

Tents

I have finally completed everything for the accommodation tents (model / tex / engine import etc). The way those work is that you have 2 types of pitches: An empty plot that causes a guest knight from another house to arrive; or a prebuilt tent in your house colours that will then allow you to invite a knight from your house to occupy it.

Objectives

Add a way to start the tournament phase, and add objectives to complete during the tournament phase. There is a basic objective system in place, so you can now play through level 1 and win or lose!

More UI

I made some menus for knights and visitors now so you can click them and see some basic info about them. I need to spend a lot of time creating all the various icons that are needed before the menus are fully finished. I have also added a "house" menu where you choose your champion. I've made a fun system for scheduling a joust, where you can mess around with the order of who knights are fighting against, before it starts. It means the player can give their house knights a more favourable path to the final if they want to. The game phase now represents a day, and the lighting will slowly adjust accordingly.

Tuesday, 26 March 2019

Scenery and a good old hog roast

Quite a lot of progress since the last update here! I decided to move hosting and back again due to being an idiot and that meant I lost a couple of updates. The main 2 thing completed (other than some behind the scenes or UI items) are:

Lots of edge scenery 

It's pretty much completed now for the first level. Here's a nice little boat at a dock in a millpond.



There are a few little hidden items in the surrounding woodland that give what is otherwise essentially just a field, more of a feeling that it is set in a larger world.

A hog roast outlet 

You can now get the visitors to fill their bellies!





Wednesday, 5 September 2018

Tourney: Apothecaries, stands and more

Wow 3 months since the last update? That is pretty dismal. Sorry folks. Well I guess that does mean it's high time that I correct this oversight :)

New tourney buildings!

First off is the simple "peasent" stand. It was on my todo list from the previous post, here is a picture of it in action.

medieval peasents watching a tournament joust from a stand


Visitors will want to spectate on the various tournament events if there is a stand like this to watch from. The stand has one upgrade at the moment - to add a canopy. At some stage weather will become a factor in how much a visitor enjoys watching the event, so this will become important. Even medieval folks didn't like getting wet!

More recently than that I completed a new apothecary outlet. This wheeled wagon will sell all kinds of tinctures and potions which will aid the knights in their bid to win the tourney. Once fully implemented it will be up to the player to kit out their knights with upgrades like this to give them the edge in jousting, melee and archery events. AI characters will also frequent outlets like this, so they are the main way to earn gold.



Apart from that, a fair bit of scenery at the edge of the level 1 tourney ground has been completed. For example a watermill, signs, a road and a selection of trees.

Tourney edge scenery trees

User interface

Not quite as intersting but I've made a lot of custom UI elements. You can see one in the apothecary image above, but also there is a rustic, wooden looking context menu for the buildings, and a leaderboard which remain docked to the view, so if you want you can track the progress of the competitors. I tried to tie everything in with the feel of a medieval tournament, hence the abundant wood.

Tourney medieval tournament simulation game context menu


Well that's a whistlestop tour of the features that have been completed since the last time. Here's what I am targetting next:

  • The remaining level 1 "edge" scenery is going to be rolled out this month: a fence object and some ruins, meaning I can share some close to final looking screenshots.
  • I also want to implement the system by which visitors are happy and sad about things. This will then lead on to making them want to leave, and adding a wagon which brings in new visitors.
  • Finally I might finally have a nice medieval sounding music track that I can reveal a bit of by the next update too.

So again apologies in the lack of updates. I'll adopt a better posting strategy from now on: Make a single post that I share to various outlets, because I am actully posting updates - just indiscriminately. e.g. twitter (at least every few days) a forum devlog that get updated every couple of weeks. Well I should just post that here too!

Friday, 8 June 2018

Tourney: first knights and jousting tilt

Lots to report on the new game since the last post - I write phenominally few blog posts given the amount I'm working on this tournament simulator. As I mentioned before there are 2 places that enjoy far more frequent posts from me those are My Exilian Dev Log and obviously Tusky games on twitter

Anyway in the last post I needed to create a knight model, which I did. Actually I made 2 but the first I hated so started over. So those along with the horse are done:

medieval knights arriving for a tourney

I've also created a tilt barrier and list - which will be one whole building that the player can build. Then went on to build the mechanics for 2 AI knights to Joust against each other. There are also various rules and tactics in place. For example you can attempt to the best speed before each charge. Getting the timing right means tour knight rears up on the horse and goes straight into a gallop. It gives you a huge force boost to the clash.

Horse rearing before a Tourney Joust

There are a few outcomes possible depending on what you target. You can get unhorsed and disarmed so the lance is dropped - negating any damage at all. It was fun testing this out and getting the bots to keep unhorsing eachother!

Knights clash in tourney medieval tournament simulator game
I'll be moving on to setting up some more of the 3d models. One being a tournament stand in which the medieval peasents can spectate on the tourney jousting fun!

Tuesday, 1 May 2018

Tourney: Houses and setting

Good morrow!

Time for an update from the fledgling project! I've fleshed out more of what the mechanics will be, setting, theme and so on. So without further ado:

Theme and Name


The project I am working on is going to be a medieval tournament sim game, which I am going to call "Tourney".

Setting


I have been applying lots of time and thought into establishing the setting for the game. I didn't know whether to make it exist in the real world or a fantasy one. Each has it's benefits. For example if it's complete fantasy then the world can be populated with any monsters, potions or lore I feel like. I decided not to do that since this game will be concerned specifically with the medieval tournament. I felt it would make sense that it existed in the real world a little.
That being said I thought I would cheat a tiny bit, and use a fantasy setting that is thought to be on Earth, such as Avalon or Atlantis. Visitors can then come from real places or made up ones. The player will know that at least to some extent it is not supposed to be completely historically accurate.

Houses


Along with (and completely dependent on) the musings about settings was the consideration about where the tourney visitors would come from. Medieval knights were often affiliated with a house. As a result I decided to come up with 13 playable houses.



Each house is based on or references something in some way. For example some are based on real historical houses. Some are from Arthurian legend and a couple from pop culture. Each house will have a selection of knights you can summon to the tourney, and if you get the reference then you will know who your "star players" will be without having to experiment.

Textures


Now that is done, I need to make 13 varieties of textures for any knight related model (shield / horse / tent / armour) so that they all display the house heraldry. I am hoping that in doing this it will serve the same purpose in the game as it used to on the medieval battlefield, allowing commanders to be easily recognised amongst large armies.

Exilian


I have also got a dev log thread over here on the Exilian forums, so if you'd like to comment or ask questions about this then please head over there and get involved. You'll also find a wealth of other creative game / art / writing content there so feel free to just go have a bit of a browse!

Anyway that's all for now. I'll cover a specific knight I've completed in more detail in a post next week.