Basically like you can choose where on the hand the weapon goes as well as add a bone to the weapon for collision or whatever...
and then weapon specific animations.. my animator's mega pro or something.. wants to make diffrent run/walk animations for each weapon type.
Well im really baked atm but maybe later I'll come post more about what were working on using your great engine. We lack a real programmer (im like a self taught and really bad programmer). However, we have some awesome artists from some pretty big name studio's. Can't name anyone for reasons lol.
Well anyways I guess we could add this ourself but I think this would be a universally usable feature.
Man you trying being a business owner, university student and part time game designer.
Actually I can't say anything bad about smoking weed anymore. My IQ test scored 8 points higher while stoned out of my mind.
Math skills.... well that didn't go so well.
Working with netgore over the last few weeks has reminded me of one thing though. While I may have taken some programming classes and read a book or two.. nothing compares to real experience and I design as my job.
Basically I realized im a really bad programmer and should probably hire someone else to work on the code. Then again I should probably wait till the engine itself is closer to a final version before I even work on it anymore. (Since I don't have the time to poorly code stuff myself and deal with new releases changing stuff I already changed or whatever...)
I'm in the same boat as you. I was a CS major for two years, and then realized I'm not all that great at it. Conceptually, I think programming is really cool, and I think I have a decent grasp of what is feasible in a general sense (vs. having unrealistic expectations on what you can get a program to do). That being said, I will likely look to hire someone to program the features and adjustments that I want, rather than try to fumble around with the code with my no-so-mad programming skillz.
Unfortunately, most people are doing the same. As a result, bugs take longer to find and be fixed, and I get less help developing. While I would recommend to wait off on doing any major changes, most of the game-related aspects of the engine that are in there are quite finished. This includes skills, equipment, items, etc. Holding off completely until the engine is farther just means it'll take longer for your game to be ready. If you can, I suggest you work on your game's content first. Decide how the gameplay will work, what skills there will be, locations, items, classes, monsters, unique aspects to your game, etc. If you do this thoroughly, it'll take you at least a week to get the basics down. From there, you can start coming up with content for farther along in the game, work on art/music/mapping, etc. If there is something you want but the engine doesn't support by default (e.g. certain kinds of entities like moving platforms, dynamic music, ...), you can just hold off on adding it and put it in later.
There is easily at least a months worth of work you can do on your game before even touching the code. And you can build a huge portion of your game with just very, very basic code modifications. So might as well get a head start! ![]()
My Team is getting the Server setup for topdown and when the AI is ready (monsters still run wierd and have no character collision)
we want to test out party, guild, chat functions a lot, while altering some engine features.
Our Skill, Crafting, Battle System and stuff like that will be added later.
It's just a time issue for me. I mess with the client sometimes. But I am really bad at doing QA. Kinda like you want a decent programmer finding your bugs.
If I submit bugs your just going to get "game crash's when I do X". A decent programmer could probably tell you why it crashed.
As long as I can replicate it, that is all that matters.
yeah, some better programmers also have problems with netgores overall structure in the beginning.
you (and I) will get the hang of it over time ![]()
All the stuff to do it is already there in the engine. Don't think I am going to add it to the engine by default. If you want a weapon, all you have to do is add an extra joint onto the character skeletons for their hand to represent the direction the weapon will be facing. If you want multiple weapons, just use the joint modifiers (see how punching works).