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Character Attribute Files #21

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DarthBurrit0 opened this issue Mar 9, 2013 · 6 comments
Open

Character Attribute Files #21

DarthBurrit0 opened this issue Mar 9, 2013 · 6 comments

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@DarthBurrit0
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Basic json files for character attributes (image assets, collision information, boundaries, hit points, attack behavior)

@ghost ghost assigned emkay Mar 9, 2013
@emkay
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emkay commented Mar 26, 2013

Started on this in a branch. You can see an example here. We need to coordinate how the sprites are generated so we can do animation correctly, but that can be later. @DarthBurrit0 maybe you can come up with a list of attributes that should be in these files.

I added a json endpoint so we can xhr items/mobs in as needed. Or we could load them all up front when the server is started.

@DarthBurrit0
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Super excited.

In terms of attributes you mean things like health and damage that type of
stuff?

On Mon, Mar 25, 2013 at 8:42 PM, Michael Matuzak
notifications@github.comwrote:

Started on this in a branch. You can see an example herehttps://github.com/emkay/nomadaxe.com/blob/character-attr-files/data/mobs/bear.json.
We need to coordinate how the sprites are generated so we can do animation
correctly, but that can be later. @DarthBurrit0https://github.com/DarthBurrit0maybe you can come up with a list of attributes that should be in these
files.

I added a json endpoint so we can xhr items/mobs in as needed. Or we could
load them all up front when the server is started.


Reply to this email directly or view it on GitHubhttps://github.com//issues/21#issuecomment-15439401
.

Evan Campbell
evan@indestructibleart.com
805-657-3600
@DarthBurrit0

@emkay
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emkay commented Mar 27, 2013

Exactly. It will also represent the flow of the animations. For example, the way browser quest does it is to say what row of the sprite sheet and how many steps so you can increment through each sprite.

We could put any data about the mob/item in these files, and could even make some helper scripts to generate them.

On Mar 26, 2013, at 4:56 PM, Evan Campbell notifications@github.com wrote:

Super excited.

In terms of attributes you mean things like health and damage that type of
stuff?

On Mon, Mar 25, 2013 at 8:42 PM, Michael Matuzak
notifications@github.comwrote:

Started on this in a branch. You can see an example herehttps://github.com/emkay/nomadaxe.com/blob/character-attr-files/data/mobs/bear.json.
We need to coordinate how the sprites are generated so we can do animation
correctly, but that can be later. @DarthBurrit0https://github.com/DarthBurrit0maybe you can come up with a list of attributes that should be in these
files.

I added a json endpoint so we can xhr items/mobs in as needed. Or we could
load them all up front when the server is started.


Reply to this email directly or view it on GitHubhttps://github.com//issues/21#issuecomment-15439401
.

Evan Campbell
evan@indestructibleart.com
805-657-3600
@DarthBurrit0

Reply to this email directly or view it on GitHub.

@DarthBurrit0
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I think at the very least for the initial prototype we will only need Health and Attack.

In the beginning we said enemies would only have enough health so that we could just slay them in one hit and take their loot to make sure the demo works.

By default characters will have 3 "HP" and then additional health determined by the kind of armor they wear.
(For example at the base level, if a character has a weapon that does 1 damage - if he hit a dude three times the dude would be dead)

Here is a list of attributes we might need to consider down the road:

  • Health (which eventually be determined by equipment)
  • Attack (determined by weapons carried)
  • Speed (how fast the character can move)
  • Luminosity
  • Noise
  • Allegiance

Are sounds characters and items make related to these attributes?

Oh, also let me know if I am crazy. Or If I didn't answer your question.

@jxson
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jxson commented Apr 9, 2013

I don't think we will get to sounds in the first run at the prototype. But
if you want sounds to be based on the attributes that seems doable. Make
sure to create separate issues for them and how they should behave.

On Tuesday, April 9, 2013, Evan Campbell wrote:

I think at the very least for the initial prototype we will only need
Health and Attack.

In the beginning we said enemies would only have enough health so that we
could just slay them in one hit and take their loot to make sure the demo
works.

By default characters will have 3 "HP" and then additional health
determined by the kind of armor they wear.
(For example at the base level, if a character has a weapon that does 1
damage - if he hit a dude three times the dude would be dead)

Here is a list of attributes we might need to consider down the road:

Health (which eventually be determined by equipment)

Attack (determined by weapons carried)

Speed (how fast the character can move)

Luminosity

Noise

Allegiance

Are sounds characters and items make related to these attributes?


Reply to this email directly or view it on GitHubhttps://github.com//issues/21#issuecomment-16097413
.

@DarthBurrit0
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@emkay
Here are the hero character attributes and values:

width 64
height 64

Animations

  • walk up (row 2, col 1 & 2)
  • walk down (row 1, col 1 & 2)
  • walk right (row 2, col 3 & 4)
  • walk left (row 1, col 3 & 4)
  • attack left
  • attack right
  • attack up
  • attack down
  • climb up (row 4, col 1 & 2)
  • climb down (row 3, col 1 & 2)
  • traverse right (row 3, col 3 & 4)
  • traverse left (row 3, col 3 & 4)
  • idle 1
  • idle 2

"hp": 3,
(for health it could be 3 out of 100, the idea is just that three hits with no armor = respawn/death/whatever)

I haven't made the idles yet or the attacks. There are multiple climbing animations to choose from. They should be okay to mix up any which way. We can play around with how fast they cycle. Not too concerned.

SpriteSheet-Hero

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