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Character Attribute Files #21
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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. |
Super excited. In terms of attributes you mean things like health and damage that type of On Mon, Mar 25, 2013 at 8:42 PM, Michael Matuzak
Evan Campbell |
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:
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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. Here is a list of attributes we might need to consider down the road:
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. |
I don't think we will get to sounds in the first run at the prototype. But On Tuesday, April 9, 2013, Evan Campbell wrote:
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@emkay width 64 Animations
"hp": 3, 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. |
Basic json files for character attributes (image assets, collision information, boundaries, hit points, attack behavior)
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