Yea Zantai is going to have to work extra hard when it comes to making those shoulder/helmet/weapons from these monsters.
A post from Zantai yesterday in another thread explaining a bit more how the movement runes were made.
Well…for starters I’d hardly call it the “Titan Quest engine” at this point given that we’ve rewritten significant portions of it and implemented all sorts of upgrades and new features while making Grim Dawn. The pathing system isn’t even the same as TQ used. For all intents and purposes, this is the Grim Dawn engine.
And no, hacky solutions are what designers do; until their hacks no longer work, then a programmer gets involved to make the engine do what the designers need (or the designer hacks make a programmer cry, then the hacks get replaced).
The final solution is far from “hacky”. I was not the one who wrote the code, so I can’t go into explicit details, but I imagine vector calculations were involved to determine a valid pathing solution and whether the targeted destination is within a valid pathable range so as to avoid pathing over inaccessible areas or areas too far away to reach normally.
The core of it was getting teleport to work and then working backwards from there to create the other variants and behaviors. Adding a whirlwind-type skill was a different beast entirely since it involved a channeled attack+move command, which is unlike any other skill presently in the game. The channeled behavior from skills such as Aether Ray served as a starting point.
zitro
June 13, 2018, 1:33am
463
I hope there will be scorpion like monsters since part of the expansion take place in the desert, right?
Btw awesome work!!!
what I learned in FG so far is that its about shame:furious:
The only person to be furious with is yourself.
on a brighter side of things wounds will heal eventually. The expansion will no doubt sell well and I will play it anyway regardless of what mastey and content they decide to throw in.
mastery aside it’s the new game mode that is killing me also. Props also to Almino for the monster design:cool:
that Zantai though:furious:
Well, he was going to tell you sooner or later and again it’s your own fault for going on about it so much. If you’d kept quiet about it, you might still be having happy dreams of a Paladin.
Hopefully we might hear something more about the new game mode soon. Big Z said back in April he thought he might be ready to show it off in a month or two - and it’s two. (hint ;))
medea_fleecestealer:
Well, he was going to tell you sooner or later and again it’s your own fault for going on about it so much. If you’d kept quiet about it, you might still be having happy dreams of a Paladin.
Hopefully we might hear something more about the new game mode soon. Big Z said back in April he thought he might be ready to show it off in a month or two - and it’s two. (hint ;))
at least finally its a confirmation we are getting one;)
I am a good person you know and I and the holy paladin community will forgive Zantai as long as he releases 2 masteries in lieu of it:p
Zantai said there will be, begin your hype;)
All he confirmed is there won’t be a Paladin mastery, never said anything else about any other type of mastery. We still await confirmation.
And yes you can see in the screenshots from Allminoxy’s stream that one of the monsters is a scorpion type.
medea_fleecestealer:
All he confirmed is there won’t be a Paladin mastery, never said anything else about any other type of mastery. We still await confirmation.
And yes you can see in the screenshots from Allminoxy’s stream that one of the monsters is a scorpion type.
Also, not being named Paladin does not mean it won’t have shield spells. Call it what you want, easily RP paladin with that if it turns out to be true
So I take it ASCII rogue-like ain’t going to be the “shattering” game mode.
Could be the pathway to it
Troll_from_behind:
ASCII rogue-like
Please, what is he talking about guys?
This I assume since the game gave it’s name to them.
Rogue (also known as Rogue: Exploring the Dungeons of Doom) is a dungeon crawling video game by Michael Toy and Glenn Wichman and later contributions by Ken Arnold. Rogue was originally developed around 1980 for Unix-based mainframe systems as a freely-distributed executable (public domain software). It was later included in the official Berkeley Software Distribution 4.2 operating system (4.2BSD). Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jo In...
Yay, would be my favorite mode the.
No i meant why ‘ASCII’ ??
Sorry, can´t understand the question.
Like is there some other way to go full rogue-like?
Something to do with computer coding at the time? :undecided:
Oh you two…
Basically everything you see on keyboard is what you get in screen so no fancy “graphics”, just good olde ASCII.