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October 15 Update - Discussion

112 replies [Last post]
Sun, 10/19/2014 - 16:15
#101
Hershey-Kiss's picture
Hershey-Kiss
Grimm Probably a reskin of a

Grimm
Probably a reskin of a weapon

Sun, 10/19/2014 - 17:19
#102
Tempas's picture
Tempas
@fehzorArtists would only be

@fehzor

Artists would only be able to reuse code(so basically copy and paste it and change the reference to a different model, change description/name etc). They would not be able to create new behavior(cuz they're artists not programmers... New behavior requires code to be written from scratch such as defining a movement pattern of the bullets for the mixmaster so unless these artists know a decent amount of code they wouldn't do squat). That's speaking from personal expierence.

How my development process worked :
1)Use placeholders and write behaviour.
2)Get artist to switch placeholders with actual models when they're done.
3)For level design. I had an interactive interface which didn't require any code hence items which were already programmed such as gates could be placed(enemy spawn points too and you could even control certain variables of the placed objects). Changeable variables = models and stuff like that so level design is easy. Hence I just had a person dedicated to level design who just knew where thing should be placed and was creative.

So essentially the programmer would write everything that's new. And I mean literally everything. And by new I mean stuff that acts completely different to anything else in the game(ie mixmaster). Stuff like new missions and all could and should be output weekly since it's fairly easy to do so but then again. That'd be waaaaaayyy too much to ask of a development team which works 40 hours a week and gets paid for it.

Sun, 10/19/2014 - 17:32
#103
Gbot-Vtwo's picture
Gbot-Vtwo
O Really?

Example: Thread: what Is your fav, GM?

Addy: Me of coarse!

Sun, 10/19/2014 - 20:14
#104
Fehzor's picture
Fehzor

And would you test things, or just kind of shove them in the game, allowing for them to shoot through walls/do normal damage/randomly stop doing damage?

Sun, 10/19/2014 - 21:47
#105
Sonosuke's picture
Sonosuke
I'm done being serious. Time to revel in insanity.

Galax, that doesn't prove anything nor did it have anything to follow up on. Hell, I could say I'm the best GM right now. But then I'd be lying.

Sun, 10/19/2014 - 22:05
#106
Avihr's picture
Avihr
Shadows in the void.

Grimm
Probably a reskin of a weapon

inb4 bone toothpick.

Mon, 10/20/2014 - 01:36
#107
Tempas's picture
Tempas
@Fehzor I'd test things

@Fehzor
I'd test things yeah..... Especially since I could just click 1 button in the IDE and run the specific part of the game that I'm developing(hence I'd usually spam press that button every few minutes to see if the mechanics I programmed work as expected). Honestly I've like 0 idea how they let this type of crap even get into the public server. But if anybody manages this type of stuff spiral knights Dev team are the ones to do it.

Mon, 10/20/2014 - 13:24
#108
Fehzor's picture
Fehzor

Lol, shame on you! Make testing modules!

For instance-

wallHackCheckerer = takes a weapon instance of some sort
-Spawn the player facing a direction with 3 blocks in front and a ghost brick behind it. Checks whether the player can break any of the ghost bricks.
-Spawns the player with a ghost brick directly behind them. Checks if projectiles are getting stuck on the wall behind the player

Then, when you make a weapon, you can just sort of shove it into the wallHackCheckerer and it will tell you if your weapon is messing up everywhere.

But really what they need is to stick a check in whenever weapons fire that solves the issue. For instance, if it is a certain projectile colliding, it should check if it is the first or second step that projectile is alive AND if it is a breakable block. If it is, then the projectile should just be vanished. The game should then have a table of the weapons that spawn these possible breaking projectiles, namely the mixmaster and divine avenger but also any new weapons. No need to mess up divine avenger's beautiful charge or make things get sucked into the walls, ruining them forever.

I'm sure it's more complicated than that and that I know nothing of game development, somehow.

Mon, 10/20/2014 - 16:59
#109
Tempas's picture
Tempas
Never really bothered with

Never really bothered with testing modules haha. Kind of depended on just testing things myself because that's a lot more fun. Guess writing testing modules is a lot more efficient though for bigger games. Spiral knights should really have a few for wall hacks, damage type, damage numbers etc. Any who, I'll leave the game development talks to someone else or just do it in a different thread. Time to go and write dll's which I'll probably never end up using.

Mon, 10/20/2014 - 19:18
#110
Sonosuke's picture
Sonosuke
I'm done being serious. Time to revel in insanity.

Aviri, have you been snooping around in the files again?

Mon, 10/20/2014 - 19:22
#111
Pandafishie's picture
Pandafishie

The devs really love to reskin the Flourish. It's a viable prediction. Gotta love them color toothpicks for every occasion.

Tue, 10/21/2014 - 07:37
#112
Jmmoormann's picture
Jmmoormann
Serious?

I really wonder why people are complaining that things bug too much but at the same time want things they want that things get developed faster. If OOO would spend a lot more time with debugging the content would get delayed even more.

Also remember that some bugs just happen very rarely. If you shoot with the mixmaster most of the time will happen nothing. Only a few times it bugs. And none of the devs likes to spend a whole day with shooting at some blocks with a gun to see if it bugs.

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