Status and Things Comming Soon

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
Hey guys, I know the development has been quiet lately and I apologize for that. I've been working on my modules to get the motivation back, but also something else has come up - but it's good news in the long run. One of my classes this year is a graduate level programming course about building iPhone apps. I'm a 100% PC and Android guy, but to make progress in any field you have to step out of the comfort zone now and again. Anyway, a class requirement is developing an app throughout the semester that is acceptable for purchase in Apple's ecosystem.

Here's how that relates to OpenBOR - One of my wishful projects is using OpenBOR to build a high fantasy themed rail shooter using some of the stable of fantasy characters I have. The game is called "Lucia's Run". Think Space Harrier, only with the following caveats:

  • The game is set in a high fantasy sword and sorcery world. Just think D&D, since that's where most of my world building inspiration comes form.
  • The player characters do not have flight by default (some power ups, spells, and special stages may allow flight). Instead you always run along the ground. The up and down controls allow you to accelerate a limited distance into the background and decelerate to the foreground. You can jump and quick step to avoid pits, obstacles, and so on.
  • In addition to shooting, characters can also use frontal or side aimed melee attacks.
  • A variety of special techniques are available, unique for each character.
  • Enemies will occasionally attack from the sides or rear.

Controls - Basic control layout:

  • Directions: Moves character (duh). Double tap left/right to side dodge (some characters can do follow up side dodges). Double tap up to briefly sprint into background. Double tap back to briefly stop running forward (effectively dodging backward).
  • Jump: Avoid obstacles, pitfalls, and reach flying enemies. Tap for quick jump, press longer to jump higher.
  • Range attack: Tap to shoot. Hold and release for charged shot.
  • Melee attack: Tap to swing at closer enemies. Hold and release for powerful attack. Melee attacks generally knock enemies back and cover a wider arc than shots. Use with Left or Right to attack to your side - you can't attack to the sides and move at the same time.
  • Special action: Press to do one of five special actions depending on the Direction held (None, Left, Right, Up, Down). Some abilities need time to recharge between uses. None is typically a block.

Characters -  These characters all have a novel length back story, so just giving a brief here:

  • Lucia Blossom: An innocent, beautiful Dryad, Lucia is the main character. Long ago she was forced to work for a corrupted guild of martial artists and tradesmen. Even though she was essentially a slave, she was still regarded as a highly valuable asset and trained no less than any other member. Eventually she escaped and worked to restore the guild (Order of The Eagle) to its former self. This gave Lucia the mindset that any evil can be turned around. Since then she more or less wanders aimlessly looking for wrongs to set right and people to help. She's naive and too sweet for her own good, but also very insightful, deceptively intelligent, and a deadly fighter.

    In game Lucia is quick, acrobatic, has good melee attack strength, and wields a longbow, giving her fast, powerful shots. As a Dryad (think D&D Dryad), she has several innate magical abilities, animal empathy, and limited control of plant life. She can charm weaker humanoids into fighting for her, occasionally cause plants to immobilize weaker enemies or slow stronger ones down, and summon NPC animals to help fight temporarily (for example, she might summon a giant eagle to ride on for a short while). Lastly, at the start of each stage, she chooses one of a few particular animals that stay with her the whole stage. Each one gives a unique strategic advantage. Lucia does has one huge drawback - her HP is extremely low compared to the others. She's a Dryad who's home tree was shrunk and uprooted after all.
  • Layla Willow: Layla is a Nymph and friend of Lucia's. She's a bit acerbic but very loyal and no less dedicated to good than Lucia. Layla was also victimized by the Order of The Eagle, but only as a tertiary effect from their activities in her forest. She never encountered them directly and did not know Lucia at the time. As a result, she didn't have Lucia's inside view of the eventual turn around. From her viewpoint, it was just an evil force that damaged her home and was later put down. She's therefore a bit more cynical than Lucia about handling ne'er-do-wells.

    Layla does not have formal combat training beyond some things Lucia taught her. She can use a bow and knows how to handle herself, but is nowhere near the fighter Lucia is. In game this translates to much slower speed, less effective evasion maneuvers, and poor recovery on melee attacks. On the other hand, Layla is a Nymph - all the beauty and powers of Lucia's Dryad race, turned up to 11. Layla has similar control over animals and plants as Lucia, but hers recharge much faster, enabling her to use them practically at will. Again owning to her Nymph race, she can instantly stun or blind most enemies, and utilize some area of effect elemental spells (i.e lighting strikes). Layla isn't a tank but has more HP than Lucia, and is innately warded against harm. Direct physical attacks do 75% damage to her (obstacles, magic, elements, etc. all do full damage).
  • Grummel Onyxbeard: Grizzled Dwarf warrior, close ally of Lucia, and something of a father figure. Grummel owns a series of forges and smith shops, but is known much more for his prowess on the battlefield. Grummel may be getting on in years, but hasn't yet passed his prime, and so offers a stout combination of strength and experience. He is the wise sage to Lucia's pie in the sky altruism and Layla's sardonic cynicism. Lucia leads the way, Layla sets the tone, Grummel is the strategy.

    In game, Grummel is the melee tank. His shot is a thrown axe - much slower and a bit weaker than Lucia or Layla's bow attacks, and he lacks their magical accouterments. But in melee, Grummel swings a huge double bit war-axe with frightening speed and force. These attacks cover huge ranges in front and around Grummel, far more than Lucia or Layla's. Moreover, Grummel is able to perform side attacks while on the move and without reorienting himself. Although his normal movement speed is slow, Grummel's evasive maneuvers are quick and effective. Grummel carries a tower shield that provides some cover at all times and allows him to block indefinitely and defend himself from streaming or area of effect assults (other characters can only block direct attacks and must time against individual hits). When he does get hit, Grummel barely flinches thanks to his heavy armor. And as you expect of a robust dwarf, Grummel has plenty of HP to soak up damage.
  • Kendar Leatherknuckle: Kendar is the toughest around! That's what he says anyway. Ever heard of a bare handed Halfling fighter? You soon will. Kendar is frankly a blunt instrument. He's a decent person and with the good guys when push comes to shove, but mostly he's out to prove he can take anyone, anytime, anywhere. Kendar once lost a duel to Grummel. Afterward he vowed to learn from Grummel while offering assistance until the day comes when he is able to defeat the mighty Dwarf one on one. In truth, Kendar rarely listens and is more of scrappy a tag along, but Grummel does what he can to temper Kendar's foolhardy urges and keep him pointed in the right direction.

    In game Kendar is the expert's character. His shot is a sling - weak but on par with bows for speed. His melee attacks are fast and do decent damage, but with extremely short reach. He has no magic, hits send him flying, his HP isn't great, and his movement speed is good but not outstanding. What Kendar does have is agility, and he's a tiny target. Many enemy attacks will simply whiff right over him. He has a variety of leaping attacks that allow him to pogo in a direction of his choice to safety - or another target. Anything is fair game - he can rebound from obstacles, walls, enemies, allies, and even the recoil of his own charged shots. With practice, players can bounce him around like a ping pong, hitting nearby enemies, dodging attacks, and slinging shots at anything out of reach in an endless aerial rave. If you want to be Yoda, this guy is for you.


OK, assuming you didn't TLDR that, my semester app is a cut down version of said game (no, we're not using OpenBOR - the whole point is it must be built in Swift code). But we will be cribbing a lot of OpenBOR's logic for collision, entities, and whatever else we can. As we work, one of the things that will be necessary is real time controllable affine transformations. OpenBOR has some static affine transforms, but you can't control them in real time. Another will be scaling entities. Again, you can do this in OpenBOR, but it's difficult because by default scaling is only visual. We WANT it to be that way, but the option to also scale physics and collision boxes would be a huge convenience. Basically, over time I'll be developing these things whether I like it or not, lol. Once they are complete, I'll back port them to OpenBOR, and will also get those model access pieces going that are holding us up. That and if all goes well I'll come out of this just a better programmer in general than I am now. That should help us too.  :)

Big things are coming!

DC
 
So bboxes and attack boxes would scale up/down relative to scaling on the entity? If so that would be amazing!

I am not very famillar with "affine transformations" but after a quick search it sounds like something utunnels added where you could map triangles(key pints) around a image and then you could wrap and bend the image.
 
Wow! A bold and exciting endeavor Damon Caskey 
Programming an engine from the ground up and designing a game with original characters and a detailed storyline to boot...  8) you are a jack of all trades, the best of luck to you with this project and your studies.

In regards to storyline it seems like some The Lord of the rings setting with some Dungeons and Dragons lore with an original concept being the core idea. Sounds very interesting, will be following the development of this project, not to mention the equally enticing prospect of more features that will be incorporated into Openbor ;D
 
Glitch said:

Glitch & msmalik681, thank you. I'll do my best. Just FYI, I actually have started making updates to the engine here and there in the interim. Just little things, but it's not sitting completely idle.

As for design, the main lore is my own, with elements inspired from D&D rules. Outside of what it shares with D&D, there's no direct LOTR influence - hate to admit it but I'd never even heard of LOTR until the movie series. I really like Tolkien's writing style and D&D is great for inspiring game mechanics, but I really prefer to write my own settings and characters.

DC
 
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