Archive for Rebels A Star Wars Roleplaying Community
 



       Rebels Forum Index -> Ideas and Suggestions
Rive Caedo

Battlesystem Development Thread: Dissenters Welcome

Starting the thread early, before the back-end is in place, just to get things rolling again.

Aaaand. I want to take ideas for a new name besides "The Battlesystem" - which people keep thinking is going to be a mandatory system because it sounds so final, instead of a fun little minigame to the side of things.

I'm thinking...
MaelstrΩm: Rebels Turn-Based Dueling Game

All logos would, of course, be based around the silly little omega (Ω) symbol Very Happy

Other suggestions?
Dakoth

"I don't want to imply anything final, so lets use Omega!"

See what I did there? Smile


I'll sleep on names.
Scion

I support it, no good at names though...

Afterthought, does your program support items and the such (Equipable things and such, then we could technically form our own lightsabers.)
Rive Caedo

Quote:
See what I did there?


Ha! The name was deliberately "overly-epic", but I actually hadn't considered the irony of using omega specifically.

It's a shame that "Alpha" is just a plain old A instead of a cool symbol like Omega.

Quote:
Afterthought, does your program support items and the such (Equipable things and such, then we could technically form our own lightsabers.)


Well. Items like - I don't know, a one-time use bacta spray to heal a few HP without using any force points? Those wouldn't be hard. It'd basically be nearly identical to the code I used to implement Force Powers. They'd just need to be in a seperate database from the Force Powers/specials.

Equipable items...
Hm... yes. I think that wouldn't be too hard either.
It'd basically be the same code (which I haven't done yet) as the bit that tells the program what Force powers an individual character has. So again, not much extra work.

The neat thing about that is that we could hold little tournaments and have the winner earn a little necklace-type item that permanently gave them +1 to lightsaber damage or something.
Dakoth

Hrm..

Blade Requiem
Rive Caedo

Hrum...

Maelstrom and Requiem are both fairly epic sounding words. Although Requiem seems to imply the fight is already over. It'd almost need to be... pre-requiem Razz

But the "Blade" does give me an idea. Once I get all the underlying systems working fairly well, we could put it up under the name "Requiem: Alpha" or "Maelstrom: Alpha"

Then each major update would be named after it's biggest feature. Sort of like an "expansion pack"

"Requiem: Blades" - Support for other lightsaber types/styles
"Maelstrom: Energy" - Force powers expanded greatly
"Requiem: Supply Drop" - Support for items added
"Maelstrom: Allies" - Support for 2v2 matches
"Requiem: Rebels" - Support for non-Jedi/Sith players

You know, things like that.

Of course, "Allies" would only work if I learn how to put it online and allow players to connect to it - which I don't know how to do, currently.
In its current incarnation, it'll only be a fancy calculator/character builder - and offline support for human-vs-human.
Dakoth

The online.. man that would just make this thing.   but as for the update expansions, I think thats definitely a better idea than trying to release everything at once.  its going to probably need to be playtested step by step either way, so its a better approach all around.
Rive Caedo

Most basic testing: Does this run in Windows? I've only been testing on the Mac side Very Happy

http://gallery.myff.org/gallery/249739/BattleSystemAlpha.jar

And if it does run - post a screenshot. Since it's going to look completely different in Windows than the Mac side.
Xander Vos

Doesn't seem to work.
Rive Caedo

*grumbles*

I did throw together a little logo though.
Two versions.


Rive Caedo

*stops grumbling*

Worked fine on my Windows Vista side. First run.
Here it is side by side with the same program running on my Mac side.
I need to fix the Main Points Line - it's not displaying right on the windows side, but everything else looks fine.

Would someone else mind trying it - maybe on Windows XP? Hopefully it's just Xander having a problem...

Xander Vos

Maybe you can talk me through using it, I might have opened the wrong thing.
Rui Jormar

Tried it on XP, it didn't work Sad
Rive Caedo

Hrum.

Okay. Let's try this.

Makes sure you have the latest version of Java installed - THEN try running it again.

http://java.com/en/download/
Rui Jormar

Still doesn't work...


It shows up like that for about 5 seconds then closes
Dakoth

Xander Vos wrote:
Doesn't seem to work.
Rive Caedo

*sighs*

I wonder what else it could...

Ah. I *think* I know what went wrong.

Okay, give this one a spin. If THIS doesn't work - then I'm going to bang my head against the wall and start looking up manuals  Very Happy

http://gallery.myff.org/gallery/250195/BattleSystemAlpha2.jar
Rui Jormar

Rui Jormar wrote:
Still doesn't work...


It shows up like that for about 5 seconds then closes
Dakoth

Ok, I might be retarded, I got it all unzipped and whatnot, but I can't open any of the files
Xander Vos

Yeah... there's a bunch of files and I'm not sure which one to open.
Rive Caedo

Oh dear - you're both doing the wrong thing. I'm not sure about Rui.

I'll switch over to windows and make a quick screenshot tutorial on how to run it.
Rive Caedo

Hrum... screenshots aren't working out. So here's a step-by-step tutorial.

1. Right click the file (BattleSystemAlpha.jar)
2. Select "Open With"
3. A window should pop up - if it didn't, select "Choose Default Program"
4. In the new window click "Browse"
5. Navigate to your program files, then the "Java" folder.
6. In the Java folder, open the folder with the highest version number (probably "jre1.6.0_05")
7. Open the "bin" folder.
8. And, finally, choose "javaw"

Open it with JavaW!

There, 8 simple steps to making .jar files open with Java instead of unzipping it.
Xander Vos

What? Confused Where's the file BattleSystemAlpha.jar?
Rive Caedo

It was the first file I uploaded.

http://gallery.myff.org/gallery/249739/BattleSystemAlpha.jar
Dakoth

Its not in the zip folder, it IS the zip folder, Xander Wink

Could not find the main class- program will exit.  

lolwut Sad
Rive Caedo

Well... progress at least.

Are you sure you opened it with javaw - not java?

I get that error if I try to open it with java. javaw runs the program correctly.
Xander Vos

I can't right click the folder... I click the link and it automatically tells me the folder has been unzipped, and would I like to open it or save it.
Xander Vos

Yup, got it to work, have it open now. Very Happy
Rive Caedo

Someone got it working?!

Huzzahs and hallelujahs! My computerized witchcraft is not in vain!

EDIT: The window is resizeable, by the way. So expand it a tiny bit vertically if you want to be able to see those central numbers that are getting cut off in the windows version.
Xander Vos

Haha yep, worked, though the problem I've found, first up, is that it's hard to understand - I'm sure that's just because I haven't paid much attention in the past to the rules - so a set of rules either on this site or in the program would be nice; and secondly I can't seem to start a new battle despite having the option.

Now I just need to find a way to save it somewhere where I can have easy access... Razz
Io Lee

I'll post my opinion:

I don't really care what we do but it sounds cool.
Rive Caedo

When you hit "New Battle" after freshly opening the program - it doesn't say "Round 1"? Well that's odd. I'm not sure what would be causing that one.

There's a bug currently that if you hit "Saber Attack/End Round" (the button on the bottom) before hitting "New Battle" - it will start a bugged version of the game (There will be a Round 0 of combat).

Yes, I should make a revised version of the Game Rules - and it would be added to a "Help" button on the menu bar.
Dakoth

I tried Javaaw and Javaaws and neither likes me much.
Xander Vos

Oh do you have to reopen it? That's probably the problem then. But then why have a "New Battle" option if you can't use it?
Rive Caedo

Welcome to Alpha Testing Xander  Wink

It will and should start a new battle - but I just needed to test lightsaber hits, force powers, and point calculation. So I half-programmed the button to only start a battle from the default values - not reset values back to their defaults. So, for now, that's all it does - start a battle after the program is freshly started.

Sorry, I should have mentioned that.

Here are issues I know about:

"Force Blind" has a description and will use up 10 force points if you use it, but it doesn't actually do anything yet (although how could you know - since your opponent never attacks you? Heheh)

"Saber Block Reaction" of course, does nothing. Since lightsaber rules aren't in place yet - so no saber locks.

I think that's the only other issues besides "New Battle" not working fully.
Xander Vos

Heh, I knew that.  Embarassed

Also, how do you get Force points? You can bank points to then use in a more powerful attack, but I can't seem to have them translate into Force points. Or do you get them each round?
Rive Caedo

Correct. You get 2 Force Points per round. There will probably be certain ways to modify this. I could imagine a "Focus" special ability that would dedicate you to not using any Force powers for 3 rounds - but you'd be gaining 3 points instead of 2 during that "lock down"

Bank points are gained by converting 2 of the active points you get per round into 1 bank point. That's the primary tactical factor of the game - saving up bank points to unleash powerful attacks and using them to defend against your opponent's special attacks.

Of course, since the real lightsaber rules aren't in place yet - or any special abilities besides Force Choke and Push - it's hard to imagine how this system will work out.
Rui Jormar

Okay, i got it working Very Happy Except mine didn't open with JavaW (showed the cannot find main class error). Had to open it with Java
Rive Caedo

Here's v0.4 (the first publicly released file was marked v0.2, but it should have been v0.3)
http://gallery.myff.org/gallery/250556/BattleSystemAlpha03.jar

Lots of internal changes, but here are the ones you'll be able to notice...

1. "New Battle" *should* be resetting to a new game now. Without needing to reload the whole program.
2. You're not forced to play as "Rive" - you'll be prompted to enter the name you want to play as after you hit "New Battle". It's simple, but important. It's the first step towards being able to create custom characters.
For now, I'm still making you beat up my poor blue Rodian, "Skod" Very Happy
3. The bug that caused hitting the "Saber Attack/End Round" button before hitting "New Battle" starting a bugged version of the game with a Round 0 is fixed, I think.
4. I may have fixed the problems of the GUI cropping that center line in Windows. Screenshots of the Windows XP version, please?

Also, here's the beginnings of a manual. Spoiler tagged due to long length.

Spoiler:

Maelstrom Manual
This release is part of the "Alpha" series
Version 0.4

-------- Table of Contents --------
|                                
|  I. Introduction and Installation
|  II. The Basics                  
|  III. Lightsaber Combat          
|  IV. Defending                    
|  V. Saber-Lock                    
|  VI. Force Powers                
|  VII. Special Abilities          
|  VIII. Advanced Tactics          
|  IX. Custom Character Creation  
|  X. Patch Notes                  
|                                  
-----------------------------------

----------------------------------
 I. Introduction and Installation
----------------------------------
Welcome to Maelstrom!

Maelstrom is a Tactical Turn-based Dueling Game (TTBDG) in which two players face off in a duel against one another until one player's health is depleted.

Maelstrom is based on the Java programming language, so please ensure that you have the latest version of the Java installed.
If you do not, you can download the latest version of Java at...
http://www.java.com/getjava/

Please note that a common error preventing Maelstrom from running is having .jar files associated with an unzipping program, rather than Java itself - despite the latest version of Java being installed.
You must use "Open With" and locate "javaw" if that's the case.

----------------
 II. The Basics
----------------

In Maelstrom, you play a Jedi/Sith character wielding a lightsaber - so does your opponent. Your goal is to defeat your opponent (by bringing their health to 0) before they're able to defeat you (by bringing your health to 0).

(ALPHA NOTE: Your opponent is currently unable to do anything - so you'll always win)

Every round, when it's your turn, you will receive a number of "points" to use for attacking, defending, and using special abilities. By default, you will receive 10 points. These 10 points are known as your "Active Points"

(ALPHA NOTE: Since your opponent cannot attack you, you never use points for defending. Your opponent doesn't even get a turn.)

If you do not use all 10 "Active Points" before you end your turn - they will be LOST. They do NOT carry over to the next round of combat. However, you do have the option to convert "Active Points" into "Bank Points" by pressing the "Add Bank Point" button on the lower left side of the screen. These "Bank Points" DO carry over to future rounds of combat.

However, this is not without cost. You must convert TWO Active Points to receive ONE Bank Point. It may seem pointless to convert Active Points into Bank Points due to this, but this is not the case. See "Section VIII: Advanced Tactics" for more details.

In addition to the 10 "Active Points" you receive when your turn starts, you also receive a number of "Force Points". By default, you will receive 2 Force Points. These Force Points can be spent on using Force Powers during your turn. Force Points are NOT lost if you do not spend them during your turn; they can be saved for future rounds of combat. However, they will stop accumulating at a certain cap. By default, this cap is 15 Force Points. See "Section VI: Force Powers" for more details.

------------------------
 III. Lightsaber Combat
------------------------

(ALPHA NOTE: Final lightsaber rules are not in place yet)

---------------
 IV. Defending
---------------

(ALPHA NOTE: Defending is not in place - your opponent cannot attack)

---------------
 V. Saber Lock
---------------

(ALPHA NOTE: Saber Lock is not in place - part of final lightsaber rules)

------------------
 VI. Force Powers
------------------

(ALPHA NOTE: Force Powers are partially in place, but could change too much before the next release to make it worth typing this up now)

------------------------
 VII. Special Abilities
------------------------

(ALPHA NOTE: Special Abilities are not in place)

------------------------
 VIII. Advanced Tactics
------------------------

(ALPHA NOTE: Section to be added later)

-------------------------------
 IX. Custom Character Creation
-------------------------------

(ALPHA NOTE: Your character's name is requested each time you start a new battle - this is temporary. Full custom character creation will be supported in a later release)

----------------
 X. Patch Notes
----------------

4/26/08: Alpha v0.4: Public Alpha Release
- Player 1 custom naming added
- "New Battle" should now reset to a new battle properly
- Fixed a bug that could allow the match to start improperly
- Minor graphical changes

4/24/08: Alpha v0.3: Public Alpha Release
- Initial Public Release

4/22/08: Alpha v0.2: Internal Release
- Force Choke and Push added

4/21/08: Alpha v0.1: Internal Release
- Initial Creation

____________________________________________________
"Maelstrom Tactical Turn-based Dueling Game" © 2008



Rui Jormar wrote:
Okay, i got it working Very Happy Except mine didn't open with JavaW (showed the cannot find main class error). Had to open it with Java


Really?
That's so strange. It's doing the opposite for me. Very quirky. I'm sure it's my fault and I'll need to fix it later. I've never created .jar files before. But, I'm glad it's working for some people Very Happy
Rive Caedo

I'm not quite ready to publicly release it, but here's a preview of Version 0.5.
It'll probably be uploaded in another hour or two.

Major update allowing for the second player to play.
Also, obviously, has the two new panels on the sides displaying player status.
I'm rather proud of the fact that it has a health bar now.

On the back end - the database changes I started in 0.4 are almost finished now. You can't see it of course, but it's a lot more complex than what was in 0.1-0.3 and will allow for custom character creation and such.

Dakoth

ooh, Impressive, Most Impressive.
Xander Vos

I guess the next step is to making it online. Wink
Dakoth

it could use a reskin first, something to match the forum.  yay lets heap werk upon rive!
Rive Caedo

Now that's an interesting idea. I hadn't considered that - matching the forum. I was trying to put the Maelstrom logo I made across the top of the text box and to add a stary background to the button button panel. I got the logo to work, but I haven't figured out how to place things in the background of components yet - I'm just getting errors any time I try what makes logical sense to me.

But, changes like that (especially the possibility of online) can come AFTER it's actually working as a full-fledged digital version of the game. I still need to finish the last bit of the database changes (everything is done except for getting Force Powers in their own database that character's will be able to draw on). I still need to add in the defense/saber lock phase. And I still need to add in the saber stance system.
I think that's all that's left for the core of the game. Once those 3 features are in - we'll switch the version number to 1.0 and start arguing about what powers should be added and balancing changes and such Very Happy
Dakoth

Sounds like fun, I can't wait for the glory to begin Wink
Rive Caedo

So here she is. Likely the second-to-last release before v1.0

Maelstrom: Alpha Version 0.5

I haven't tested it in Windows yet - so here's to hoping that it still works. And I don't have a Windows XP machine to test it on here at all, just Vista - so please post screenshots if it does run on XP, folks Very Happy

Notes: Player 2 (Armia)'s force powers are currently broken in several ways. I don't think it spends points properly and - as I recall - when she uses them it attacks you AND herself. Oh, and her cooldowns are linked to Player 1's cooldowns. So, if either player uses Force Choke, neither will be able to use it again for 3 rounds. So I'd just avoid using Force Powers with Armia altogether - I know it's broken.

I added the profile menu and some test windows for "New Profile" - but they're unfinished. Use it once if want, but you won't get far.

Lastly, Player 1 is currently always male - so even if name yourself "Princess Girly Girl Ponylover", you'll be referred to as "he" - and I don't think the name would fit on the screen Very Happy

Oh, and unless you deliberately make Armia bank all her points without using them - she'll always beat you  Twisted Evil

EDIT: Well what do you know? It expands to make the name fit.

Xander Vos

Yep, works, and it seems I can select gender? Or is that what you meant, and it still says male?
Rive Caedo

Correct - the "New Profile" feature currently reads data you provide to the windows and hands it off to a data object, but it doesn't do anything with those objects yet, because I haven't told it to.

Basically, it's almost ready to create custom profiles - but I can't finish the "Choose your Force powers" screen until I've finished reformatting the Force Power database. And actually, I'd like the entire character creation process to be on a single screen - which is going to be a bit more difficult than the current setup. So that'll probably be a post 1.0 feature.

The only thing that's actually providing customizable data right now, that actually gets read into the character database, is the "Choose your name" when you start a new battle. But it has no way to change the gender away from the default "male" right now.

EDIT: And post a screenshot of the main screen after the first round of combat (so only player 2 has taken damage) if you're able, so I can compare the look to Mac and Vista.
Rive Caedo

*replies to self*

Now there's an interesting quirk that's going to be... interesting to find out how to fix.

If you name yourself Armia (so that your name is the same as Player 2's name) - Player 1 is always declared to be the victor - even if Player 2 mopped the digital floor with him/her  Shocked
Rive Caedo

It's not worth a release, since it's only a back end change. But the Force database redo is complete.

Now I just need to patch the main game engine back together using the new database and then do the hard part - figure out how to code the defense round of combat.... which is probably going to require coding 2 more databases -_-
Dakoth

I feel so helpless over here >.>
Rive Caedo

Maybe I spoke too soon. Luckily I made a backup of the working version, but I basically just kept digging myself deeper and deeper into a hole, breaking it more and more, when I tried to implement the new Force Power database.

Which means I either made the database wrong - or I implemented it wrong. I'm not sure which to place bets on  Wink

Well there's a wasted hour *sigh*

       Rebels Forum Index -> Ideas and Suggestions
Page 1 of 1
Create your own free forum | Buy a domain to use with your forum

The Star Wars Combine Banner Exchange