New build for windows will be automatically compiled on every commit, so it’s now possible to get the most fresh build rather then waiting for the next release. I will also be notified if I break linux build.
Open Horizon is now multithreaded and I see good performance improvement on my macbook air.
Various graphical improvements: shadows, heat effect, sun shafts, better missile trails, fixed landscape seams and tree imposters, etc.
XBox controller should work fine now, but since I can’t get it working correctly in wireless mode, I will try some other input library in the future.
I don’t have much time to work on this project but will continue occasionally improving it.
I’ve been doing some work with Ethereum blockchain recently, and the idea I worked on requires that we write a relatively large array of integer values in smart contract’s storage. Now, most tutorials warn you not to store a lot of data on blockchain, because it’s very costly. But how much is “a lot”, and at which point the price becomes too high for practical purposes? I needed to find that out, since we really needed this data on-chain.
For a quick approximation, let’s have a look at a wide-spread type of contract, ERC20 token. At the very least, it stores a mapping of addresses to token holders’ balances. The address is a 20-byte value, and the balance is usually 32 bytes, so we have at least 52 bytes per token holder, which in reality translate to 64 bytes, since the storage in EVM is parceled in 32-byte blocks. A somewhat popular token can easily have 10000 or more holders, so our estimate that it stores about 625Kb of information. That’s quite a lot, actually – more than enough for our purposes, since by our estimates, we only needed to store maybe tens of kilobytes!
So, let’s go ahead and pass that data to EVM and write it down to the storage:
The criteria for inclusion of a game in my list is specified in Part I. Continued from Part II.
2018 seems to be a year of spiritual successors. Not exactly sequels – for copyright reasons – but games that draw directly and unashamedly on a single source, rather than the whole corpus of “old-school RPGs”, as was often the case in the previous years. Whether any of those “successors” prove to be of any worth remains to be seen.
The criteria for inclusion of a game in my list is specified in Part I.
All in all, 2018 seems to be an interesting year for RPG and tactic gamers – more so than 2016, and even 2017. What awaits us in the coming months?
The main feature of this demo is location convertor, currently works for AC5, ACZ and AC6. Others will be supported (I hope) in the future releases. This is not the final version of this demo, still working on features, please help me with testing.
- Location convertor — height map, geometry and textures
- Campaign mode
I’m still working on:
- Difficulty settings
- Example campaign
- Ground units
Not included in this release:
- Trees, clouds, location render settings (sun position, specular amount, etc)
- Optimizations. Current version produces unoptimized data in terms of speed and size: inefficient formats, lacks texture compression, instancing, etc.
- Location objects collision data
- Optional objects
Download early version: Demo 7.5 alpha2
Update 3 Jan: fixed location loading, menu, low start height in free-flight mode
How to use location convertor: drop the tool near DATA.TBL and DATA.PAC (AC5, AC Zero) or DATA.TBL, DATA00.PAC and DATA01.PAC (AC6), run the tool, wait until it finish, copy locations/ to Open Horizon folder. This version of the tool cannot operate on .ISO files directly, so you have to extract it first. Note that XBox360 disc’s content does not appears in windows explorer and requires additional extract tool.
You can share your custom decals on Open Horizon Booru
- Take screenshot of your decal ingame
- Upload your decal zip to https://catbox.moe/ for example: https://files.catbox.moe/st31e2.zip
- Add post to the booru with a link to the uploaded file in the Source field
Decal creating guide: How-to-create-custom-decals
If you have problems with posting or just feel lazy to create an account, you can send your mods me and I’ll post it
Menu in Open Horizon is now lua-scripted, with the ability to load other scripts from campaign/ folder. And that means that all the power of lua can be used to create custom campaigns with their own logic. Example campaign will be included in the upcoming demo.
I wish THE Ace Love iDOL: Live Combat M@STER! was a real thing.
I’m going to release new version of Open Horizon this year.
A few of my colleagues and me decided to try our hand at creating an RPG. Now, this is a long process, and we’re presently at the very beginning, and none of us are experienced game designers. So the only way to go is to prototype, iterate and playtest.
Today, I invite you to test a combat system for this RPG. It looks a lot like JRPG/Dungeo Crawler combat, but I tried to make it a bit different from the usual fare in these genres, by putting emphasis on difficulty of each combat, instead of dungeon (a sequence of combats) as a whole. So, health and mana of all characters are fully restored after each battle, like in many modern western games.
The test is quite simple: you have to fight 5 battles of increasing difficulty until you defeat a boss. This should take less then an hour, I believe (and so there are no save/loads). I’ve been working on this for some weeks in the evenings, so don’t expect much of it, especially visually, but I think it should be playable enough for more-or-less experienced players now. The test is programmed in C++, but is compiled for web via Emscripten.
I welcome all feedback you can give: what did you like, what frustrated you, what was funny etc. Please do not hesitate to write a comment to this post, or drop me a line by e-mail.