Quote from: MadByte on November 22, 2021, 05:42:55 PM
I couldn't really find any API documentation for the lua stuff
Quote from: Stephen on November 21, 2021, 10:21:57 PMyeah, the CDs. Big part of the experience back then, forgotten today. I think the closest to this today might be itch.io. A lot of cool free indie games on there.
[...]. I remember first playing in the mid/late '90s, it must have not been long after the game first came out. We didn't have internet access at that time, but we got a bunch of the Aminet CDs and my brother started looking through the games on them. He found Knights and I was reluctant to try it out at first, but he persuaded me, and, well, here we are today! :)
Quote from: Stephen on November 21, 2021, 10:21:57 PMMay will, but I'll first need to get some more graphics done. Progress is slow since I work full time, but I'll get there eventually.
If you ever want to get your sprites into the game, you can probably do something using the modding system. I think you can just create a new mod as a lua file, have it "require" the "classic" module, then you will have access to the "classic" table with all the graphics in it. You can just overwrite them with your graphics instead. Then anyone loading your mod would get the new graphics instead of the old.
(This of course wouldn't put in the lighting effects that you have done -- which are quite cool by the way -- but it would put the sprites themselves into the game.)
Let us know if you want to try it, I or someone else can probably help with the details.
Quote from: Stephen on November 21, 2021, 10:21:57 PMYeah, I love lua because it's really simple to understand and straight forward to use. Might not be the fastest option performance-wise (especially compared to C++), but for a game like Knights it should be plenty enough.
I did briefly think about doing a rewrite of Knights in Lua. Unfortunately it would probably be too big of a project to actually take on, but it would have certain advantages, like making it easier for people to contribute changes for example (having a big C++ codebase kind of puts people off I think).
We can dream I suppose :)
Quote from: Stephen on November 21, 2021, 10:21:57 PMI think I'd need to make big changes to the classic version like a new movement system. Also the interaction system feels dated and not very user-friendly nowadays. These extra buttons for interactions would be a point I'd like to get rid of - maybe by adding controller support and some sort of radial menu? dunno.
I think if you did want to make some kind of single player version you would have to focus on the puzzles (like the gnome books) and the exploration aspect. I once tried to make a dungeon full of zombies (just to see what would happen) and it wasn't that much fun, basically you just slog through rooms full of monsters, until one kills you, then you respawn, rinse and repeat. It wouldn't make for a fun single player experience (unless you redesigned the combat mechanics I guess). But the exploration and puzzle aspects could work in a single player or co-op mode I think.