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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Tue Mar 04, 2014 11:17 am    Post subject: The Hunt for the lost Rainbow Jewels [quote]

The Rainbow Jewels which give the world the colors have been abducted from the tempe of the rainbow colors! They must be found and brought back soon, or the world will bleach out to grey and black.


Once again, I'm trying my luck at making an RPG. This time a realtime, action RPG. I'll be using Java + LWJGL as technology and so far things are looking good. There isn't much yet to see, since I just have started, but I've put up a project on sourceforge and released a first walkaround demo:

http://sourceforge.net/projects/jewelhunt/

I hope to put together a new demo one of the next days.
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1019
Location: Dark Forest's of Sweden

PostPosted: Thu Mar 06, 2014 8:11 pm    Post subject: [quote]

Oh, isometric :P. Been fiddling with some of that a bit myself a few months ago.

I'll have to check out your walkaround demo this weekend.
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Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Fri Mar 07, 2014 11:35 am    Post subject: [quote]

Looking good so far :-) Best of luck going forward!
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www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Fri Mar 07, 2014 3:24 pm    Post subject: [quote]

Thanks :)

I wanted to post a few screenshots now and then, but I guess I was too lazy and distracted.

r003 is the current version, mostly with improvements in the inventory screen. The dungeon is still mostly the same as in r002

Today I've got a preview of the building where the game starts and ends - the temple of the rainbow colors:



I hope I can work some more on this project without a new mental or body health crisis taking me out again.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Mon Mar 10, 2014 11:17 pm    Post subject: [quote]

Got a new demo!



- Includes some more items, magic rings and amulets
- Some new pre- and postfixes for items, some bugfixes for item coloring
- Includes an hyperactive imp, running around (testing monster pathfinding and moving - I must move monster pathfinding to an extra thread, it causes little stalls)
- Includes stairs up to reach the village map (testing map transitions)
- Tab key toggles item name display on map floor

http://sourceforge.net/projects/jewelhunt/files/r004/

The village map has no functionality, and there is no way back from the village map. It's just to have two maps, a procedurally generated one and a fixed one and to test switching between the maps. The village map also has some graphical glitches, since you can move to areas which should be blocked (e.g. the areas covered by the houses).

There also is some code for handling unidentified items, but since there are no identify scrolls yet, I made all items identified by default. It might happen though that in some parts of the UI the magic pre- and postfixes don't show properly, since this code isn't complete yet.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Wed Mar 12, 2014 9:57 am    Post subject: [quote]

The mouse input handler had a bug which prevented subsequent mouse clicks to be recognized if the mouse wasn't moved between the clicks. Also the imp disturbs the mouse input handler at times.

I have a new version with fixes for mouse input bugs and async monster pathfinding (to prevent stalls) - it's been done in a hurry, so I'm not 100% sure if everything works as intended, but it looked alright in my quick tests:

http://sourceforge.net/projects/jewelhunt/files/r005/
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Mon Mar 17, 2014 9:08 pm    Post subject: [quote]

50 ways to leave your lover - 50 ways to slay an imp!

http://sourceforge.net/projects/jewelhunt/files/r008/

There are now 50 randomly moving imps on the default dungeon level, which you can use for training your point and click combat skills :)

Also, with some help from opengameart.org, the game now got a better selection of items:

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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Wed Mar 19, 2014 11:46 am    Post subject: [quote]

The imps now got some basic AI, which can let them do some tasks. At the moment the only two tasks implemented are sleeping and drinking from a well. Even this little gives the dungeon a much more alive appearance, and it's kind of entertaining just to watch the imps scurry around :)

http://sourceforge.net/projects/jewelhunt/files/r009/
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Thu Mar 20, 2014 1:26 pm    Post subject: [quote]

I feel a bit hesitant to announce this release, although it marks a milestone - one can now travel back and forth between the village map and the dungeon. So I can now to start adding map by map and the other missing features, like the townspeople.

http://sourceforge.net/projects/jewelhunt/files/r010/

I had a few crashes during testing, but I never could reproduce the problems. Looks a bit like a threading problem, and I'll have to investzigate it further. I decided to release it anyways, since it felt "complete" in a way.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Fri Mar 21, 2014 2:55 pm    Post subject: [quote]

In the last release occasionally the map creation crashes if an imp plans to set up its lair inside a well. I had not thought of this.
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