Magneon Lowly Slime
Joined: 31 Dec 2006 Posts: 1
|
Posted: Sun Dec 31, 2006 2:54 am Post subject: My RPG Engine |
[quote] |
|
So, I'm working on an RPG engine and I thought I would post something of a developer's log here. It won't look too spectacular (ever, but) mostly because I'm undecided on who's doing the art (myself, someone else?) and I am trying to get the check list done first.
Here's the grand checklist:
http://server1.yellowdns.com/~staron/RPG/
(red is what I'm going to do next)
And some basics that are not mentioned on it:
-32x32px tiles, characters are usually 32x48ish but character animation can take place anywhere in 64x64px (the image size). The game window is 480x480 with a 160px sidebar. (640x480 total)
-The engine is Mac and Windows compatible (Java, but no groans please, Java is fast enough for a modest RPG).
-Items are just stationary NPCs, why code basically the same thing twice.
-The game has a full in game level editor, although scripts are edited externally.
-Tiles can be animated, transparent and support 4 layers.
-There will be some degree of 3D, ala Zelda for GBA or SNES.
-Combat will be action based. (easier to code imho and I have collision detection already done from another game(Mac | Win))
And yes, I am going to complete this and make a game with it ;) . I don't need any help at the moment :P but if anyone sees obvious flaws in my to do list, please tell me. I would appreciate it.
And of course a screenshot to prove that I'm not lying.
The in game editor showing my miserable placeholder images. The water is moving, you can select a tile layer and the layer is highlighted with a green border. Currently the accessibility layer is selected showing where the player can and can't walk and with what items (water, ladders to the higher level, etc).
(framerate capped at 30fps)[/url]
Update Morning of December 31st 2006:
-the overlay and underlay are working
-The level size can now be up to 1024x1024
-To allow for this scrolling has been implemented
Next Up: Basic NPCs/Items and AI as well as player control
|
|