Archive for June, 2009

Chest!

You see a chest on the ground. You carefully approach it, and since there apparently are no hidden traps or lurking monsters, you decide to open the chest. Then…

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Minimum game requirements

Creating a professional level (well, nearly so anyway..) rpg alone is quite a big task, so my plan is to make a limited featured game first, and then proceed with more features.

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Enter the Dungeon

Just a fast post with latest screenshot from engine…
Looking fairly good, considering everything is pretty much in wip state…

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AS3 Depth sorting made easy

The plot thickens and you find yourself in a dense forest and pack of wolves surrond you…
And if you are a neophyte Flash coder you are in middle of depth sorting nightmare. How does one make wolves and trees look correct so that when a wolf moves behind a tree, it disappears, and when a [...]

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There is never enough Potions!

I’ve been working with game inventory system lately. Nothing groundbreaking, just typical rpg inventory.  Here are the specs:

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A game needs graphics, too!

Naturally it’s possible to create a rpg game engine with no graphics, just some “stand-in boxes” for monsters, loot, environments, but I find using proper graphics from the beginning inspirational. Here are some drafts for item & monster graphics:
For enviroment graphics, like ground textures I will use Lost Garden’s splendid free game graphics. Initial character, [...]

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Pahfinding in action

So, here is a Flash test .swf of my freeform pathfinding system. There is only 3 paths, and there is no handling of the possibility of not finding any proper paths, but you can get the idea. Drag the target clip to new positions and hit the recalculate button to test.
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Freeform pathfinding

Flare is a freeform engine, meaning that there is no set “grid” or tiles where items could be positioned. So, how to make pathfinding work?

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