Posted in October 23, 2009 ¬ 4:18 pmh.admin
You press i and the inventory opens. This is one of those wonderful Written in Stone things in computer rpg’s. Inventory is good, its filled with tiny pretty items that will help you go on and conquer the world in front of you. And it’s so simple to use! You just click an item in [...]
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Posted in October 19, 2009 ¬ 4:47 pmh.admin
I added a locked teleport/key feature. It’s still bit limited, but makes good addition to feature list. Any item class can be set to be a key to a teleport instance, so for example you could set BlueKey to to be key item for teleport01. Then when player steps on teleport01, a check is made [...]
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Posted in October 9, 2009 ¬ 12:40 pmh.admin
Although I have had very little time to spend on the project, I have made good progress. I have introduced several new features to the engine, and everything is starting to come together. It is actually starting to feel like playing a game. Marvellous!
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Posted in September 24, 2009 ¬ 2:55 pmh.admin
After little rest, Im back on the project. Next big thing to do is to make the whole area system completely dynamic, so I can have multiple “campaigns” using the game system.
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Posted in September 11, 2009 ¬ 1:45 pmh.admin
I just managed to get first sneak peak version of the game/engine out, you can find it in Latest Build section, check it out!
Im pretty satisfied overall, but naturally there is lots and lots of things to improve. But now basic game mechanics are fleshed out, so it will be easy to continue from here.
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Posted in September 4, 2009 ¬ 1:04 pmh.admin
I have been crashing bugs and cleaning up stuff so I could release first sneak peak version of the game engine. There is still some work to do, but hopefully I get the thing out next week.
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Posted in August 4, 2009 ¬ 3:21 pmh.admin
I have been on summer vacation, and travelling, so i haven’t had much time to code. But now I’m back =)
I’ve been working on area loading and saving. Saving is not complete yet, but I probably get it ready quite soon. All collectibles (items that can be picket to inventory) and npc’s will be saved, [...]
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Posted in July 1, 2009 ¬ 3:58 pmh.admin
Well, sometimes the code just writes itself, nearly. I have made good progress, and now all collectibles (potions, etc), npc’s and containers (like chests) all come from area data, which can easily be manipulated, and will be easy to create from editor mode of the game also.
There is is also basic alertbox that can be [...]
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Posted in June 18, 2009 ¬ 2:02 pmh.admin
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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Posted in June 10, 2009 ¬ 11:00 amh.mauc
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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