Posted in October 9, 2009 ¬ 12:40 pmh.adminNo Comments »
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!
Posted in September 24, 2009 ¬ 2:55 pmh.adminNo Comments »
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.
Posted in September 11, 2009 ¬ 1:45 pmh.adminNo Comments »
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.
Posted in September 4, 2009 ¬ 1:04 pmh.adminNo Comments »
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.
Posted in August 4, 2009 ¬ 3:21 pmh.adminNo Comments »
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, [...]
Posted in July 1, 2009 ¬ 3:58 pmh.admin3 Comments »
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 [...]
Posted in June 18, 2009 ¬ 2:02 pmh.adminNo Comments »
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.
Posted in June 10, 2009 ¬ 11:00 amh.mauc3 Comments »
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 [...]
Posted in June 3, 2009 ¬ 9:10 amh.adminNo Comments »
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. Read the rest of this entry »