Archive for the ‘Game design’ Category

Keys

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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Never ending Dungeon

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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Alpha release nearing…

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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Fire

I did some preliminary spell coding.  For fire effect, I found an exellent example in depths of web, in Mike T. Henderson Blog. I converted the example to as3, did some integrating to the engine, and result looks quite good. 

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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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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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