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.
Read the rest of this entry »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.
Read the rest of this entry »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.
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.
Read the rest of this entry »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 [...]
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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