There is never enough Potions!
I’ve been working with game inventory system lately. Nothing groundbreaking, just typical rpg inventory. Here are the specs:
I’ve been working with game inventory system lately. Nothing groundbreaking, just typical rpg inventory. Here are the specs:
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:

Potions, skeleton monster, bugs...
For enviroment graphics, like ground textures I will use Lost Garden’s splendid free game graphics. Initial character, monster and item graphics will be done by me.
Here is a concept rendering with water, and reflections, and female character:

concept image with water reflections
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.
This naturally can be used for npc characters for pursuing player charcter but also to make player character navigate to new position in world.
Pathfinding is a game character ability to navigate in a game world, avoiding obstacles.
Creating a fast and easy to use pathfinding is a nice challenge. If you are making a traditional tile based game, then there are ready solutions to use, like A*.
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?
I’ll naturally tell more about the project as soon as I have time, but just now I think its good to show you a fast sneak peak of the game engine…

So, the site is up, hooray. Stay tuned for posts… check About section, there is summary of what this is all about.