Archive for the ‘Role Playing Game’ Tag

I may just be getting used to this whole OpenGL thing…

I have been playing around with OpenGL ES 1.x for the iPhone, and really having a tough time with it considering I’m used to other ways of getting images to the screen. I started doing some research, and a whole lot of reading, and I think I might have come up with something!

Yep, you’ve guessed it… the basic framework of a tile engine is up and running! Oh sure things are a little different from my XNA tile engine, and I’ll even go as far as saying I’m a little uncomfortable with a few of the things that OpenGL does… but I’m learning. 

One of the major things I’m uneasy about is the world coordinate system used in OpenGL. I am not sure if I’m doing things correctly, but I’ve been used to the (0,0) point to be in the upper left corner of the screen, as you move down your Y value increases… and as you move to the right, the X value increases. OpenGL uses a different quadrant in the coordinate system, where (0,0) is now located in the bottom left corner of the screen, and up increases Y, right increases X. 

No worries though.. the VERY basic framework of my RPG engine has been ported over to ObjC and the iPhone. Step 2 is to expand on that basic framework and get a few key systems up and running (IE: the Tile Engine and other systems)

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Meir available for download on Creators Club Beta

The Dream Build Play entry ‘Meir’ is now available on the Creators Club Beta for peer review. Official link to the Creators Club entry is: http://catalog.xna.com/gamedetails.aspx?releaseId=279

I am now on a mission to make substantial improvements to both the engine, technology, and adding the sub-systems that I could not impliment for the Dream Build Play competition. My goal is to have a working framework for my Role Playing Games, and then start working on assets such as quest creation / story / artwork. I figure the engine touchups and technology will take a month or two, but the rest will take longer, so I will probably be looking for either help or outright purchase assets (such as characters, tilesets, etc) from aspiring developers. But… until then, let me know what you guys think!

In order to download titles from the Creators Club Beta, you will need a premium membership. Feel free to leave feedback here or via email at: CraigGiles9@yahoo.com

Meir is an official Dream Build Play project

When I started this project, I couldn’t tell you the difference between a float, int, or double. I didn’t know how to program, and had no clue where to even begin on a project as complex as this… but here I am.

Typical combat screen in Meir

Typical combat screen in Meir

Obviously its not a complete game, nor is it as polished as it could be.. but its good enough to prove a point to myself. Good enough for me to say “I set a goal for myself and reached my deadline with a specific quality in mind, and I hit it.” Next step for me is going to be putting together a story, finishing everything I couldn’t get done for the demo, and working towards the Community Games. Until then, enjoy the promotional video we had to put together for the Dream Build Play competition.

For some reason, the video is currently not showing. Direct link is: http://www.youtube.com/watch?v=g8n0fBt2t_8

I would like to give a few thanks.. because there were some people along the way that really pushed my goals forward. Most notably from the shack news community (http://www.shacknews.com/) People such as MitchWalker, RomSteady, and Mittense, DHAvatar, and everyone else on that crazy site.

I would also like to point out that the music for the demo was crafted by Delaric, and it is fine music indeed. Several people have contacted me wishing to help on a possible final version of the game and if you’re interested, all you have to do is shoot me an email. I would like to point out, however, that the final version of the game is a LONG… LONG way off. This i would consider, a very basic demo.. and the final version will be a full fledged RPG. You do the math :) But for now.. one milestone is down.. and thank you EVERYONE who helped along the way.

Codename ShackRPG has an official name!

With the nearing of the Dream Build Play deadline, and the completion of a pre-alpha build, I have taken the ShackRPG code name offline and given it an official title…

Meir

There are quite a few things left that still need touchups and some sub-systems that still need to be written, but for now.. the pre-alpha build is up and ready to be polished for the Dream Build Play competition. The only dilemma for me right now is do I add more content to the game? (Temporary storyline, more encounters, items, quests, maps, dungeons, etc) or do I polish what is already in there and give the Dream Build Play judges less content but a more fun experience?

For example;
– The battle engine is in, but only 90% complete (Magic is not implemented)
– The collision system is still “Loose” and I would really like to tighten that up and make it feel great.
– There are no special effects such as particles or explosions
– Dialog system, while crude, is in place. I would like to expand this to create a complete “Cut-Scene” system.

The Pre-Alpha (DBP build) has 3 main areas and a 1 room dungeon (4 maps), 1 major quest line, 8 or so weapons and armor, several music selections, several different monster encounters, and a few random scattered quests. Is this enough? Maybe… maybe not? The deadline is still in a few weeks so I have time to polish a bit and expand the demo a little.

Everything has been a great journey so far, learning how to program through this project was both a blessing and a curse.. but the engine work is almost complete and now the story is being written and content creation is falling into place. Within a week or two, I should have some screenshots and a “promotional video” of actual gameplay that must be submitted to the Dream Build Play site, so I’ll share them with everyone here as well.

So hang in there just a little while longer, and I’ll start leaking some tidbits on the game itself! :) With the demo nearing completion, it is time to set my sights on a full length game for the Community games. My deadline is Christmas, but we’ll see how things work out.

ShackRPG: Battle System Almost Complete

Battle system didn’t take as long to implement as I had thought, which is great news.. because it means I may just end up getting everything done in time for the Dream Build Play competition!! This battle system is by far one of my most complex systems in the game, for the very reason that makes it fun in the first place. I’ve tweaked it a few times because it was slow and un-interesting, but after playing through a few battles with the new system I think I have things tweaked enough to make battles fun and exciting.

So on to bigger and better things I always say. There are a few systems I’d like to have complete before the Dream Build Play competition, but not 100% necessary, including but not limited to:

Content Readers / Writers: With the current system of XML data, all of the content is being read in via the System.XML namespace. On the PC this doesn’t really give a lot of problems, but on the XBox things are terribly slow when reading new content.

Save System: Right now the game isn’t long enough to support such a system, but its an RPG.. you’ll need to save eventually! I have not even started working on a system to save your progress.

New Assets: While I am just using the assets from the RPG Template right now, I would love to eventually build my own. Not a priority right now, as I’d love to get a tech demo out first.

Cutscene / Scripting system: Cut scenes are possible with the systems I have in place, but I’d love to implement a dynamic scripting system that lets the user really experience the story.

Polish!!: Naturally everything will have to be touched up, working good, bugs squashed, and looking pretty.

So while everything is going along at a fairly quick pace, it is time for me to start putting together something you all can enjoy. I hope to have a few trailers up in the next few weeks and some screenshots of some action, and a demos worth of story hammered out for the Dream Build Play competition.