Saturday, 24 November 2007

Added Tile Properties


It took me a while to sort out the new file format for the terrain objects but I've now got a simple machine/human readable format which I can reuse for the monster and item files. Now that I've done this I've thinking of splitting game objects into 3 different areas - terrain, monsters and items. The map/item format is very simplistic just now so will probably need to be expanded at some point.

As always I'm wasting time changing little image files instead of sticking with a handful of basic tiles and adding features to the editor and game. Anway I finally added some properties for the different types of terrain in the game. Decided to leave out animation and visibility for tiles just now. For now I've kept it very simple with tiles having a small number of properties:

  • Tile no - the image number from the tile sheet
  • Name - a text description for look commands
  • Passable - can the tile normally be walked through
  • Map link - does the tile offer an entrance or exit to another map level (E.g. staircase)

I'd like to really start making Demons Eye feel more like a game. I might add a player status and inventory pages and some simple console style messages. It would also be nice to be able to have a bit of simple treasure hunting and combat!

Saturday, 10 November 2007

Demons - Slow Progress



Progress is slow mainly because I keep going back and fiddling with little things rather than adding new features to the engine. There's still no actual functionality or properties to tiles so this is really something I need to make a start on - it's not difficult.

Anyway there are a few cosmetic changes. I've added an Ultima style border dividing the screen into three main area - overhead view, messages and the character status/inventory browser type area.

The 16x16 font has been replaced with an 8x8 one - currently Joshua Steele's Ultima 4 Upgrade one. I wanted to be able to put quite a lot of textual information on the screen for combat, conversations and intentory details but this was difficult with the larger font and a smaller font also leaves more space for item graphics, status bars or icons which I think will make the display a lot more interesting. This font is good for now but I'll keep my eye open for something a bit more unique.

I've reverted to the David Gervais tileset and RLTiles tileset. Both are good tilesets with plenty of intersting to tiles though there are a number of typical tiles I'll need to create/find elsewhere to complete some content.

Really need to add some simple tile properties. Are tiles passable? Can they be seen through? Do they link to another map? And so on...