I now feel I'm back into the swing of coding for my long sterm Alternate Reality remake project. I've now completed moving it over to use the latest version of the SFML 2.0 media library and I'm pleased with the results such as the automap display now displaying instantly.
I'm now working towards releasing a new version of ARX. This so far contains bug fixes, a few new placeholders for shops / modules such as the Dungeon Chapel and pretty much the full Troll / Goblin ring quest. I've also added in the Dungeon fountains and have made a start on adding more features to the City Taverns. It also features an updated City map provided by Dalimar with all the shop door signs now in place and the Arena walls using the pillar texture. You can also move / wrap from one side of the City map to the other using those secret doors - instead of appearing "outside" the map as in previous versions.
Hopefully have this mini release which I've marked as version 0.41 out in another week or so.
Saturday, 25 February 2012
Friday, 17 February 2012
Project Resurrection - ARX and SOTC
After a long break I'm starting to get back into both my Alternate Reality X project and Stone of the Citadel. I'm moving them over to a newer version of the SFML media library which make both games possible. With AR in particular I'm taking the opportunity to try and greatly simplify and restructure the code - it desperately needs it! I probably waste lots of time going backwards and forwards through my maze of twisty, legacy code.
I'm going to update the webpages at www.crpgdev.com to include both projects rather than just Alternate Reality and I'm keen to get a new AR version out soon and a little demo of Stone of the Citadel too so people can start to get a bit of an idea of what direction I'm taking with this and see it actually does exist! I'm keen to hear from people what they would like to see in this type of party based CRPG so drop me a line.
The long delays are due to the usual reasons - work, family life and basically just needing a rest to avoid permanent burn out. To be honest I did think about stopping work on Alternate Reality X but I really want to complete what I set out to do there and it is achievable. However I'm pleased to say I'm keen to get back to it now after the break and I can now go back feeling refreshed and enthusiastic.
One thing I have thought a lot about recently based on many emails I've received about the projects on this blog is adding a paypal donations button for anyone who is interested in the projects and wants to put something towards my time. I've always been a bit reluctant to do this but from the supportive comments I've had asking about this I've come around to the idea so don't be surprised if you see a donate button pop up. The projects will continue to be available for free download for anyone of course.
I'm going to update the webpages at www.crpgdev.com to include both projects rather than just Alternate Reality and I'm keen to get a new AR version out soon and a little demo of Stone of the Citadel too so people can start to get a bit of an idea of what direction I'm taking with this and see it actually does exist! I'm keen to hear from people what they would like to see in this type of party based CRPG so drop me a line.
The long delays are due to the usual reasons - work, family life and basically just needing a rest to avoid permanent burn out. To be honest I did think about stopping work on Alternate Reality X but I really want to complete what I set out to do there and it is achievable. However I'm pleased to say I'm keen to get back to it now after the break and I can now go back feeling refreshed and enthusiastic.
One thing I have thought a lot about recently based on many emails I've received about the projects on this blog is adding a paypal donations button for anyone who is interested in the projects and wants to put something towards my time. I've always been a bit reluctant to do this but from the supportive comments I've had asking about this I've come around to the idea so don't be surprised if you see a donate button pop up. The projects will continue to be available for free download for anyone of course.
Thursday, 29 September 2011
Stone of the Citadel: Minimap
I've added a mini map to the display to help navigate around the map. This is based on my Alternate Reality X code just now but I'm going to modify it to show only explored sections of the map: either individual cells or whole chambers and corridors a chunk at a time.
I've also altered the current textures and spent some time yesterday collecting decent free textures that I can use at least in the short term to start adding some variety to the map. I want to start sketching out a real map soon such as a town or the starting Citadel of the title as well as adding some more interesting map features and functionality to my game engine. My intention is to try and make the 3D view more realistic by adding more complex shapes such as recessed doorways, pillars and pits rather than just relying on the flat 6 quads for each map cell (floor, ceiling, front wall, back wall, left wall and right wall). We'll see how that idea develops.
I've also altered the current textures and spent some time yesterday collecting decent free textures that I can use at least in the short term to start adding some variety to the map. I want to start sketching out a real map soon such as a town or the starting Citadel of the title as well as adding some more interesting map features and functionality to my game engine. My intention is to try and make the 3D view more realistic by adding more complex shapes such as recessed doorways, pillars and pits rather than just relying on the flat 6 quads for each map cell (floor, ceiling, front wall, back wall, left wall and right wall). We'll see how that idea develops.
Tuesday, 27 September 2011
Stone of the Citadel: First screenshot
As I mentioned previously I've already done some initial coding for Stone of the Citadel. I've played around with a few different displays based on other games and for the initial stages of building up some actual game content I've settled on a simple screen layout which you can see below.
Whilst not particularly exciting at this stage it gives me something solid to start working with and building on. Over the coming months expect the display to change dramatically though - everything from the 3D view, its dimensions, textures, layout, fonts and logo are all likely to change. I've spent some time getting my bitmap font routine working smoothly as there will be a lot of text and information within the game so it needs to be readable. I can easily use other fonts now this is in place.
Functionality wise all you can do just now is move around a simple test map with walls and doors. Performance of the 3D view slowed down a bit once I added all the menus and party roster but I know why this has happened and how to fix it.
I'm planning to switch over to SFML 2.0 from SFML 1.6 as I believe this will give me some options for improving performance. It's also the future for SFML so I might as well start to become familiar with it.
Whilst not particularly exciting at this stage it gives me something solid to start working with and building on. Over the coming months expect the display to change dramatically though - everything from the 3D view, its dimensions, textures, layout, fonts and logo are all likely to change. I've spent some time getting my bitmap font routine working smoothly as there will be a lot of text and information within the game so it needs to be readable. I can easily use other fonts now this is in place.
Functionality wise all you can do just now is move around a simple test map with walls and doors. Performance of the 3D view slowed down a bit once I added all the menus and party roster but I know why this has happened and how to fix it.
I'm planning to switch over to SFML 2.0 from SFML 1.6 as I believe this will give me some options for improving performance. It's also the future for SFML so I might as well start to become familiar with it.
Subscribe to:
Posts (Atom)
