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arka80's Journal

RedBox v0.2, spawn and melee

Posted by , 10 July 2014 - - - - - - · 746 views
roguelike, rpg, redbox, d&d
Things are going quickly, and after a few days from 0.1, I completed the checklist for 0.2. Woah! Posted Image

The main feature was the ability of the engine to create monsters, put them in map and allow player to slay them in melee. A spawn system was also desired. A single monster to begin with: goblin, obviously. Oh, and the time system went on also (rounds count).

Secondary features were simply more items to play with and the ability of the engine to prevent player to use an item if its character class doesn't allows... i.e. no swords or armors for magic-users.

About Spawns
Every Area (the 64x64 tiles piece of world in which player currently is) has an array of Spawn things. A Spawn is a sort of timer programmed to create and put in map a monster of a kind every X rounds at a certain position. After N creatures spawned it is destroyed. Viewed in these terms, is a very slow paced particle emitter Posted Image
For example, a pile of garbage can be a spawn point for dire rats or centipedes or other kind of vermins, or a cemetery for zombies. I think this way the Area is more alive, and player doesn't ever know if it's all been cleared or not.

Next version will give some kind of basic AI to goblin and maybe a couple or more of new monsters. I would like to manage the loot also.

Here is a screenshot of a cleric beating a goblin.

Posted Image

RedBox v0.1, old fashion roguelike

Posted by , 08 July 2014 - - - - - - · 752 views
redbox, rpg, roguelike, engine and 1 more...
So, after some prototypes and some adventures in the isometric universe, I took a step back to good old ascii roguelike.
I also switched from C++ to good old ansi C.
I kept SFML, in its C flavor, CSFML.

Why C?
I love C++, but simply it seems I can't get a whole game out of it... I always end wasting time in over-engineered solutions, and the last kid in town, Entity-Component paradigm, has done its part.
Sometime less is better. It was better for me, at least.
I discovered you can also live well without classes, templates, inheritance, polymorphism and all the OOP stuff. The more, I discovered I am more productive. So here I am.

The RedBox Engine
So, what is this RedBox Engine? I am making the core mechanics of a system capable of running a D&D RedBox adventure module. The actual game will be data driven, with a bunch of files to give in input to the executable.
In this first release (which is not a release at all, but only a video), I reached my goals:
  • have a procedurally generated character (choosed random between the classic ones: fighter, thief, magic-user, cleric, elf, dwarf and halfling)
  • load a world made of one area
  • have a procedurally generated forest to walk in, with some items on the ground
  • have the player be able to walk around, look, pick up items, drop'em and equip'em
Character name is also randomized, and every class has its own name generator (so I have fighters names, clerics names and so on).
Emphasis has been placed on a clear interface, in which player can visualize all the important stuff in the main window. So character sheet, equipped items, messages and the list of commands (something that many roguelike creators tend to consider less important) are all in the main screen with the game field and the area display.

Ok, but the game?
There's no a game yet. I am reading some old Dragon magazine to find a suitable one, but the very first game will probably be the solo adventure in the Player's Handbook (the one in Bargle's lair with goblins and skeletons, do you remember?).

The big picture
It will be great if I could load a game module, play it with my character, survive 'till the end, export the character and import in another module. It will be great if a module editor could be used to create and edit the files needed. Maybe in a community of creators. With online character's sheets. With...

July 2014 »


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