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kseh's blog

RPG Project - Post 2

Posted by , in RPG Project 27 November 2012 - - - - - - · 1,210 views

When I started this project I thought I'd go with a top down 3/4 view , figuring that it should be easier to do. I've spent the past two weeks fighting with what I though should've been some simple layering.

I had hoped to be able to quickly get a video going of a character walking around the game world. It didn't take long to get an old sprite up and modify the code I had from the platformer I was working on before to work for a top down sort of world. Fought with collisions a little bit but ended up with a few improvements to the code and generally feeling happy about progress. Then I set about fixing up a little display issue I was having layering tiles and my sprite.

To start, I was just painting the terrain tiles and then my old snark sprite right on top (I'll be using a different player character eventually). Which is fine for some general testing but I wanted to have it so that the snark could hide behind the walls a bit. So I add in the code to redraw the appropriate tiles and fringe pieces and I kinda got what I was hoping for.

Attached Image

But also quickly found that I wasn't redrawing all the pieces I needed to be.

Attached Image

I thought about the problem a bit.
- The lower fringe pieces need to be redrawn on top so the snark appears behind a wall.
- The left and right fringes need to be redrawn on top so that the snark appears to emerge from behind the wall.
- The upper fringes should not be redrawn so that the snark always appears on top.

When I coded for this I found that as I travel up through a 1 tile wide hallway, the snark is hidden by the left and right fringes. Not really a problem until he approaches a turn or dead end where the upper fringe is displayed. At that point you find yourself with the same sort of layering issues you see in the second picture above (sorry I don't have an image handy).

I think I went between redrawing and not redrawing the side fringes once or twice and was getting frustrated. I tried to remember what I've seen in games with a 3/4 view with this sort of hiding behind objects thing. I don't know if my memory isn't reliable enough or if I didn't Google hard enough but I couldn't really think of examples of what I'm trying to do. I could only think that if anything came close, you were probably able to hind behind a wall but you wouldn't be obscured by left and sides of fringes. Either your character is always drawn on top or the sprites are such that they will always fit between any corridor walls
with no fringe layering taking place.

After a few of tries at techniques I could think of, I ended up approaching the problem with acceptance that you won't be able to hide yourself as completely by a wall. You could walk behind a wall fringe but that fringe's depth is small enough that you don't end up walking down far enough to start worrying about the left and right side fringes. This means that the space that a wall tile takes up is effectively greater than 1 tile. This ends up with a just bit of a depth effect and means I don't have to figure out all my tiles again. In order for it to work right I also had to expand the collision rectangle a bit and track whether or not a character's move was successful or not. If the character is unable to move left or right as intended, he appears on top of the fringe pieces that he'd otherwise appear behind. So far, so good. At least, it's good with only 1 character to worry about.

I'm not really sure what completely hiding stuff behind walls would really add to game play anyway. That might be just a sour grapes thing, but other than looking kinda cool, what am I really going to do? Make chests you need to complete a quest impossible to find? Maybe hide such that they leap out and kill you with no chance to react? I'll take the little bit of appearance of depth I got out of it and leave it at that.

Gonna have to get a YouTube thing set up so I can link in the videos better. In the mean time, I'll have to add it to my gallery this way I guess.
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Starting another project

Posted by , in RPG Project 04 November 2012 - - - - - - · 822 views

Creating an RPG has been something I've taken a stab at a couple of times before and I've decided to have another go at it. Like before, I'm probably overly ambitious and overly optimistic but like before I'll probably have fun giving it a go.

The focus for the past few weeks has been world generation. I'm going with this idea where you play on isolated islands. To generate the island I'm using the Accidental Noise Library to generate the shape and establish the depths you can descend. I'm also using it to establish a few levels of caves that you would go adventuring in.

I have a video of what I got so far that I'll try to attach it here (haven't done this before). It doesn't seem to come up when I view this post but the video is in my gallery if you click on where it should be. If anyone can tell me how to fix this, please let me know.

RPG World Overview

But... um...

I do think there is a bit of an awkward thing to mention though. The plan I've had for this game seems remarkably similar to a couple posts I've read here lately. I know that given the same idea, two people are unlikely to come up with the same result. Especially if you're working on a solo project. But I hate to give any sort of sense that I might be stealing someone's idea. I've actually had this idea for some time now and it so happens that this is the time that I have anything to show. I wanted to do a journal post where I could show a video with a character running around on the island surface and descend into the caves. But I figured maybe writing now might be the better way to go.

The Game Idea
The main direction of the game is magic and its discovery. I was initially thinking a rougelike sort of a thing where you'd have to figure out how to put together randomized recipes for potions and randomized rune combinations for casting spells. You would find and collect the various componants and through experimentation and by periodicly revealing clues to recipies, the player discovers spells and they are then available for memorization and use while exploring.

I'm also planning to include some survival and construction elements. Yeah, I know, who isn't these days? But I'm hoping to use both resource collection and their use as driving factors in the game. I think scarcity is an interesting element and I want to use it as a driving factor in the game. I'm hoping that I'll have something where it will get more interesting as the player seeks to become more powerful. There will likly be a way to leave your starting island to seek additional resources but it will probably be expensive and have defensive drawbacks.

Anyways, that's the basic plan for the next while. If none of it comes to be, I hope at least I'll end up with various elements that will be useful for future projects. The next step is to have a character that you can have running around the island. Then I think need the beginnings of an item system which I'll use to get some landscaping in. Where things are likly to go wrong would be that I'm flying by the seat of my pants here. I have an idea of how I want the magic system to work but I'm much less sure about the spells themselves. And though survival is planned to be a driving element, I'm sure I'm going to need something that can be thought of an end.

November 2012 »


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