Thankfully all the EXP and STATS are completed. Once you level up you have the option of selecting which stat to improve by hitting the appropriate shortcut key. I was considering having mouse control, but sadly it would throw the rest of the game off as there is only keyboard input. You can also reset your stats if you wish to make changes before confirming your applied selection.
Task 10 will work on some new graphics to polish things up! I'm looking at release a video in two weeks, might take longer if other projects interfere. I'll be working on improving the look of each individual screen, plus a few other things!
Wow! It's 2013 at last!!! Didn't think we would make it, well after Y2K, oh and 2012!! Yes, even a few other proclaimed end of the world bandwagon groups started between that time, but we're still here!
Sadly with Christmas, and my time off I didn't spend it programming. Loved the break to be quite honest.
Task 9 is very simple, I will program in the experience system (which is done already in the monster and player class). Then I will add in the option to add your stats. When you level up you can increase or decrease your stat point (only decrease once added, and not confirmed!) Then you will hit confirm to apply your new stats.
I should have this task completed by Friday at the latest, I need to start committing more time because I'm falling away from this project.
Stay tuned, and I hope you all had a very good Christmas and New Year celebration!
Sadly I've been sick on and off for the last few months. Just now I'm finally feeling better because I'm taking antibiotics. It's been a shame because my Classic RPG # 1 project has been moving along at a much slow rate then I would normally program a project. I'm hoping to get back on course by next week!
I'm also working on some other assets for another project, so stay tuned!
Thanks for following my progress! Just remember to keep working on your projects, so many people fail to complete their games and it's a real accomplishment to see any project all the way to the end. There are a lot of projects I'm following on GameDev, I hope to see each one completed, sadly some projects have fallen off the radar, don't let that happen to you!
I've made very basic menus for the towns/castles, ect...
I've posted the images below:
So everything is pretty simple, I will carry on the inventory code into the shops which means I don't have to program much of anything. Buying and Selling items is very easy. To buy I would just add an item you selected to your inventory if you have the right amount of gold. Selling is nothing more then "dropping" an item and receiving gold, so I don't need to a program anything other than adding value amount to the players gold count.
The quest screen shows your active story quest and reward for completing that quest. There will be no side quests, just story quests.
This hopefully will all be done today. Then I will post the final update, and a new entry for Task 9 will be posted.
Task 7 is now complete! Sorry for the long delay, I was way too busy to even touch code since my last entry. I also worked out a few other issues with the inventory system as I found a way to duplicate items.
The HUD is very basic as seen below in the three images.
This was very basic and simple, so this concludes Task 7.
I've been looking to jump into app development for quite some time now. There are a hand full of applications and game ideas I would like to create and release. However, I'm not willing to purchase an iMac as I'm a Windows user unless it's the only good option.
I did find DragonFireSDK http://www.dragonfiresdk.com/
Would this be a recommended option to begin development? I don't mind purchasing software, so any suggestions are appreciated!
Task 7 will mainly be for programming the information dialog to replace the text box.
I have been debating on having the text box removed, and when you put your combat cursor over any given enemy, their information will show. (Current Health, Damage, ect...) on the HUD below.
You will have a Journal anyways for Quest information. The Text Box is really going to be useless in this regard, simply because all Quests and dialog are done through Towns (Cities/Castles) which run on a separate dialog screen.
I should have everything completed by Wednesday with some screen shots of how this works.
I've tried to update the swords to make it more clear the Bronze, Iron, and Steel are indeed different. The game will show a text description either way.
Below you will see the new swords on top, and previous ones below.
Now, to describe how items work in the game! Each item has what you would call a level, or grade. There are no level restrictions to use such item, however it will cost gold! Much like Dragon Warrior, you had to kill enough monsters to buy the weapons. The only difference in this game is that you have a chance of finding any grade of item!
I'm currently finishing the programming for the inventory with these items and the loot system. I will then post a video on Sunday to show off my progress. This should also conclude Task 6!
It's now time to set the goals for Task 6!!! I'm looking to have all weapons and armor types equip able, along with items useable through the inventory screen. The loot system will be fully functional as well.
I've done a few "simple" sprites for the following items:
Bronze Sword Iron Sword Steel Sword Staff Wooden Shield Tower Shield Magic Shield Bronze Armor Iron Armor Steel Armor Robes
I just have HP / MP / Anti Poison Potions, Teleport Tablet, Key, and Gold Coins to do.
Task 6 Goals:
Equip Weapons and Armor
Loot System Programmed
I've finished programming the attack functions in the Player and Enemy class! The video below just shows movement, enemy movement, turn based movement, and of course basic melee attacking. I also describe how camping works in the game.
Thanks for watching! I'm looking at uploading another video within a few weeks. I will have the loot system working soon!
Original Task 5 Entry: http://www.gamedev.n...c-rpg-1-task-5/
Task 5 - Revised:
I've been unhappy with the way I was approaching the combat and overall feel for the game. I had a vision for this game to be very similar to a Classic DOS RPG I played many years ago, however having combat like in Dragon Warrior was not bringing the same feel. I've chosen to have enemies visually roam the map and combat will still be turn based as all events are in the game with a real time feel because each action starts a new turn. Example: If I attack an enemy, other enemies still move one space, or engage me if I'm within their aggro bubble.
I've loaded a map full of Yetis to toy with! Yes! They do move around!
- CLICK IMAGE FOR FULL RESOLUTION -
Due to the changes I must revise Task 5.
Task 5's Goals:
All Items Programmed
Enemy Movement Programmed
Enemy Aggro Bubble Programmed
Enemy Chase Function Programmed
Basic Melee Combat Developed
Stay tuned, as I'm finishing up a video to post within a week. This will display all of Task 5's goals! In Task 6, I will finish up looting and item usage! Magic combat will be held off for a bit. These changes will also allow for Spells to have great AOE effects. Boss fights should also appear more engaging as well.
I've been slacking a bit on the project because of Guild Wars 2! I've played every class other than Guardian and I'm not enjoying the game as much as I hoped to! I normally play the thief for PVP and usually rank in the top 3 on my side. World vs World was alright with the thief and if you wire people towards you that are low on HP into your own group, plus using Short Bow on crowds. Those that have read my previous Guild Wars 2 entry would know I intended to play the Engineer, which of course lasted 10 levels and I lost interest in having to swap kits all the time.
What really turns me away from this game is that each profession is not played like a typical DPS / TANK / HEALER MMO! I knew this before ever playing Guild Wars 2, but it just doesn't feel right to me. The last MMO I truly enjoyed was Ultima Online back in the day, now that was fun!!! Don't get me wrong, Guild Wars 2 was extremely fun in it's own right, but the game is just not what I was fully looking for. I must say it's a beautiful looking game, and really did an awesome job on events!
Now, back to programming my own projects!!!! I've chosen to revamp some features in my game as well, I will post those changed in my next entry.
Now that the menus are all done and working, it's time to work on the next task! The goals for task 5 include completing the item system, such as weapons, armor, and potion drops. I will also complete the combat system, which means melee, and magic combat will be ready to use; This however does not include combat balancing.
Task 5's Goals:
All Items Programmed
Basic Melee Combat Developed
Magic Combat Developed
Item Usage System (HP / MP Potions)
Experience and Spell Level System
Stay tuned, as I'm holding off on the video until I have the first area complete for a Boss fight!
I'm really looking forward to Guild Wars 2! I did play Guild Wars 1 on release and played through several times, however I never really enjoyed Eye of the North as much. I've never pre-ordered a game or anything for that matter in my entire life, yet I found myself pre-ordering Guild Wars 2 so I could get the three day head start, and the bonus item to help in the early stages. I did some reading online and apparently there are only 80 levels. You can gain a level in 1 hour and 30 minutes roughly, when past level 20, which doesn't change per level. I would be looking at 78 hours of game play to achieve the level cap. As most people who've played Guild Wars 1, they know it use to be level 20, which took no time at all if you rushed to battle your doppelganger.
Guild Wars 2 offers a nice feature which scales all of your enemies based on your current level. As nice as the feature might be, I would indeed missing the old days in Guild Wars 1 when you would escort new players around while one hitting everything, not to mention tanking. I loved doing runs as well to rush players to newer areas.
I'm not sure how item based the game is considering Guild Wars 1 was mainly based on skill builds.
I've played every profession in Guild Wars 1, but in Guild Wars 2 the Engineer really interests me! I will be starting as a Charr Engineer!
I normally have time allocated for gaming because it allows me to get a break from programming, plus see if I can gather new ideas for my own projects! I hope Guild Wars 2 meets my current expectations for great PVM (Player vs Monster) game play, along with some balanced PVP (Player vs Player) combat! My main concern is that ArenaNet is gearing this game towards group play, sadly I've always been more of a solo player in any online RPG.
Anyone else looking forward to Guild Wars 2 on August 25th (August 28th for non pre-orders)?
Thankfully the Classic RPG project will now resume! Hockey is now over, which means more hours to spend programming and developing this game.
I will me working on the project starting tonight, and I will be posting a video in August! The Editor as most know has been completed, so all that I need to do is develop the maps, moving system, combat system, and a few other things like Towns, ect...
I will keep everyone updated as my next entry will feature a video of game play.
Hopefully everyone's projects are going smoothly, and you're all enjoying your summer!
Hello everyone! I haven't tossed my Classic RPG project in the toilet, it's just I've been playing hockey four times a week which leaves little time. I'm playing mostly practice and pickup games to get me in shape for our regular season, which we're 2-2-0 (W/L/T) I'm the goalie for our team and sadly I'm a bit rusty. ;)
I'm hoping to get some more progress done this weekend as it wont take long to make maps with my Level Editor, and I'm glad it's completed.
I'm really looking forward to getting a demo out as soon as possible. Estimated time frame might be a month from now, but I cannot guarantee anything at this point.
Task 4 will consist of getting the world map completed, and playable. Your inventory, equipment, spells, and journal screens usable as well. Enemies will not be currently present yet. Cities will be active in Task 5!
Hello everyone! In this entry I'll be talking about what will be coming up in Task 4! Task 3 thankfully is complete! The World Designer is fully functional, and doesn't need a collision layer, or any fancy tools because of the map sizes. See below for an example of a test map, which is only showing 1/4 of a playable map.
(Click Picture to View Full Size!)
You might notice the new sprite by the end of the bridge! Well, he's the main character!
You will also notice a Tower, and Cave. When you enter the Tower or Cave, new maps will load. You will also find treasures worth fighting for as you travel through these places.
Task 4 will consist of building a Demo Level with a working Battle System, Player Inventory, and other features. I will go more into detail on my next entry, which will lead up to that live Demo I've been waiting to show!
Have a great Easter everyone, and I hope you enjoyed reading this entry!
Hello everyone! Sorry for all the delays on getting some progress done!
I've been working on the temporary place holder sprites for the game. Here is a sneak peak of 3 of the enemies you will face when roaming around the Winter North.
Again... This is all place holder art, so I'm not putting a lot of effort in making the sprites look perfect. I should have all the sprites completed by the end of Sunday! Once this has been accomplished, I will get a main character roaming around some maps, and get cities working with menus!