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Progress Update

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Hi all, it's time for a check in!

Revel Immortal 0.10

Last Monday 8/5, the release Revel Immortal 0.10 went well; you can check it out at http://edigames.com/revelimmortal

Data Crisis

Okay, crisis might be overly dramatic; but a nagging issue with Revel came to a head after the release of 0.10.

Static data is stored in .js files and linked into the main code; kind of like a data segment would be in an EXE.

The problem is this data was spread over nine files and finally has become too unweildy to manage.

Examples of the data are:

  • Character Templates
  • Map Templates
  • Stereotype Defenitions
  • Markers
  • Quests
  • NPC Dialogue
  • NPC Placements
  • Structure Templates
  • Achivements

    Expressing all of the information in single files for each of these categories had finally become too messy.

    The first, technically pleasing solution was to create a database and some UI for authoring and storing this information and exporting to the final data segment.

    After some consideration this would prove to be a large project and stall content creation for Revel; so instead moving to sub-directories of these categories and multiple per-region and per-object files; and a added build process to concatenate the files into the final data segment was done instead.

    This soloution only took about two hours and so didn't present a noticable hiccup in content creation.

    Random NPC generation with Stereotypes

    Even after we added a few more NPCs Garranshall was still feeling a bit bare; so I started work on randomly generated NPCs.

    RNPCs work off the existing transient npc defenitions on map templates; that is, the type of map you're on designates the kind and quantity of randomly generated npcs you find there; enemies included.

    An issue with this however is that an NPC created from a CharacterTemplate, generally is identical from one to another.

    So a system needed to be create that allowed per-instance randomization of NPCs.

    But not just any old randomization; for a given classification of people you want relatively controlled randomization, so that is where Stereotype objects come in.

    If we assume a CharacterTemplate called "leowynNoblewoman" we might have a Stereotype object "leowynNoblewomen"

    The Stereotype object defines ranges of random properties; such as hairstyles, colors, clothing etc. etc.

    This system works for any kind of NPC, so enemies can be subject as well.

    Revel Immortal 0.11

    It's Monday again already and we'll be releasing 0.11 tonight; 0.11 adds randomly generated NPCs and new dialogue.

    Slated work for 0.12 is mostly concerning item and loot drops/chests and as always filling out more NPCs/Quests

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@InvisibleMan good find, thanks; that is likely a recent regressive issue, the specific files probably didn't make it up.


That will be fixed this evening for 0.11


Thanks again!

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When I first opened the game, my first reaction was to try and move with the mouse; the game looked and felt like it had mouse-based controls. I later found out that I was partially right (I found the GUI movement controls), but after discovering that the mouse wasn't doing anything, I tried WASD and everything worked smile.png One thing I should note though is that after taking a quick break from the game, I instinctively tried to move with the arrow keys. It might be a good idea to support mouse and arrow key based movement in addition to the GUI and WASD.


I like the music, and the combination of light areas and dark areas looks really nice so far. It's also cool that you have the framework for a crafting system in place already. On the subject of items though, I would recommend showing the item as you move it around in your inventory; I was initial confused as to what the left mouse button was doing.


After talking with the guy in the first room, I encountered some zombies, discovered I couldn't attack them, died, and decided I should explore the castle smile.png It's the start of a good game!

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