RPG Engine - Finally Feeling near completion.
by Kevin Mitchell · 11/25/2012 (12:30 am) · 9 comments
So I've finally got some time to get some more features into the engine working fully. In the next few weeks I hope to release this so expect more post and updates.
The more and more I use the engine and make features for it the better and easier it is to use. I'm fixing a few things I fin along the way as well as enhance and improve the code already in place.
On to the new features.
Saving and loading of game data is now working. Below is a video of me using this in action. This saves all needed info for the sensitive data for a saved game to load back correctly. Currently NPC positions and Monster placements are not being saved because of the random spawn of monster placements as well as the enabling and disabling of event NPCs based on special conditions.
Also seen in the video below is the equipping and un-equipping of armor. Currently I do not have any armor or skin switching implemented but I plan on adding this in future updates. Right now I want to get to the point of usable and push more features at a later date.
Hex Map.
This is my easy solution slash alternative to actually having to draw maps for every area in my game. This hex map will translate the area for you and generate map points of interest depending on legend markers.
The map can be dynamically magnified for accuracy but scaling too high will cause more stress on the map generation. At first I tried a height map but this would not be understandable for most to grasp what they are actually seeing. So I took this idea and "attempted" to make this look like a procedural texture that makes the height difference more understandable to most people.
Let me know what you think.
Thanks.
The more and more I use the engine and make features for it the better and easier it is to use. I'm fixing a few things I fin along the way as well as enhance and improve the code already in place.
On to the new features.
Saving and loading of game data is now working. Below is a video of me using this in action. This saves all needed info for the sensitive data for a saved game to load back correctly. Currently NPC positions and Monster placements are not being saved because of the random spawn of monster placements as well as the enabling and disabling of event NPCs based on special conditions.
Also seen in the video below is the equipping and un-equipping of armor. Currently I do not have any armor or skin switching implemented but I plan on adding this in future updates. Right now I want to get to the point of usable and push more features at a later date.
Hex Map.
This is my easy solution slash alternative to actually having to draw maps for every area in my game. This hex map will translate the area for you and generate map points of interest depending on legend markers.
The map can be dynamically magnified for accuracy but scaling too high will cause more stress on the map generation. At first I tried a height map but this would not be understandable for most to grasp what they are actually seeing. So I took this idea and "attempted" to make this look like a procedural texture that makes the height difference more understandable to most people.
Let me know what you think.
Thanks.
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
11/25/2012 (4:48 pm)
Cool stuff. That map idea is good.
#3
11/25/2012 (7:10 pm)
Thanks Steve. I really wondered what you though since you seemed interested on the auto map i mention earlier. It's getting harder and harder to get this stuff worked on since i've been at work everyday for a month... its really stressing to come home and code more. But I still want to release this month.
#4
11/25/2012 (7:38 pm)
Looking good. Can't wait to see this come out!
#5
12/24/2012 (4:11 am)
can i make rpg like Final Fantasy (Turn base System) with this engine
#6
12/24/2012 (7:26 am)
I've made a resource for a classic active battle engine already if that is all you need.
#7
01/17/2013 (5:17 pm)
Any chance of getting an ETA on this?
#8
01/17/2013 (8:25 pm)
I'm doing testing this month to iron some more things out. I'm in no rush to send this out as I want it to be extremely stable.
#9
01/21/2013 (9:37 pm)
Eagerly awaiting it, keep up the great work! 
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