Omnimaga
General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: necro on October 05, 2006, 12:18:00 am
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RAIN DROPS
A rpg currently in development, features are numerous, graphics are 16X16, the planned platforms are xlib assisted 83+ basic, 89 C, and pc.
83 version's title (3 level g/s)

the game is currently on hold
Progress:
Overal: All damage, level, magic, and other calculations are finished;
83+ engine:
start up/title prgram: finished
map engine: rewritten with new object system
map objects: map loading object, battle generating object, and a few others are progressing, many others are still unfinished.
battle engine:converting to an "object" system
still working towards a demo
89 C:
having some difficulties with key input...currently not progressing until I get time to look into/understanding row reading
(help pertaining therein would be much thanked...perhaps just a list of code snippits for each key?)
Computer:
not much to anounce yet except that the graphics are being expanded, music written, etc.
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resserved for attaching files
(I've attached a random song...any opinions of it? [this is the first update of this file])
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very sweet necro it seems cool can't wait for the demo
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that sound nice and glad you alerady finished magic/levels and such :)
, did u do the animation for 83 as well?
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cerain graphics are still in...concideration...as i have a number of limitations on the 83
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you should add those magic animation you did back in the old days for battlecards (which stopped being updated i think) they looked cool
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Glad to see that this is for the 89 too (since I can actually try it then) :)

So I'm guessing it will be done using TIGCC and grayscale (hopefully though not necessary)?
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gray scale is possible but not yet decided upon for the 89 version. I am not sure how well I will be able to port certain things within my time span, but...in a day I was able to learn enough to program a full fledged sprite based tic tac toe so porting seems like it will go quite well.
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Ive decide to remove much of the games hard coded desing in favor of a scripting system that is more rubust and far more abstracted and easy to work with. It basicaly means I am rewriting the way much of the maps work as well as objects I already had planned. When done, it should alow me to build "objects" by just copying and pasting a handful of atributes together like a attribute for a x and y or for checking where a player is standing or consuming extra clocks. The problem is trying to concieve of each of the possible needs an object might have, (objects are basicaly how I am refering to little scripts of code that get carried out based upon portion of lists to do various things...)
also, this has allowed me to remove the main scripting engine for things like carrying out a chuck of a dialog between characters or oppening the battle engine as instead I can just run an object to do those things.
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wow ncie to hear, I hope it speed up developpement :D
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Dat look good!
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wow nice, did you put several pics together because the screenshot seemed to skip very fast o.o
anywya look very nice so far
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That looks awesome! :)

That necro studios and omnimaga thing should be there the first time you run the game; it makes it look professional.
I also like the different screens... Can't wait for an 89 screenshot.
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its just several old screens plus the logo I use for Necro and one for omni (the next combat ball will feature a much more professional intro and I felt like recycling two stills from it)
object work is my current focus on this right now. I wish I could get somebody who was skilled at asm to help me with some text file templates I could use to quickly through together some graphic storage (I hate having to use a lot of pictures and some of my substitute code is currently bloated by its nature)
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progress is being made and I have fleshed out much more of the new object system, several of the object routines are done now (for instance, "battle animation" causes the screen to jitter about {used before a battle} and "interact check" lets an object see if the player tried to interact at its direction). A number of object related issues are currently a cause of much deliberation such as the optimal mehtod to alow an object to act as a solid wall type object, how to start a battle, etc. but I will hammer these out as I go (right now I am just using place holder code).
The entire new game engine is fully up though it is still rather stripped of functionality from lack of the many objects, as such it is not possible to give a prediction of how much the speed has changed. All in all, this system does work well though as it allows for a high level of abstraction and is motivating to work on as you can quickly build an object to, say, create a bridge across a chasm or door that requires an item to open fairly fast.
Sadly, I seem to be cursed in all of my efforts at asm so a number of issues have hindered in certain aspects of my progress.
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is the project still basic or are you rewriting the entire thing in asm? Or are you making some routine in asm to speed it up^?
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Id like to use asm for certain graphics but it hasn't worked out. The 83 version is currently basic and xlib only.
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still good, it should be easier to manage in basic+xlib anyway ;)
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I will release the first demo simulataneosly with a new demo for combat ball and with necro's rpg tutorial 1 (now finished), hopefully some time soon.
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cool to hear!
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well, I am currently learning asm (I actualy have got it to display text, and draw sprites) and I am trying to make certain parts of the game assembly (such as battle/magic animations). So, I am currently making less progress but should be able to make the game smaller, faster, and better this way.
and learn asm in 28 days is terrible
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Awesome! I can't wait.
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I'm glad to hear lot of people are attempting assembly atm, I am curious what they will come up with in the near future :)
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Ok, development on rain drops officaly resumed...things i am working towards
1. teaser movies with music and such featuring scenes and game play, one for each version (well underway)
2. finish all 'object' engines, finish 'object' script laungage, finish a tester/designer for objects
3. finish last core elements of map and battle engine
4. demos for 83, 89, and comp all simultaneously
I simplified some plans and expanded others, decided to remove the other playable characters because they were complicating the game, plan to give the main character much more depth in his stats, abilities, etc to balance.
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well, I am going to try out the gs programming pack and see if I can get the game to work well enough to make both calc versions in gs. The pc version is still using full color and larger graphics, sounds and such.
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w00t! Yay for progress! ^_^
I can't wait for them screenshots.
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Well, I will be realeasing a full blown movie trailer with the next batch, which may be a little while off. I found Windows Movie Maker hiden in my c drive's bundle, and its a wonderfuly easy program. Add music, sounds, pictures, and movies all rather simply with a few drags, so far my test looks quite nice, will be great when I actualy put the real game footage in.
Game has actualy undergone some major changes, story and combat have been trimmed of most of their fat to make this whole thing more do-able.
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Yes! :w00t:
I cant wait for the movie and 89 version.
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Poke.
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its dead until next cb is out and metorb is out, and the game has changed a lot. So, until then, just like 3D realms in regard to Duke Nukem Forever, its done when its done.