Red eyes in the darkness 2nd dungeon crawler Alpha
Posted: Tue Dec 23, 2014 5:19 am
Hi
As a few of you may remember I’m working on an rpg / digital novel hybrid called Red Eyes In The Darkness.
At the beginning of this year I made an alpha test for the first version of the dungeon crawler engine
http://lemmasoft.renai.us/forums/viewto ... 45&t=19559 used in the game.
The tests back then showed me that the basic concept worked but at the same time that I had severe troubles in terms of flexibility and maintainability with the engine, thus I decided to do a complete rewrite. Due to an increased workload at my job I faced some time difficulties but now managed to finish the rewrite of the engine.
As it is a complete rewrite and I want to find bugs,… as good and fast as possible I’m doing the alpha test while adding additional features (some of them known already from the original version but which had to be removed as they are no longer possible in that way in the new version [as some of them were done wrongly
back then and thus worked but they need to be done differently now]) to it.
How will I do this?
[*] I’m going to release a version of the engine every 1-2 days
[*] During the time in between releases I will read through this thread and try to incorporate things given feedback on and also update this post in terms of known issues and features and planed stuff.
What do I need infowise?
[*] A feedback on all issues (be it bugs, performance issues, lag issues, placing issues, graphic issues, ….) found
[*] A feedback on wishes / enhancements that could be made
[*] ….
______________________________________________________________________________________________________________
Versions:
Linux: Mac: Win: ______________________________________________________________________________________________________________
Current Version: 0.1
Features:
[*] Moving through a map and not able to move through solid objects
[*] Minimap
[*] Event processing
[*] Fog is in (where it is set on a mapcell)
Plans:
[*] Putting optional day/night cycle in
[*] Putting dynamical lightsources in
Known issues:
[*] Currently only 1 background is ready (thus even inside the cave the blue ceiling is seen.
Mapediting:
For the purpose of this demo the map is in the open and can be edited (its a .csv file: The map being used is mytest.csv). Be sure that the map is enclosed by blockable tiles though. Every map is designed to have a maximum of 512 x 512 cells. Here a description of how the data of each cell is made up:
BBB.TTT.CCC.VVV.PPP.LLL.EEE
BBB: 3 digit number of the background that is to be displayed when this is the 1st cell that the player is looking into
TTT: 3 digit number of the tile that is to be displayed
CCC: 3 digit number of a tile. if this number is given then all tiles between TTT and CCC are displayed as animation (the current status of the animation
aka the current Frame aka the current tile number is saved inside the tile itself. if this here is 000 or lower than TTT then no animation is made)
VVV: 0-100: Represents % of visibility. The lower the faster visibility is reduced when looking into the direction of this field.
PPP: Special effects. For a list look further below.
LLL: Blocking. 0...non blocking, 1...blocking (complete), 2...blocking (except flying)
EEE: 3 digit number representing the event that is to be started whenever this tile is moved into.
Special effects (Be aware that NOT all are currently implemented see features):
001: Light fog - Permanent
002: Dense fog - Permanent
003: Light rain - Permanent
004: Hvy rain - Permanent
101: Light fog - 10% chance for it to occur during daytime.
102: Dense fog - 10% chance for it to occur during daytime.
103: Light rain - 10% chance to occur during day and night.
104: Hvy rain - 10% chance to occur during day and night.
201: Light fog - 20% chance for it to occur during daytime.
202: Dense fog - 20% chance for it to occur during daytime.
203: Light rain - 20% chance to occur during day and night.
204: Hvy rain - 20% chance to occur during day and night.
301: Light fog - 30% chance for it to occur during daytime.
302: Dense fog - 30% chance for it to occur during daytime.
303: Light rain - 30% chance to occur during day and night.
304: Hvy rain - 30% chance to occur during day and night.
As a few of you may remember I’m working on an rpg / digital novel hybrid called Red Eyes In The Darkness.
At the beginning of this year I made an alpha test for the first version of the dungeon crawler engine
http://lemmasoft.renai.us/forums/viewto ... 45&t=19559 used in the game.
The tests back then showed me that the basic concept worked but at the same time that I had severe troubles in terms of flexibility and maintainability with the engine, thus I decided to do a complete rewrite. Due to an increased workload at my job I faced some time difficulties but now managed to finish the rewrite of the engine.
As it is a complete rewrite and I want to find bugs,… as good and fast as possible I’m doing the alpha test while adding additional features (some of them known already from the original version but which had to be removed as they are no longer possible in that way in the new version [as some of them were done wrongly
back then and thus worked but they need to be done differently now]) to it.
How will I do this?
[*] I’m going to release a version of the engine every 1-2 days
[*] During the time in between releases I will read through this thread and try to incorporate things given feedback on and also update this post in terms of known issues and features and planed stuff.
What do I need infowise?
[*] A feedback on all issues (be it bugs, performance issues, lag issues, placing issues, graphic issues, ….) found
[*] A feedback on wishes / enhancements that could be made
[*] ….
______________________________________________________________________________________________________________
Versions:
Linux: Mac: Win: ______________________________________________________________________________________________________________
Current Version: 0.1
Features:
[*] Moving through a map and not able to move through solid objects
[*] Minimap
[*] Event processing
[*] Fog is in (where it is set on a mapcell)
Plans:
[*] Putting optional day/night cycle in
[*] Putting dynamical lightsources in
Known issues:
[*] Currently only 1 background is ready (thus even inside the cave the blue ceiling is seen.
Mapediting:
For the purpose of this demo the map is in the open and can be edited (its a .csv file: The map being used is mytest.csv). Be sure that the map is enclosed by blockable tiles though. Every map is designed to have a maximum of 512 x 512 cells. Here a description of how the data of each cell is made up:
BBB.TTT.CCC.VVV.PPP.LLL.EEE
BBB: 3 digit number of the background that is to be displayed when this is the 1st cell that the player is looking into
TTT: 3 digit number of the tile that is to be displayed
CCC: 3 digit number of a tile. if this number is given then all tiles between TTT and CCC are displayed as animation (the current status of the animation
aka the current Frame aka the current tile number is saved inside the tile itself. if this here is 000 or lower than TTT then no animation is made)
VVV: 0-100: Represents % of visibility. The lower the faster visibility is reduced when looking into the direction of this field.
PPP: Special effects. For a list look further below.
LLL: Blocking. 0...non blocking, 1...blocking (complete), 2...blocking (except flying)
EEE: 3 digit number representing the event that is to be started whenever this tile is moved into.
Special effects (Be aware that NOT all are currently implemented see features):
001: Light fog - Permanent
002: Dense fog - Permanent
003: Light rain - Permanent
004: Hvy rain - Permanent
101: Light fog - 10% chance for it to occur during daytime.
102: Dense fog - 10% chance for it to occur during daytime.
103: Light rain - 10% chance to occur during day and night.
104: Hvy rain - 10% chance to occur during day and night.
201: Light fog - 20% chance for it to occur during daytime.
202: Dense fog - 20% chance for it to occur during daytime.
203: Light rain - 20% chance to occur during day and night.
204: Hvy rain - 20% chance to occur during day and night.
301: Light fog - 30% chance for it to occur during daytime.
302: Dense fog - 30% chance for it to occur during daytime.
303: Light rain - 30% chance to occur during day and night.
304: Hvy rain - 30% chance to occur during day and night.