Dauntless Rogue: A small RPG game - New stable-ish version
I just uploaded an alpha tech demo of the game. No source included yet, because it's poorly commented at the moment and it's not very useful because the game is still very incomplete. However, this demo does show what direction the game is heading in. You will notice that I haven't added weapon models yet. Also, the load game feature doesn't work yet. However, some things are fully implemented, such as the useable item inventory (press the corresponding keypad button that shares the relative position of the item on the grid shown to use an item you've collected. I know that doesn't make much sense, but you'll see when the game is run what I'm talking about), weapons and magic (for the time being, there is a treasure chest in the very first room that contains a dagger, walk up to it and press L to obtain it, then press 1 to equip it), and basic enemy support. Because the game was also designed to be a framework, many things were not hardcoded. These are things like frame lists for enemy models, level settings, list of enemy or item locations, etc. These are changed via simple control scripts. They are very basic and not in Python or XML or anything like that; they are just simple text files.
This version is now obsolete-- See below.
PS: Thanks to Psionic for that awesome beast model! Also, I got that music from
http://incompetech.com/m/c/royalty-free/orchestra.html. It's under the CCA (included with the demo in the data folder). I created the HUD graphics with GIMP. SFX were taken from various public-domain sources. And of course, thanks goes to the Irrlicht Team for the Irrlicht 3D Engine and IrrKlang.
This version is now obsolete-- See below.
PS: Thanks to Psionic for that awesome beast model! Also, I got that music from
http://incompetech.com/m/c/royalty-free/orchestra.html. It's under the CCA (included with the demo in the data folder). I created the HUD graphics with GIMP. SFX were taken from various public-domain sources. And of course, thanks goes to the Irrlicht Team for the Irrlicht 3D Engine and IrrKlang.
Last edited by Anteater on Sat Apr 14, 2007 2:26 pm, edited 1 time in total.
-
- Posts: 93
- Joined: Tue Feb 08, 2005 12:19 pm
Thanks for the input. I'll brighten it up. As for the camera question, I'm just using the basic smgr->addCameraSceneNodeFPS() function, with the noZMovement variable set to true. The exact code I used was:
Code: Select all
pc.mcam = smgr->addCameraSceneNodeFPS(NULL, 100, 500, -1, 0, 0, true, 0.75);
Okay, alpha version 0.0.1.2 is out! This version has a better looking interface, multible enemy types (3 are possible but at the moment only two are implemented), multible levels (only two right now; more to come), very basic saving and loading (it saves the level your at, that's it), 1024x768 support (untested, should make the game 'runnable' although stuff will be cropped off at the edges), magic works correctly now, source is included, fonts are changed (they can actually be read lol), better documentation (still very incomplete though), more "soft coded" stuff (makes for easier modding), and some other neat stuff. One problem this version does have is its terrible clipping issues; you're likely to see enemies going partially into walls, etc.
This version is now obsolete, see below.
This version is now obsolete, see below.
I just released the first beta version of Dauntless Rogue. The game is now winnable (although it's very short), and there are some small enhancements here or there.
Last edited by Anteater on Tue Apr 24, 2007 10:06 am, edited 1 time in total.
-
- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
-
- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
-
- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact: