Confined [First Person Medieval RPG]

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Dorth
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Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

destory or destroy?
stevend
Posts: 114
Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

Dorth wrote:destory or destroy?
i am aware that sometimes i type to fast :lol:
i meant destroy.

on a side note i am learning how to use the xml device included and i am considering using it for the map files. this will allow for MUCH easier tweaking of the map file, and also backwards compatability.
christianclavet
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Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
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Post by christianclavet »

Hi, Stevend.

If you rename an IRR file to XML you'll see that it's also in that format.
You could create custom scenes nodes and use the IRR loaders (XML scene parser). You could even create a custom saver if you want.
stevend
Posts: 114
Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

hmm well :oops: im not sure what you mean. Are you sugesting using the save irr scene function inside irrlicht and write a loading function? use custom scene nodes to hold values? just trying to get a rough idea.

i did think about this, but this would require me to recode alot of thing afaik.

i have, however, finished my own XML saver and loader of Confined Maps.

I also got rid of 75% of the C functions and am now using the provided string library, and made the map edtor check too see if files exist to prevent any crashes :)

ill work hard on some new features and probably wont release anything till i pull out some new features!

thanks for all the feedback.
stevend
Posts: 114
Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

Hello. I have uploaded new source code and binary. Lots of code has been cleaned up and done using more standard techniques. I have added something like the beginning phases of an inventory. i have switched all formats, including maps, to XML, which will also make it forward compatable.

Also i have launched the official site, check it out:

http://confined.coderzilla.net

:)
christianclavet
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
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Post by christianclavet »

Hi, stevend

Downloaded the last version and it work on Vista 64 with my GeForce 9800GX2. Level editing is different as what I'm used to but is fairly simple to use (If you remember the path and filename correctly).

I like that way that you use the physic with the ground to place item. :D Your physic engine seem really well implemented and work perfectly. BTW. It would be nice that when player collide with some objects (barrels for example, that they move a little as they are not glued on the ground. You've put a weight field. The physic should use that if it move the object on the force you apply to it)

The next things I could recommend for your next version:

- When using the MOVE and CREATE ITEM drop them in front of the camera instead of the camera position. Calculate the bounding box of the object and place it in front of the camera. So it wonk be stuck by the physic.

- Use the IRRlicht file requester (even if it's far from being a fully useful thing) for retrieving object, texture, and scripts. It will be a lot easier then to type the full path and filename. You could add a GUI button looking like that at the end of your field. [...]. It will trigger the file requester and fill the field. (having a way to write it manually is good, since the file requester is limited)
(You seem to have fixed a problem when a file is loaded but not found (crashed in previous versions)

- Just hide the mouse pointer after you click NEW GAME. If hide it properly after you used the right button, but at first it's not hidden when you start the game.

Just some question on what you plan to do with your current engine:
- Having some ennemies/NPC planned?
- Type of combat (projectile only, sword, arrow, etc.)
- Allies NPC?
- Some kind of multiplayer planned?
Jedimace1
Posts: 16
Joined: Fri Aug 01, 2008 12:59 pm

Post by Jedimace1 »

This idea somewhat reminds me of Might and Magic. I had one of the earlier versions and it was great fun. I hope this game gets that good too. You might want to look at it and consider some of their ideas.
Image
stevend
Posts: 114
Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

christianclavet: hey! yeah actually when i release 0.4 there will be some new features. i have updates the code to be able to save and load your player, and i have finished integrating Lua scripting into my game.

Lua scripting will enable things like events, scriptbale objects etc.

but even more, it will intice me to make the NPC object, which will take advantage of scripting capabilities.

for combat, i have a modeller attempting some animated arms and a sword. also spells / magic, and the user will be able to fight with "telekenisis"

i want to make a mmorpg, but i cant do that till i can make an regular game. i have experiance with server and client programming but i gotta learm to 3d program first. :P

Jedimace1: never seen that game before. its scary how much it looks like my game (in my mind, what i want the finsihed pridcut to be LOL)
christianclavet
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Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
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Post by christianclavet »

for combat, i have a modeller attempting some animated arms and a sword. also spells / magic, and the user will be able to fight with "telekenisis"
So it's a mix between Might and Magic and Star Wars: The Force Unleased?
Might and Magic: (sword, spells / Magic)
Standard Might & Magic?
Image

Or more like the game: Dark Messiah of Might & Magic?:
Image

The force: Unleashed (Telekinenis)
Image
stevend
Posts: 114
Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

:twisted: i have taken a look at the force unleased before looks great , and thats kinda where i got the idea from. probably would need to use physx or havok buti dont have the hard ware :cry:

but yeah thats ... sort of the idea i guess lol nailed it right on the head.

btw finished scripted objects and im working on npcs now.
stevend
Posts: 114
Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

i have released a small update (0.4) for who ever is interested.

I plan on making 0.5 the "big" release, but for now, here is what i just added:

Just Finished
- Scriptable objects are complete, although the external api is fairly limited, because i am waiting until i finish NPC's.

- You can now save the game with F11. When you save the game. your player data is saved, and the locations of all the objects are also saved.

- The main menu is now also more functional, and level loading system has been improved.

- You can now see all debug information of each model in the editor.

In Progress

- Working on GUI elements such as hp and mp.
- Working on some scriptable API features
- Working on NPC's
pera
Posts: 460
Joined: Wed May 14, 2008 1:05 pm
Location: Novi Sad, Serbia
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Post by pera »

Hi I can't build source since I don't have right versions of some of these libraries:

irrlicht
irrklang
irrnewt
newtonsdk
lua

can you specify what versions of these should be linked in the project, and maybe links for download / or add them all to one source zip?
stevend
Posts: 114
Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

Apologies! I have added a file ./dependencies.txt to the source code package with all required version. for reference here they are:
this source code package depends on:

- irrlicht 1.4.1
- irrklang 1.1.0
- Newton Game Dynamics 1.53
- irrnewt 0.4
- lua 5.1 (will need to link statically if your not using msvc 2005)
They are all the latest versions i am pretty sure though.

also i just uploaded a revision version (0.4.1) in which the main menu now has a loading screen, after you click new/load game.
stevend
Posts: 114
Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

taking a look at 0.5

i have started working on an NPC system for confined. I still have to working on loading/saving the maps npcs, and i also have to add functionality to the map editor to edit them, but the basic integration is complete.

They are using a the irrnewt character controller, allowing animated meshes to be move, climb steps, and detect collisions eventually. Also they will take advantage of the scripted interface.

Here is an example screenie!
Image

i plan to have 0.5 released within a week. 0.5 will feature some new assets including sound effects, as well as support NPC's and some scripting API functions.

8)
grayman
Posts: 69
Joined: Thu May 12, 2005 10:48 am
Location: colombia

how to compile it on linux?

Post by grayman »

hi dude, nice project, i use ubuntu 8 x64 and NetBeans, could you help me to compile it?

i already downloaded all dependencies but i dont know what should i remove or change from the code...eg. windows.h

any hint?
System

AMD X2 4200
nvidia 7600gs 256mb
2GB ram DDR2
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