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AppGameKit/AppGameKit Studio Showcase / Lost Dragon's Tile RPG WIP

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Lost Dragon
13
Years of Service
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Joined: 22nd Aug 2010
Location:
Posted: 8th Jul 2013 00:38 Edited at: 8th Jul 2013 02:53
This is my retro tile RPG work in progress.

It is programmed in Tier 1.

The tiles are 64x64 but they have been drawn to resemble a game from the mid-90s. Movement is step-based. All characters have 4 frames of animation.

Current features include:

Line of sight darkness scaled by distance.
Zoom mode.
Light mode.
Tile types that manage sound effects, blocking, etc.
512x512 main world map.
Basic sound effects.
Basic error trapping.
Terrain penalties.

Edit mode (partially complete).

The main map is completely mapped. All tiles have been drawn. All tile data has been input. Most of the object data has been input. The story has been written.

To be done:

Input NPC data
Finish inputting object data
Terrain tile palette for edit mode
Insert Object mode
Insert NPC mode
Text handling
More GUI elements (eg: inventory)
Basic combat (roguelike style)
Special effects
Save/Load game state
Save edited map state.

I am shooting to release by the end of the year but I'm a one-man band so if I get stuck on some programming problem then it will be later than that.

My targeted platforms are Windows and OSX. If I can make it work on a phone later that is a bonus.

The story is similar to other games of the retro tile RPG genre with some quirks to keep things interesting.

Here is a video of my game in action.

http://youtu.be/Nbyk7wSdKBs

Hit HD and full-screen it for the best view. If it's blurry, it's because of Youtube. Hit HD again, wait for it to load HD this time, and retry.

Here's a screen shot.



Thanks!

If some mod could change the post title to "[WIP][Tier 1] Retro Tile RPG" that would be super.
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 8th Jul 2013 05:10 Edited at: 8th Jul 2013 05:11
that's a very solid looking game.....

That's also a very large map to have loaded at once! has it been hardware tested? id be scared to make a map that big on my blackberry.....haha cause its a blackberry....lol!

looks good though! Im gunna keep an eye on this.

how big of an array are you using??

Lost Dragon
13
Years of Service
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Joined: 22nd Aug 2010
Location:
Posted: 8th Jul 2013 06:22
Thanks!

The main world array is [512,512]. That's the biggest map there will be.

The game only deals with the tiles the player can see, so the amount is more like 30 tiles by 15 or 16 (less depending on screen resolution).

I haven't tried it on any phones. I'm mostly targeting Apple and Windows PCs at launch. I will do more extensive testing when I get NPCs in and running around.
Cliff Mellangard 3DEGS
Developer
18
Years of Service
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Joined: 20th Feb 2006
Location: Sweden
Posted: 8th Jul 2013 21:12
You have a great rpg Engine going here
Like the large terrains you manage.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Jul 2013 21:20 Edited at: 9th Jul 2013 21:21
Ah 512x512 is manageable.... From that video it appeared to be much bigger.

It looks like you put alot of work into the map editor.

Will your game play be simular to the ff series? Or fighting in real time?

Lost Dragon
13
Years of Service
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Joined: 22nd Aug 2010
Location:
Posted: 10th Jul 2013 03:56
Thanks all.

The map probably looks big because the tiles are kind of chunky.

I am currently looking at having a roguelike style combat setup where bumping into a monster attacks it.

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