sideprojects (fenics's Worklog)
game update
(Click thumbnail to enlarge) |
(Click thumbnail to enlarge) |
(Click thumbnail to enlarge) |
features:
- very fast scalable tilesystem
- flexible diablo style inventory system (could add horadric cube, stash, shops etc with a few lines :D)
- diablo 2 ish style lightning engine (slows it down quite a bit, but still very playable on my laptop, over 30 fps usually)
- minimap
- 11 spells with their own lighting effects
easy to use fullscreen effects like poisoning, adjustable light radius of every object, etc
to add:
random fix crashes when not in debug mode:
- pathfinding on click
- fix mana and hp bar, fenix dislikes my regions; use map block copy instead
- finish inventory item interaction(split money, right click actions)
- enemy system (groups), path finding, long and short range
- attempt to draw my own tile graphics instead of using diablo 1's
- draw a main character in 8 directions, and an enemy character in 8 directions... yeah , next year maybe.
..yeah, this project helped me establish quite a giant buglist on my IDE, including bugs where prg files were erased >.>
(Posted on October, 25th 2007, 14:35)
Comments
Rincewind said:
Demi-chase.net seems to be down so the images don't appear. Hmm I'll try again later.
(Posted on October, 25th 2007, 18:03)
fenics said:
not surprising : \ servage.net isn't a very reliable webhost...
(Posted on October, 25th 2007, 18:05)
Rincewind said:
It works again, looking very good! How did you implement the dynamic lighting?
(Posted on October, 25th 2007, 20:25)
fenics said:
With an additive blend to the screen of a lightmap that all objects with a lightradius blit their "light graphic" on. (yeah , therefor their light radius is fixed : \ , but you can use a different light graphic, or a different size, looks quite good either way :-) ) and it works different for objects with depth, their brightness is calculated using the lightmap, and a blendop from an array loaded at the start is used.
it's not that fast, but the fastest method I could find, and usable, since the speed does not seem to decrease much when there are more object or lighting effects on the screen...
it's not that fast, but the fastest method I could find, and usable, since the speed does not seem to decrease much when there are more object or lighting effects on the screen...
(Posted on October, 25th 2007, 20:44)