RPG thing for Smartphone 2002
This is a generic RPG engine for Smartphone 2002. It is written from scratch based upon the gapidraw graphics library.
The current status of this project is UNDER DEVELOPMENT.
Return home for other projects including gnuboy SP.
Features
- Backgrounds/maps built from 32x32 tiles. Each tile can be fully animated at up to 30 frames per second. (100% done)
- Any size monster/character sprite mechanism. All sprites Alpha blended based on 32-bit RGBA PNG files. Sprites currently can be up to 8 directional with animation at up to 30 frames per second. - monsters are placed on the map with a maximum density of 4 monsters per map tile. (100% done)
- Sprite effects. Any size sprite effects animating at up to 30fps to animate spell effects/events. (0% done)
- Event driven system. Spells/Weapons/monster deaths/actors/trigger map tiles will trigger events defined in a simple event driven manner. Events can then cause changes to maps/monsters/items and trigger sprite effects. (Attacks will actually be implemented as events). (0% done)
- RPG combat/experience/skill system. (0% done)
- Zone based system, where the current zone can contain multiple maps. A zone will be able to be a significant size. Moving out of zone will reset monsters in that zone (to some degree maybe) (50% done)
- Sound (0% done)
- Suite of Windows based editing tools (map 90% / tileset 0% / spriteeffects 0% / monster 0% / events 0% done)
Project Intentions (these are just my current theories and open to change)
Currently I am intending to produce a completely free playable RPG of a reasonable size. The style of game play will be similar to diablo in that all monsters appear on the main map view and fighting is real-time. The interface will be simple with automatic targetting of the nearest monster and 1 key attack system. Character classes will be not specifically designed, a characters development will depend predominantly on the way you choose to play them and what skills you use. Some skills will adversely affect you ability to perform other skills so there will be benefits to focusing you character down a particular path, but this will be up to the user. The graphics in the game will be more similar to the style used in games such as Zelda and Dragon Warriors, but character movement will be free rather than confined to a grid. This will initially be uncertified.
In the future I am considering selling a version of the system (for a low low cost) which would include all level building tools. Players with the registered version will be able to create whole new RPGs (including full customisation of graphics etc) and also play RPGs created for the system. Additionally I am considering an online system for world updates/trading/character ranking/quests/guilds etc. This online system will definitely be available to registered users during early phases but if successful may attract an ongoing usage fee to cover operations. If I choose to sell the product in this fashion it will be certified, aditionally I will certify the free game in this case.
Screenshots
In the second image note the circled monster(/princess) now that's some nice ghost effect with alpha :)
Download
No download yet as there is no game (or even sensible maps) yet. I will put up a technology demo shortly.
Changelog:
29-04-2003
- Map conversion completed and loading on the spv... we have fully generic maps and tilesets :)
28-04-2003
- Finished Conversion routine that packages all tile and map details for a zone. Now I just need to get it to load on the phone :)
27-04-2003
- Finally got back to working on this :)
- PC based map editor completed (it's nasty and in VB, but works)
- File formats for maps, zones and tilesets established (simple open text files)
- To do: conversion routine to take text files and convert them to a package for running in game.
22-04-2003
- Web site up.
- Fixed a problem with monsters occasionally dissappearing.
- Finally figured out how to create a png with RGBA levels for sprites.
- Random background map. Work started for PC based mapbuilder.
- Random monster placement.
- Major restructuring of code and structures to facilitate further development.
- Cheesy monster AI implemented. (Monsters will wander randomly or stand still until hero gets close, then they'll charge, then they'll run away :) It's crap, but it gets them running around to test the graphics and performance).
- Movement takes account of map features (although the random map has no features).
- To fix: Monsters shouldn't be able to see the hero if they are behind a map feature.
16-04-2003
- Started project
- Big thank you to Muff for helping me get off the ground on gapidraw.
Any queries or comments to RPGthingSP (remove the text NOSPAM from the address).
The RPGthing Smartphone Project
Last update: April 22, 2003