Thanks Lamoot! I feel like I'm inching closer to a real game. I'm glad the current demo is playable and somewhat fun, if just for 30 minutes or so.
Here are the next major milestones in my to-do list:
Smarter enemies, plus enemies with special powers
NPCs with dialog, simple quests, and items for sale
Main menu, new/load/save game menus, maybe basic cutscenes
I'll also be putting a lot of effort into moving the game configuration into plaintext files so that most everything about the game can be changed. To test that this works I'll try to make a total conversion into a completely different genre, maybe post-apoc or cyberpunk or modern day zombie survival.
Also I'll try to include new art in each release. v0.10 adds the Minotaur. Next release I'll probably shoot for a new overworld tileset.
There's no real way yet to change key bindings. If you want to do it in the source, edit InputState.cpp and look to see where the binding[] and binding2[] variables are set. They are assigned SDLKey values, you can see a list here http://iie.fing.edu.uy/ense/asign/tap/obrar05/santiagoackermann_comp/web...
If I can capture half the magic of Diablo I, I'll be thrilled!
It should be easy to build out more levels and make variations on monsters. Once I'm done with the basic engine I'll be making lots of new tilesets and enemies.
I probably don't realize how fast the game is because I'm playing it every day. Diablo I was a bit slow, I think Diablo II had a better pace.
Pathfinding will come soon. I'll probably add A* to the next release, and use that when a creature realizes he doesn't have a direct path to you.
Yeah right now I'm using regular enemy graphics for bosses. It's easy to render them larger or colored, but I'll try to have unique creature models for bosses at the end of various dungeons
I do need to allow selecting creatures so you can see their name and current health. That'll come eventually
I have an idea of how to hide secret rooms. I started using it to at least hide the hallways. The minimap is automatically created based on the collision data for the map.
Good to hear that loot is fun! I still get excited every time I get a blue drop, even though I made the items :)
Setting them up for development depends largely on your development environment. E.g. if you're working on Windows, the setup is very different if you're using MinGW versus Visual Studio. A bit of Googling should turn up tutorials on how to get started.
Thinking about GPL as "viral" is weird to me. These copyleft licences merely say "if you are also doing open stuff, you don't even have to ask permission to use this stuff I made". Otherwise it's a regular copyright issue: talk to the author to license it the way you want.
Thanks Lamoot! I feel like I'm inching closer to a real game. I'm glad the current demo is playable and somewhat fun, if just for 30 minutes or so.
Here are the next major milestones in my to-do list:
I'll also be putting a lot of effort into moving the game configuration into plaintext files so that most everything about the game can be changed. To test that this works I'll try to make a total conversion into a completely different genre, maybe post-apoc or cyberpunk or modern day zombie survival.
Also I'll try to include new art in each release. v0.10 adds the Minotaur. Next release I'll probably shoot for a new overworld tileset.
Thanks for the feedback Tartos!
Anon,
If you're playing version 0.09 the powers aren't coded yet.
Version 0.10 (coming out very soon) will have powers implemented. Open the Powers menu and drag them to the action bar.
http://opengameart.org/category/art-tags/casual-elements
Osmic's high quality gems are a runaway favorite this week. Congrats for winning!
http://opengameart.org/content/gem-jewel-diamond-glass
The respective websites for those libraries will go into more details:
http://www.libsdl.org/
http://alleg.sourceforge.net/
Setting them up for development depends largely on your development environment. E.g. if you're working on Windows, the setup is very different if you're using MinGW versus Visual Studio. A bit of Googling should turn up tutorials on how to get started.
Buch, usually you'd turn to an outside library. Two common examples for C/C++ are Allegro and SDL.
OSARE operates under the assumption that CC-BY items can be used in a GPL project. I assume attribution is not a restriction over and above GPL.
Thinking about GPL as "viral" is weird to me. These copyleft licences merely say "if you are also doing open stuff, you don't even have to ask permission to use this stuff I made". Otherwise it's a regular copyright issue: talk to the author to license it the way you want.
MerlinX420,
- Ideally we want to move away from allowing GPL as an art license, because the GNU and FSF folks don't recommend using GPL for art
- In Reality we can't because the behemoths of free games (e.g. Wesnoth) are still under the GPL mandate.
Hard to choose what to do. Hopefully new projects don't do GPL content mandates so we can move past this eventually.
This is a weekly discussion/argument in our IRC channel.
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