Posted: Fri Jan 22, 2010 5:48 pm
No, the readable part is a page and a half. The inscriptions haven't been written yet. I'm thinking of something obscene.
It'd be further, but Q4 is a killer. Follow that by mistakenly installing Baldur's Gate, which ate about 50 hours real quick this month. Now I'm playing BG2 again. And planning on re-buying the Icewind Dale games if I don't find my copies this weekend.
My main focus code-wise is to get the core mechanics done, and then test them with a hacked-up temporary program. Since I greatly desire a flexible engine that I can adapt later without writing 15000 functions, this takes longer.
Unlike my first RPG, in which every spell had it's own function (simple, effective, but restrictive), and weapons were hard coded; I am working on making it so that my eventual editing tool can make not only the maps and scripts, but items, spells, races, classes, creatures, and so forth.
This will help make additional games under the same engine more easy to make, so long as I don't need specialized mechanics. Later, I plan on updating and redesigning the combat code and mechanics, so that I can build a turn based strategy game off of it as well.
My ideal engine will be able to run either single character or party based RPGs, turn based strategy games in the style of Age of Wonders or Master of Magic, or even TBS in the style of Steel Panthers World at War, without touching a bit of code. A lofty goal, so bear with me on this.
It'd be further, but Q4 is a killer. Follow that by mistakenly installing Baldur's Gate, which ate about 50 hours real quick this month. Now I'm playing BG2 again. And planning on re-buying the Icewind Dale games if I don't find my copies this weekend.
My main focus code-wise is to get the core mechanics done, and then test them with a hacked-up temporary program. Since I greatly desire a flexible engine that I can adapt later without writing 15000 functions, this takes longer.
Unlike my first RPG, in which every spell had it's own function (simple, effective, but restrictive), and weapons were hard coded; I am working on making it so that my eventual editing tool can make not only the maps and scripts, but items, spells, races, classes, creatures, and so forth.
This will help make additional games under the same engine more easy to make, so long as I don't need specialized mechanics. Later, I plan on updating and redesigning the combat code and mechanics, so that I can build a turn based strategy game off of it as well.
My ideal engine will be able to run either single character or party based RPGs, turn based strategy games in the style of Age of Wonders or Master of Magic, or even TBS in the style of Steel Panthers World at War, without touching a bit of code. A lofty goal, so bear with me on this.