Hey folks. :)
Those of you who hang out in our IRC channel have probably seen me talking about the RPG engine that I'm working on (not to be confused with pfunked's OSARE). It's a top-down tile non-isometric tile-based game engine, and my ultimate plan is to build a whole RPG on top of it. The editor, which I'm developing alongside the game, will likely be released after the RPG itself, as I'd prefer that the RPG be seen as a real game and not just a tech demo. For the record, if I can't complete the RPG in two years, I'll be releasing the editor under the GPL anyway.
At any rate, I'm approaching the point where the engine is ready for me to build the first big tech demo. In it, you will take control of a party of characters who will venture into the town sewers and defeat the evil Rat King. This will not be the plot of my final game. :)
As it stands, my engine supports maps with any tile size, any sprite size, and any number of layers, which can all be independent sizes. Scripting is done with JavaScript. The engine is built on top of Qt, which means I can leverage Qt's robust GUI for use in my game. At the moment, I have only one widget implemented (a box that appears when people talk), but I'll be expanding this soon.
So, to get to the point where I can build my first tech demo, I pretty much just need to get rid of a couple of bugs in the editor and make undo/redo functionality work. After that, I'll build the complete adventure, minus combat.
The second tech demo will be the same adventure with a Final-Fantasy-like battle system, written (presumably) in JavaScript. For that, I'll need to add a number of new widgets (menus, status bars, etc) and figure out how I'm going to deal with character stats and the like. Should be interesting. :)
Anyway, I'll try to post a screen here some time in the next few days. Wish me luck. :)
Good luck :)
Top down tille non-isometric = old zelda or secret of mana like RPG ?
Hey Bart, I'm curious: in a recent blog post, you mentioned projects that help game content creation, including map editor Tiled. So why did you decide to roll your own map editor instead of using Tiled?
A very valid question.
Two reasons:
First and foremost, this project has been in the works since Tiled was a Java project (or even before then). At the time, i didn't really think of things the same way I do now. So the editor as it stands was at least somewhat done, and it made sense for me to pick it up and work on it again.
Secondly, my ultimate plan is to have the editor actually be able to play the game while in edit mode, which would allow you to make live tweaks and ease debugging. This isn't implemented yet, but the framework is mostly there.
This project sounds really cool. I am excited to see how the mixed tile size will look.
Is there anything you could use help with at this point (tile-sets, playtesting, menu art, etc.)?
bart a link to the game engine project would have been helpful. Even your profile doesn't list the project homepage details. So for newbies it would be difficult to find details of the game engine project. Please look into the same.
It hasn't been released yet. When the tech demo is ready, I'll build a site for it, but right now there's no link because there's no site.
In the meantime, here's a screenshot from the upcoming tech demo:
http://boomz.me/file/bart-20101011T035716-g3pfe5a.png
Bart