LAR Games

Posted by LAR Games on Sept. 30, 2014, 1:41 p.m.

You know, considering my username…. I don't work on games very much anymore.

I'm hoping to change that, and I've actually been sort of productive over the past two or so months.

Thanks to Acid's help with a great example on how to do an inventory, I started my own RPG engine.

It's actually coming along too!

Here's the versions I've actually created an executable for:

Version1

Version2

Version3

Version4

Version5

Version6

Version7

Version8

Version9

Version10

The latest version(That I've created an .exe of) is number 5 and since the previous one I've added character animation support, footstep sounds, and more.

The latest version is version 6. I improved the code of the items you pick up on the ground quite a bit (It took a veeerry long time), and I also managed to make it so you can only equip only one of an item.

Currently you can only equip the helmet in the head slot and spells in the left hand slot.

Also, you can actually use the spells that are equipped in the left hand. If you have on equipped, you can click the right mouse button to fire.

Not to mention a bunch of other under the hood stuff, that I can't remember. :

The latest version is version 7. I finally separated the sprite system so that items can look one way when they're inventory items, and another when they're equipped on the character.

Another more substantial addition is the escape menu. You can now restart the game, change fullscreen mode, exit the game, and enable or disable the Optimizations (culling) inside the menu.

I've yet to add the ability to change the resolution to anything other than the default of 720p because I have a feeling that's going to be quite the little project.

Not looking forward to that. lol

There's also a blood setting there as well, but it doesn't do anything. That was just so I can test how easily I can add another menu item. :P

The latest version is version 8.

Progress:

I added health, mana, and stamina stats to the character.

I added healthbars for all of those stats as well.

You can now use consumable items in the inventory by pressing "E"

Health Potions restore health.

Mana Potions restore mana.

You can now press "E" on a rename scroll to rename an open chest.

I added rocks.

I added trees.

You can't really test it, but I made it so you don't get an error when there isn't a tile under the character.

I made it so sprinting takes up stamina.

I also added jumping. (I'm not sure about this)

Jumping uses stamina.

The latest version is version 10

Progress:

Added rudimentary enemies with very, very simple AI. (They don't attack yet)

Added clock

Added passing of days

Can now dual wield swords

Can now equip swords in either hand (Or any dev specified weapon)

Added shift clicking

Created simple lighting system

Created simple shadow system

Both change with new day/ night cycle

Attacking now makes you stop moving

Items can now have extremely long names

Footstep particle materials are now correctly displayed where your foot lands

Added 3d sound (This took me FOREVER)

Pic:


I'm really excited to make more progress, I just hope I don't get stuck on something dumb and then give up like all my other projects…

EDIT: I forgot to mention that this is still an engine and I actually haven't started working on the game for the competition yet. :(

All of the graphics and everything visual is still programmer art, so I know they suck. lol

Since this is an engine still, I haven't actually worked on any of the assets. Even the sounds are quickly recorded messes. haha

Comments

Mega 9 years, 7 months ago

Those images are returning 404's LAR.

LAR Games 9 years, 7 months ago

Oh, shoot. Fixing.

EDIT:

Fixed

Also, I don't have any images yet, those are the actual files. :P

Zac1790 9 years, 7 months ago

Nice, I know a lot of work goes into those there systems. The chests work really well, I might add, especially with that automatic closing at a distance. I was a little bit creeped out when the guy's head rotated 360 degrees though

LAR Games 9 years, 7 months ago

Yeah, I haven't tied the angle of the head to the body yet, so it kinda just goes where it wants. lol

Mega 9 years, 7 months ago

The engine works smoothly, and at a fixed 300FPS with optimizations on or not. I like the inventory system you've got going already, it looks suitably complex for an interesting RPG.

Looking forward to what you make of this :P

LAR Games 9 years, 7 months ago

What about with the inventory closed? That's what affects the FPS the most.

The "Optimization" is just enabling the item culling in the world so only items that are on screen (or important) are rendered.

The FPS fall to the lowest they're going to go when you mouse over an item on the inventory.

Also, thanks. :P

I'm looking forward to what I can make out of this too.

Mega 9 years, 7 months ago

Without optimizations enabled, it drops down to 180FPS when hovering over an item in the inventory. With them enabled, it's around 300FPS.

LAR Games 9 years, 7 months ago

What do you get when the inventory is closed AND the optimizations are enabled?

I get around 1000.

Mega 9 years, 7 months ago

No change, for some reason. Stays rapidly switching between 270 and 300 FPS.

LAR Games 9 years, 7 months ago

Huh. That's weird. :/