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

LAR Games 10 years, 1 month ago

I'd love some feedback!

Regarding your comments:

1. I agree about the movement, I made it a bit faster on the version I'm working on now. (Also you can sprint with shift!)

2. I also agree that you don't know what you picked up very easily. I'll be sure to add a popup on the side that tells you.

3. I don't know what you mean by this. There's no dragging anywhere in this inventory system. :/

4. Yeah, I'm aware about that, I either have to get around that (by always placing tiles where the character can go, or find a fix. :P

EDIT: Also, I made a trello!

LAR Games 10 years, 1 month ago

Oh, I see what you mean. Rust uses that system and I really dislike it. :(

I made it more like minecraft since I really like how theydid their inventory system.

LAR Games 10 years, 1 month ago

In the version I'm currently working on, I added the ability to split inventory items. I also completely reworked how items in the world work so I'm able to load info from the main item defining script. (This took waaaaay longer than I thought it would, but it was worth it.)

The changes weren't too apparent so I didn't bother to create an exe or upload it.

Taizen Chisou 10 years, 1 month ago

Ooh, fascinating. Is there a way to utilize the fire book yet?

LAR Games 10 years, 1 month ago

Not yet.

I have to figure out how to limit the amount of same equipment you can wear first. :P

Don't want to have people running around with 5 helmets on. lol

Astryl 10 years, 1 month ago

Quote:
Don't want to have people running around with 5 helmets on. lol
That's exactly what I did the first time I tried this out.

LAR Games 10 years, 1 month ago

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. :P

EDIT:

Here's the trello if anyone's interested.

https://trello.com/b/tB8lCyNq/rpg-engine

LAR Games 10 years, 1 month ago

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

LAR Games 10 years, 1 month ago

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.

Alert Games 10 years, 1 month ago

Not bad. Apparently theres two different types of health potion. I got confused on the closing of the chest.

Basically, a good engine not only is popular by how smooth and flexible the system is, but also how easy it is to implement into a new or existing game. Having scripts all over the place can be a problem with managing the code, especially in game maker. I can't see the source, but its something to keep in mind ;)