Created a new cave entrance object, one that goes with double height walls.
Also will be starting on working with doors soon.I've decided to use a slotting system to handle model and map resources. Also planning on creating a all-in-one editor down the road.The slotting system would work like such: You create a new game project, add resources and maps to the lists, then when the project is 'compiled', a folder for the data is created with the files renamed to a generic slot name, like 'Ob000.kv6' would be an object file.Slotting maps will make linking them up easier, and allow you to have lists of available maps displayed when setting up teleports.Another aspect of the engine I'll be adding is auto-roofing, which will have walls (if marked) that have no nearby cielings to put up a roof or topper.At least for the Evaldraw version…Also caught a bug in the current release of the map maker that was missreading object data when loading up maps.In other news, an upcoming new version of GLBasic will allow for images to be directly stored as arrays, which means the Strip2Voxel program can be possibly less limited and have less bugs, like the rogue black pixels and the color tinting that some computers may experience. Once I get the update I'll see how it can handle 64x64x64 images and higher.As for the GLB conversion of Shield Breaker, is going smoothly. So far most of the game has been rebuilt, block behaviors, coloring and the bonus system.I've decided to make the starting shot limit 4 instead of 3.Bonus system has been improved somewhat over before, it now stacks the annoucments instead of layering over them. Also the score is actively increased to the amount added by the bonus.Still have to work in offensive blocks like the shooters, zappers and magnets.
All I can think of is Elder Scrolls, please please make a free roaming rpg such as those games
Elder Scrolls games rule at free roam.
Also, that cave entrance looks very Runescape-ish.I'd love to do that, but it would be tricky. Maps are currently limited to 254x254. Thats pretty big, but otherwise it will be a room2room based RPG vs. an open world.
Something like this old project http://gamejolt.com/dashboard/developer/games/view/1503/But with variable map sizes instead of fixed.Man I can't help but get all excited about this game! :D