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Who would play an old-school themed RPG with a deep, open world a la Fallout, Elder Scrolls?


zircon
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Thanks for the kind words. This is all very motivating :D

I'm using Java with Slick2D, a subset of LWJGL (the same platform Minecraft uses.) Basically, this library provides some very basic functions like keyboard/mouse input and access to the graphics card, but that's it. Everything else about the engine has been coded from scratch.

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Thanks for the kind words. This is all very motivating :D

I'm using Java with Slick2D, a subset of LWJGL (the same platform Minecraft uses.) Basically, this library provides some very basic functions like keyboard/mouse input and access to the graphics card, but that's it. Everything else about the engine has been coded from scratch.

Sweet thanks. I work as a Web Application Developer (Actionscript, PHP, Javascript, SQL, etc..) Done some very high end work in Actionscript and Flash. Lots of computer/human interaction and UI stuff. Also lots of database work as well. Have done Java in college. I'd love to be a part of this, if accepted. Will take a look over Slick2D and see how it relates to my experience. Got a couple things on my plate I want to accomplish currently. Will have to see if I can give it a realistic commitment after I look over things.

Def can't wait to see things come to fruition though. Love 16-bit style! Kudos for taking up the challenge dude.

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Oh awesome, good to hear! Slick itself really isn't that hard to understand, since it just extends Java a bit. 99% of what I'm doing is just plain Java. Drawing and input is handled by Slick classes, but that's about it (not sure if I will do audio through Slick or roll my own.) I picked Java because it's very readable and understandable, plus I have experience with C#. It can also deploy to multiple platforms.

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All good reasons. Generally speed/memory becomes the concern with Java but that should be less of an issue with an ASCII game.

I figure speed is not an issue when you're dealing with turn-based stuff especially. There is a decent amount of AI going on each turn but the only real-time things are the animations.

I suppose the next step here if I'm going to have anyone help would be for me to clean up everything I have (most of it is already commented) and finish any open-ended things I'm working on. For example, I was redoing the Entity class that manages NPCs, objects, and so on, as well as the map system. Once I do that I think we'll be at the point where features can be added piece by piece. For example, a system for using spells/skills exists, but there are only some basic types, likewise with statuses. More could be added modularly.

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I figure speed is not an issue when you're dealing with turn-based stuff especially. There is a decent amount of AI going on each turn but the only real-time things are the animations.

I suppose the next step here if I'm going to have anyone help would be for me to clean up everything I have (most of it is already commented) and finish any open-ended things I'm working on. For example, I was redoing the Entity class that manages NPCs, objects, and so on, as well as the map system. Once I do that I think we'll be at the point where features can be added piece by piece. For example, a system for using spells/skills exists, but there are only some basic types, likewise with statuses. More could be added modularly.

I think it is a good idea. In my experience it's best to try not to plan too much in advance but aggressively refactor your existing stuff.

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