proteusrpg-devel Mailing List for Proteus RPG Engine
Status: Pre-Alpha
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From: Bakemono <bak...@sc...> - 2001-10-14 03:59:26
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I've been working on a simple 3D engine, which we could use for the RPG. I've gotten as far as loading models produced by Milkshape 3D and rendering them. I'm gonna work on a level format to go with it. 3D graphics allows so much more than 2D, because everything is rendered in realtime, not just pasted on the screen. Lighting is the most basic environment effect. I my humble opinion, it's also the most important. It's not easy to do in 2D, though it is possible. Things like torches and lightning can add to the feel of the game much more effectively with 3D acceleration. Well, I'm not against 2D graphics or anything, I just think we could have alot of fun doing this in 3D. You guys think about it. Sam |
From: Neil R. <nmr...@ea...> - 2001-10-08 04:16:35
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1) Characters, etc. Charlie and I spoke tonight (Sunday) about characters, menus, and items. He is going to look through the files we created at CVS and see if any of the stuff is usable. Charlie also said he would write down some of his own ideas about characters and items, and make some sample menus that can be sent to us as graphic files. 2) Documentation Sam, I downloaded the current version of the game which includes the source code. I cannot run the game because I use a Mac (without Linux), but I want to review the source code. Do you have any documentation of what you have written? If not, thius might be a good time (before you advance from 1500 lines to 3000 lines of code) to start documenting how the code works-- with comments inside the code, and how the code ties together-- with some kind of a module map that shows how the various code files inter-relate. Documenting code is part of writing it. Without documentation any code is hard to understand, even for the person who writes it a year later. You can't be sure you won't get distracted from this project for a few months, after which you will appreciate the value of extensive comments in the code about what does what. The include files in particular need explanation. Every single defined type needs an explanation of what it stands for in the game. Every attribute of every structure should be explained as well. The variable/type names are not enough. Some description of your overall plan for the program would be helpful to me. I suspect you have something-- either in your head or in rough notes that you could share on the list. Yours truly, Neil R |
From: Bakemono <bak...@sc...> - 2001-10-06 21:32:35
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It's up! http://rpg.scurvypenguin.net/files/proteus-alpha-0.1.0.zip The resource manager has been implemented and hopefully there aren't too many bugs in it, it's somewhat of a bitch to mess with. They really cool thing is the sound though. I know I know, the sound sucks, but go ahead and put something else in place of sound.wav if you want. Sam |
From: Bakemono <bak...@sc...> - 2001-10-06 06:44:50
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If you get this email twice, I'm sorry... I've been working a ton on the game the past few days. I've implemented the resource manager(handles loading of files) and I'm gonna make the proper changes to the rest of the program to use it. All the changes should make the game alot easier to debug and maintain. That's all... |
From: Bakemono <bak...@sc...> - 2001-10-03 23:17:18
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In my last email I said the the temporary sound system I was going to implement wouldn't work in linux. Well, I realized an even easier way to do the sound system that will infact work on different platforms. |
From: Bakemono <bak...@sc...> - 2001-10-03 05:27:59
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Charlie: in case you didn't get my last email, I requesting some ideas about what the in game menus should look like. You can make some images, or just describe them. I'd just like to it ready for the next release, which should come out soon. Everyone: Development of the scripting system has been pushed down my priority list to make room for the sound system. I'm planning on have that ready for the 0.1.0 release. Hopefully 0.2.0 will have a working scripting system, maybe not though, we'll see... The sound system is sorta gonna be hack on the inside, which sadly won't work in wind0ws. But when I implement a good one, the rest of the program won't have to be changed at all (hopefully). I've created a plan file, which will be up on the site soon. It will help me keep the source code structured. Alot of work needs to be done on the current source, which is very unstructured and pretty damn ugly. Hopefully by the next big release, 0.1.0, I'll have most of it cleaned up. If any of you are interested in help with the programming (my head hurts!!!) with a little effort you will hopefully be able to contribute something. This project will be around for a while, I have some big long term plans *cough* 3D graphics engine *cough*. You'll have to learn some C++ which could take some time. I find programming extremely fun. C++ is actually one of the least complicated programming languages. But due to it's simplicity, you often have to code alot more to do some basic things. Instead of one "function" that does alot of wierd stuff, you have a couple of functions that do some very basic things to get the same result. So far, there are about 1500 lines of code. That's nothing. It could grow to 100 times that. I'm hoping that I don't have to write all that code. So if you are interested in learning some C++ we can talk. Actually, maybe I should start a computer club sorta as part of FLO... I'd like to share my knowledge but I'd rather not teach a class. Anyways, I got some cool books on C++ in general and C++ game programming for linux(alot of it applies to windows too). Bakemono |
From: Bakemono <bak...@sc...> - 2001-09-27 05:20:26
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I need to know about characters. What goes into a character? Stuff like health, and name. But list everything that makes a character unique. Also, spit out any ideas about the menus you have. Sam |
From: Bakemono <bak...@sc...> - 2001-09-24 21:13:40
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I'm hoping to have a basic functional ingame menu(inventory, stats, etc.) done by the end of this week. Sam |
From: Bakemono <bak...@sc...> - 2001-09-13 23:53:40
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I'm keeping the scripting system somewhat seperate from the main part of the game. The website is http://sourceforge.net/projects/sess/ Sam |
From: Bakemono <bak...@sc...> - 2001-09-09 04:26:34
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I would just like to tell you all the current state of the project: The game engine is sort of split up into sub engines. The battle system, and the adventure system. I currently haven't done any work on the battle system. Before I implement it, I will probably set it up so the outcome of the "battles" is random. So you may start a battle, and next thing you know your party was wiped out. This method allows me to put off working on the battle system and put all my time and effort towards the adventure system first. I've started working on a scripting system, which will allow us to easily create scripted scenes. I haven't started coding it yet, I'm still planning it. But soon, soon I will have something functional. The dialog box works, but there is no way to use it yet. Next release will have a temporary hack allowing you to interact with NPCs. Another thing high on my priority list is an inventory/stats/other crap screen. I'm not sure when I will start working on it. If you want to see the source code, I've started including it with the windows releases, it's in a subdirectory called source, src, or something along those lines. If you have ANY ideas about the game engine or the story, spit 'em out. I'd love to hear them. Your resident computer genius, Sam |
From: Bakemono <bak...@sc...> - 2001-09-09 00:58:53
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I'd like everyone to reply to this message, so I know who all was added. Sam |