*******NEW VERSION TO DO*******
1-Make new sword behaviour
2-Change the shooting behaviour
3-New and improved GFX
4-Engine change: Enemies
5-Engine change: Bullets
6-Engine change: Attacking
7-New level
*******************************
News:
24.09.2006 - wow... I... I have nothing at my defence... I suck, I know
. What can I say. Due to laziness, lack of time, and other things on my head I didn't done anything. I can't quite remember. I know that I've been constantly finishing my other project (which is finally done). Right now I'm not doing anything because I'm playing Metroid Fusion (On 1% challenge, for Nth time), and some other games... Well, I've just deleted all games I've been playing so more free time... DeiantART is also very absorbing. And, besides of that... I've been doing nothing. I've spent most of my time playing. Then DeviantART. And from time to time I've been working on my other Project... Geeze... I feel guilty. Another abandoned----.... Abandoned temporarily. And I wasn't around here for long time too. SO, sorry for all those, who've been waiting for the new version, or at least some info. I know I suck
... And again I'm here only to say, that I suck, that I'm still alive, and that I will TRY to do something. But now, since the school is, I don't have too much time. At this point I would like to say: "
I promise that I'll do something with this"
.... But I know myself and I know this isn't possible. I will work on it when I will be in mood. So, this is my short announcement:
If you are still waiting for the new version, and if you are waiting for it badly, you can PM me that you want to be notified when something new happens, and stop looking at this thread.
Ok, right now I have 20:59. I have to get up tomorrow at 6:00. RIGHT NOW, I will probably dig through my posts, make notes, and MAYBE I will do something (I have nothing to play, so...). But I don't promise anything.
---------------------------------------------------
07.08.2006 - As you can see I've added the TO DO list. When all the points will be done, the new version will be released. Yup. The new level of course will be the last thing done. I've almost finished my other project, although I'm still looking for a good free hosting site :-). I've actually have ONE, but I must wait some time. So now I can focus on Metroid. I'm not sure what to do first. I have to do rather big engine change, so the game will work even faster ^^. Don't know what to write, so bye for now. I'll inform you of every one little thing I do
.
----------------------------------------
Few Words about project:
----------------------------------------
Top down Rogue-Drod-Metroidlike turn pseudo-rpg game. There will be Metroid-like skills (Beams, armours, turbos, jump power, Morph Ball, SPider Ball, and Few More...), put in Drod game system with very few RPG elements. In the first "
Game Image"
I thought there would be more RPG elemnts, like Weapons, Armours, Parameters (Strenght, agility...) but doing such things would drastically slow my work, So I decided to do the Game as I plan to do it now. When I finish the engine remaking, I will decide, what elements would be added. So for now the game is going to be nothing more than Top-down Turn-based Metroid. But just between us, after making what I want to do now, I will slowly work on this project, to convert it more into Rogue-like RPG (Maybe even someday I will do it Multi
). But I don't want to try reach too far places
.
--------------------------------------------------------------
A very basic description of how the engine works. Really basic..
--------------------------------------------------------------
This is a piece of stuff about how the engine in MetDROiD works:
It is very simple. The game is divided into five main "
Object"
groups. By Groups I mean the series of similiar variables such as:
-Level Var - The placement of all blocks
-Player Var - All player variables like position, parameters, weapon statistics, skills
-Enemy Var - All enemy variables like position, HP, movement type
-Player Bullet Var - All Bullet variable like position, bullet type
-Enemy Bullet Var - Same as above
So we have all the variables stored. Of course there are some other variables, which could be called Others. Now, the game works on this manner:
Wait for action select - You can select attack type, but pressing any move or rotate button causes turn to start.
Player Movement - first moves the player.
Player Attack - After moving attacking sequences start, and it consists of two things:
- Sword swinging - Sword is swinged, and at the same time hitting is calculated(if it occurs)
- Beam shooting - Only bullets are shot, and their further movement is calculated later
Player Bullets movement - Player bullets are calculated, and if hitting occurs it is also calculated. After hitting, the bullet is marked to be deleted
Beam rearrange - Deleting from the memory bullets mared with deteling, and pushing all the others on the free places.
Enemy movements and attacks - Enemy moves. Every enemy type moves with his own "
AI"
. If attacking occures, then:
- Sword attack - calculated immediately
- Shoting - not done yet, but works on the same manner as player's
Enemy bullets move - not done yet, but works on the same manner as player's
Player's bullets check for collision - occurs only if some enemy was intelligent enough to go through the bullet. There is lower chance of hitting the enemy. (Not done yet)
Some very important calculations - Not done yet
Turn end - Ends the turn and returns to the first "
point"
That is very basic description. I'm too lazy right now to make it wider.
------------------------------------------------------
The LOG
------------------------------------------------------
Version: 0.017:
-Jump Skill Finished
-Landing finished
-Done skill restrictions - Now you can't select (and use) skills which you don't have
-Cut the skills list for Turbos
-Wall jump skill finished
-Dying while standing on pit tiles finished
-Added player's moving effect
-Fixed some bugs with PLayer's bullets movement over pits
-Created first test level (!!!!)
-SECOND ALPHA RELEASE!!!!!
Version: 0.016:
-Fixed the bug: No more enemies will die without a reason and left an invisible solid wall under them
-Simple Messages System
-Fixed bug: When bullet misses enemy the Enemy Square is changed into the Floor Square.
Version: 0.015:
-First Alpha release
-Done player movement
-Done mouse selecting
-Done sword swinging
-Done hitting enemies by sword
-Done shotting with beam
-Done hitting enemies with beam
-Done beam movement
-Enemy movement code activated and slightly changed
-Some majo and minor bug fixes
-Added particle effect
-Added enemy hp bar
-Added player hp bar
-Added game restart when enemy falls to zero
Version: 0.013:
-Complete Engine Re-Coding
Version: 0.013a 24.02.2006:
-Added Panel Graphic
-Level size now fills the indicated space.
Version: 0.012 02.02.2006:
-Added enemy parameters Atack & Defence
-New attack system includes Atack & Defence parameters
-Upgraded attack system, now player is not killing instantly, but rather takes enemy hp
Version: 0.011 01.02.2006:
-Added player parameters
Version: 0.010 31.01.2006:
-Slight System modifications
-Enemy Movement system updated to be capable of handling with as much as you want movement types and different speeds
-Hp and Maxhp variables added to player and enemies
-Added very basic Enemy Attacking system (NEEDS CHANGE AND IS ONLY FOR FUN ;-D )
____________________________
My website
[Last edited by skell at 09-24-2006 08:04 PM]