Lately I've been playing Final Fantasy Crystal Chronicles: My Life as a King. It kind of reminded me of Dark Chronicle, in that you have to create your own town or city. I always thought that these games were rather limited, so I have this cool concept for on the PC.
First of all I need to say were I ever to make this, I would make it moddable, in a way that people could add new content either commercially or freely. The game itself would be completely free, of course, but because of this I wouldn't make it an open source game.
Okay, now for the concept. You are an adventurer of an unknown world. You start out with four different world sets, with four different clothing sets. You can freely design your own character, even after you've started up the game itself. This way if you would love to change skin or hair colors, it would easily be possible. New costume packs can be downloaded, either freely or payed. So, the story goes like this.
A not so long time ago, there was a world, full of life, until one day an evil force came and destroyed the world. Nothing was left, except for the spirits of the world that once was. You are one of those spirits, and you are granted the ability to bring back the world once more.
You start in a void, where you will need to create your base character. You can name him / her to your liking. Next, you will have to choose between four town sets. This will affect the basic layout of your first town, and where you can build your buildings. To keep it simple, the roads are already built. You can only place new buildings on certain lots. You are free to choose where on the lot you'll place the buildings though.
To build new buildings, and later decoration, you will need building material. Smaller roads can be built and removed freely though. To get new materials, you'll need to fight in dungeons. You can either do this alone or in a party. Dungeons are randomly created the moment they're built, and the closer they are to a town, the more levels the dungeons have. This does mean that each time you visit that dungeon, you will always get the same layout. That's why there are also some special dungeons, who either only have changing dungeons on certain levels, or are completely random.
Placing dungeons further away from a town raises the difficulty level of the dungeon. You can place new towns on the map, but they will only affect new dungeons. The difficulty is also determined by the proximity of other dungeons. Placing a new dungeon near higher level dungeons will raise the difficulty level drastically. However, a town will lower this value too. This does mean however that the amount of levels this dungeon will have will be high also.
A good thing is that you can't die, but you will loose some precious time in town trying to recover, in which time you could actually have done certain other things.
But anyway, about towns. Towns need people. These people are the spirits who lived on this world. By rebuilding the world, you are able to bring back new people. These people will see you as their leader, and will give you money periodically. With this money you can do new things, like buying better items and hiring adventurers who can fight alongside you. When you are fainted however, you won't get income for the time you fainted.
Maybe I'll update further on this subject, so stay tuned.
Thursday, May 22, 2008
Thursday, May 15, 2008
Global look on what's needed
An important stage in starting a project is the planning stage. You'll need to plan out what exactly you need to have before you even start. Also, in the planning stage, you already put in big lines the functionality of your program, for example, what should interact with what.
Creating a new Adventure Engine isn't that simple, so going trough these steps helps a lot. Knowing what's needed may prepare me of how much I need to add. This list doesn't need to be complete, its function is only to sort everything out before you start coding.
The main things I need are costumes (to define character graphics), rooms (places where characters can walk trough), actors (mostly characters, the objects in the game the player can interact with) and a vocabulary (to interpret the actions). These things are the basics. Without either of them, you wouldn't be able to play the game.
We start out with costumes. Costumes consist of graphics or images, which may or may not have palettes. In the case of the version one interpreter, all images use palettes.
Rooms too require graphics and palettes, but there are also other things required. For example, the game needs walking areas. There are two ways to choose from, pixel-based, which means that the walking area is defined by a certain color, and vector-based, which is defined by area boundaries, lines which form areas. To keep it simple, I decided that the version one interpreter would only use pixel-based areas.
Another thing I decided was that for now the room would handle objects. It is true that actor-based objects are more dynamic, but I do think using actors for most objects would probably be a waste of memory, seeing as almost all objects are only bound at one place. However, this does not mean I would never include such features.
Next up are actors. The most used type of actors, and probably the only type, would be the character. Characters link to costumes. They also are the most dynamic objects for the games. When using certain characters for more than one room, you should always use one character, even though the character in the other room has other functions or even a different costume set.
Last, the vocabulary. Vocabularies in adventure games consist of just two things, the verb and the noun. The noun is always the object or character currently in the room or in your inventory, or even a hotspot in that area. The vocabulary always has to be flexible.
For this flexibility I have decided to make use of [url=http://en.wikipedia.org/wiki/Linked_list]linked lists[/url]. This allows me to dynamically insert or remove new items. I do not plan on using the built-in classes, I'm making my own, since that allows me to add new functions which helps me optimize the code and running speed.
I think I've pretty much covered everything needed for this game. The start is there, now I only need to map everything, and then the real fun can begin.
Creating a new Adventure Engine isn't that simple, so going trough these steps helps a lot. Knowing what's needed may prepare me of how much I need to add. This list doesn't need to be complete, its function is only to sort everything out before you start coding.
The main things I need are costumes (to define character graphics), rooms (places where characters can walk trough), actors (mostly characters, the objects in the game the player can interact with) and a vocabulary (to interpret the actions). These things are the basics. Without either of them, you wouldn't be able to play the game.
We start out with costumes. Costumes consist of graphics or images, which may or may not have palettes. In the case of the version one interpreter, all images use palettes.
Rooms too require graphics and palettes, but there are also other things required. For example, the game needs walking areas. There are two ways to choose from, pixel-based, which means that the walking area is defined by a certain color, and vector-based, which is defined by area boundaries, lines which form areas. To keep it simple, I decided that the version one interpreter would only use pixel-based areas.
Another thing I decided was that for now the room would handle objects. It is true that actor-based objects are more dynamic, but I do think using actors for most objects would probably be a waste of memory, seeing as almost all objects are only bound at one place. However, this does not mean I would never include such features.
Next up are actors. The most used type of actors, and probably the only type, would be the character. Characters link to costumes. They also are the most dynamic objects for the games. When using certain characters for more than one room, you should always use one character, even though the character in the other room has other functions or even a different costume set.
Last, the vocabulary. Vocabularies in adventure games consist of just two things, the verb and the noun. The noun is always the object or character currently in the room or in your inventory, or even a hotspot in that area. The vocabulary always has to be flexible.
For this flexibility I have decided to make use of [url=http://en.wikipedia.org/wiki/Linked_list]linked lists[/url]. This allows me to dynamically insert or remove new items. I do not plan on using the built-in classes, I'm making my own, since that allows me to add new functions which helps me optimize the code and running speed.
I think I've pretty much covered everything needed for this game. The start is there, now I only need to map everything, and then the real fun can begin.
Tuesday, April 29, 2008
Multiverse Works Adventure Engine
Currently I'm working on an engine to create both point & click adventures as well as parser-driven adventures, kind of like the SCI (Sierra's Creative Interpreter). It should even be possible to combine both, allowing for more flexible games.
But why should I ever do that? There are already a lot of adventure game engines, why create a new one? Well, the answer is really simple.
Creating my own engine allows me to add stuff that other engines can't. But, more importantly, this also allows others to add the things they want. With this engine, I'm planning on releasing its source code itself as well, allowing people to improve on it, or port the interpreter to other systems.
I'm planning on doing this in several stages, each with its own interpreter. This means that there will be multiple versions existing next to each other. If there's a new functionality, it will be applied to that version. If there's a change in mechanics, there will be a new version made.
I already have an idea of how to do this, I made a start for the data structures, so you might see something soon.
But why should I ever do that? There are already a lot of adventure game engines, why create a new one? Well, the answer is really simple.
Creating my own engine allows me to add stuff that other engines can't. But, more importantly, this also allows others to add the things they want. With this engine, I'm planning on releasing its source code itself as well, allowing people to improve on it, or port the interpreter to other systems.
I'm planning on doing this in several stages, each with its own interpreter. This means that there will be multiple versions existing next to each other. If there's a new functionality, it will be applied to that version. If there's a change in mechanics, there will be a new version made.
I already have an idea of how to do this, I made a start for the data structures, so you might see something soon.
Monday, March 24, 2008
Yummycakez 2008 Remix
Well, I finally had the greatest idea after playing Audiosurf. Why don't I take some old songs I did and mix them up to come up with a great song to play in Audiosurf, specially forged for Pixeltendo? So I did, and this is what came out:
Well, what do you think? I'm currently uploading some videos I made with Audiosurf. The song is quite challenging on pro, but doable I think.
For those unfamiliar with Audiosurf, Audiosurf is a game in which you control a spaceship like car. The goal is to hit blocks, although which blocks and how depend on the character, or game mode, you chose. The speed, length, block placement and overall track shape is defined by the song playing.
EDIT:
EDIT2:
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Well, what do you think? I'm currently uploading some videos I made with Audiosurf. The song is quite challenging on pro, but doable I think.
For those unfamiliar with Audiosurf, Audiosurf is a game in which you control a spaceship like car. The goal is to hit blocks, although which blocks and how depend on the character, or game mode, you chose. The speed, length, block placement and overall track shape is defined by the song playing.
EDIT:
EDIT2:
Sunday, December 9, 2007
Jump vs Capcom
In 1998 JoJo's Bizarre Adventure, a game based on the same manga, hit the arcades in Japan and America. It was actually one of the few comic-to-fighter releases by Capcom, the other being the Marvel series. But what if Capcom would release a Jump vs Capcom game?
They already have the base: JoJo's Bizarre Adventure. So wouldn't it be fun to see Luffy or Goku duke it out with Megaman or Ryu? Or have L as a striker? Sure it won't happen at Capcom's side, but who needs Capcom anyway?
You see, real fighting games, real arcade fighting games are always static, non-changing. But for a few years a new sort of community has arisen, that of MUGEN. I myself am sort of part of it, as you could see from a previous blog entry. So, what about an idea that could actually work? It could take ages, I know, but it could happen if somebody is crazy enough to pick up the idea. Hell, I might even work on it.
Wait a minute, why am I blogging while I could be making characters for this game at the moment?
They already have the base: JoJo's Bizarre Adventure. So wouldn't it be fun to see Luffy or Goku duke it out with Megaman or Ryu? Or have L as a striker? Sure it won't happen at Capcom's side, but who needs Capcom anyway?
You see, real fighting games, real arcade fighting games are always static, non-changing. But for a few years a new sort of community has arisen, that of MUGEN. I myself am sort of part of it, as you could see from a previous blog entry. So, what about an idea that could actually work? It could take ages, I know, but it could happen if somebody is crazy enough to pick up the idea. Hell, I might even work on it.
Wait a minute, why am I blogging while I could be making characters for this game at the moment?
Wednesday, December 5, 2007
Peach & Daisy: Double Dashing
So, imagine this. A perfect game movie, which is mostly fan service, but can still appeal to an audience the movie is targeted at. Sounds impossible? Not really, it's only hard to do. But I have the perfect idea for a game movie, which would at least cater to the fans of the games, and maybe even the company.
We all know that the Mario series often use refferences outside the Marioverse, like adding a Samus or a Link cameo. Nintendo often does that in many Nintendo games by the way, and maybe that's how the Super Smash Bros. series came to life. But there is one series in particular, within the Marioverse, which uses every in-joke possible, or at least tries: the Mario RPGs. While I haven't played them at all, I do know they contain these in-jokes and outside refferences in general. In particular the Mario & Luigi series.
So, what would be the best idea for a game movie? We all know the previous Mario movie project failed horribly. So, why try it again? Well, first off, we always want to see the back story of the characters, while the Mario series don't need an introduction. Second, people grow sick of Mario. They want another hero to rise. So, when you combine these two demands, what do you get?
Enter the following teaser.
"They are ordinary princesses, often in need of saving."
"This time they're double dashing."
The movie starts out with Peach, who is about to get kidnapped by Bowser, when Daisy rushes in, saying there will be a new Double Dash! tournament. While Peach gets left behind by Bowser at Peach's castle (racing is way more important than kidnapping princesses), Peach and Daisy both get ready for their preparations of the racing tournament. Since this year there are a lot more applications, they need to make sure they get trough the preliminaries. But while every hero and villain is prepairing for the Double Dash! tournament, a new force is rising to disrupt the tournament. Or is it a new force?
The movie will mainly focus on Peach and Daisy. During the movie they get sidetracked by this force. On one occasion the princesses need to go to the Star Haven, where the Star Rod got missing. They search for a while, but when finally finding it and arriving at the spot, they find the Star Rod at the proper place. So when the princesses wonder what the rod they found is, a pink blog tugs on Daisy's dress and takes back the star rod. Only Nintendoids get this joke.
And there will be many other refferences and jokes. Hopefully Nintendo listens to this idea, because I really want it to happen. Nintendo, do your Google stuff!
We all know that the Mario series often use refferences outside the Marioverse, like adding a Samus or a Link cameo. Nintendo often does that in many Nintendo games by the way, and maybe that's how the Super Smash Bros. series came to life. But there is one series in particular, within the Marioverse, which uses every in-joke possible, or at least tries: the Mario RPGs. While I haven't played them at all, I do know they contain these in-jokes and outside refferences in general. In particular the Mario & Luigi series.
So, what would be the best idea for a game movie? We all know the previous Mario movie project failed horribly. So, why try it again? Well, first off, we always want to see the back story of the characters, while the Mario series don't need an introduction. Second, people grow sick of Mario. They want another hero to rise. So, when you combine these two demands, what do you get?
Enter the following teaser.
"They are ordinary princesses, often in need of saving."
"This time they're double dashing."
The movie starts out with Peach, who is about to get kidnapped by Bowser, when Daisy rushes in, saying there will be a new Double Dash! tournament. While Peach gets left behind by Bowser at Peach's castle (racing is way more important than kidnapping princesses), Peach and Daisy both get ready for their preparations of the racing tournament. Since this year there are a lot more applications, they need to make sure they get trough the preliminaries. But while every hero and villain is prepairing for the Double Dash! tournament, a new force is rising to disrupt the tournament. Or is it a new force?
The movie will mainly focus on Peach and Daisy. During the movie they get sidetracked by this force. On one occasion the princesses need to go to the Star Haven, where the Star Rod got missing. They search for a while, but when finally finding it and arriving at the spot, they find the Star Rod at the proper place. So when the princesses wonder what the rod they found is, a pink blog tugs on Daisy's dress and takes back the star rod. Only Nintendoids get this joke.
And there will be many other refferences and jokes. Hopefully Nintendo listens to this idea, because I really want it to happen. Nintendo, do your Google stuff!
Monday, December 3, 2007
Finally some MUGEN exposure!
It seems that a certain MUGEN stage is finally used in several MUGEN videos! Check them out:
Given, it's not much, but it's still freaking awesome!
Anyway, for the people who do read the blogs, I have a little secret about what my next stage is.
I have been working for a while on making the Airship stage I was working on really awesome, adding floating ships in the background and having clouds. I also wanted to add some moles to it, but I figured I am as lazy as Flash animators can get. Maybe they will get added, maybe they won't, but it's all up to me actually.
But anyways, let's not get too carried away, the real point is this. Secretly I'm working on a special stage, which will be my biggest project ever. I can't say much, and I can't promise you that it will ever get released, but if it does, then you will be as happy as I am with the stage. The main difficulty though is the background, which will have various animated sequences.
But anyway, we'll see about that. Maybe you will find what I meant.
Given, it's not much, but it's still freaking awesome!
Anyway, for the people who do read the blogs, I have a little secret about what my next stage is.
I have been working for a while on making the Airship stage I was working on really awesome, adding floating ships in the background and having clouds. I also wanted to add some moles to it, but I figured I am as lazy as Flash animators can get. Maybe they will get added, maybe they won't, but it's all up to me actually.
But anyways, let's not get too carried away, the real point is this. Secretly I'm working on a special stage, which will be my biggest project ever. I can't say much, and I can't promise you that it will ever get released, but if it does, then you will be as happy as I am with the stage. The main difficulty though is the background, which will have various animated sequences.
But anyway, we'll see about that. Maybe you will find what I meant.
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