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Author | Message |
zparticle
Seaman ![]() Joined: 16 August 2005 Location: United States Online Status: Offline Posts: 7 |
![]() ![]() ![]() Posted: 16 August 2005 at 9:14am |
Hello everyone. I'm Java developer for my day job but I have recently switched to BlitzMax for my personal projects. I have started a new project called Quest Master and I 'm looking for help on the graphics and input on the overall design and game play aspects. Quest Master is a single player RPG system for Mac, Windows and Linux in a style similar to that of the original Ultima games. Ultima I Maps Ultima IV Interface Ultima Remakes QM is NOT another attempt to create the greatest MMORPG ever made. QM is a module based system meaning that it is not a single game but can be extended by adding new quests in the form of modules. The system is heavily based on the rules and descriptions in the Dungeons & Dragons Players Handbook 3.5. Characters in QM grow over time just like D&D characters. They can grow by going on new quests. If they die they are gone. A player may create many characters and play them in different quests as he wishes. QM has square tile based maps not isometric. The map editor is finished (unless I decide I need more features) and being used by at least two other programmers currently. Here are a few of the map format's features: I plan to use particle effects for some of the combat, some experiements can be seen here. Right now I'm working on the menus, character management and module management. I'm looking for background graphics for these screens something along the lines of this: ![]() I'll also be needing someone that can create an appropriate skin for the GUI library I'm using in the program (buttons, window borders, scroll bars, etc.). Along with this, eventually I'll be needing sprites, tiles, race portraits, class portraits, etc. For more information please see the Project Forum. Edited by zparticle |
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zparticle
Seaman ![]() Joined: 16 August 2005 Location: United States Online Status: Offline Posts: 7 |
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Well I've finally got something to show on this project. I
have an extreemly long way to go but I thought I'd let people see that I am
actually working on this. A Windows executable is available here:
www.scottshaver2000.com/forum/viewtopic.php?p=439#439 Please note that this really shows only how the administration type screen are working. I have a long way to go before the game play gets worked on. |
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zparticle
Seaman ![]() Joined: 16 August 2005 Location: United States Online Status: Offline Posts: 7 |
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Okay a new version is up to show the progress and get feedback. Check
it out here (note this is a different link because I'm keeping the
different versions so I can see it progress):
here |
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zparticle
Seaman ![]() Joined: 16 August 2005 Location: United States Online Status: Offline Posts: 7 |
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Alrighty a new version is up. I played with the skin and added the help
system. Also you can create/save/load/delete/equip characters now.
http://www.scottshaver2000.com/forum/viewtopic.php?p=462#462 Let me know what you think of the new skin so far. I want to make sure I'm going in the right direction. |
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zparticle
Seaman ![]() Joined: 16 August 2005 Location: United States Online Status: Offline Posts: 7 |
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Here are some new screen shots from QuestMaster: http://www.scottshaver2000.com/forum/viewtopic.php?p=465#465 |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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wait is this game on mac os x?
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zparticle
Seaman ![]() Joined: 16 August 2005 Location: United States Online Status: Offline Posts: 7 |
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Mac OSX and Windows for right now, it will also be on Linux.
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zparticle
Seaman ![]() Joined: 16 August 2005 Location: United States Online Status: Offline Posts: 7 |
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Okay so I've finished the basics of the system, context sensitive help,
weapons, armor, general inventory, classes, races, character management
(create/save/delete), die rolling, money handling and purchasing
equipment. Now I'm entering the more difficult area of quest (module)
management.
I'm going to use LUA as a sripting language, that decision is made and I'm comfortable with it. What I'm having a really hard time getting my head wrapped around is how much of the system is scripted. I had intended to use the scripting to handle PC to NPC conversations. The quest builder should be able to place special NPCs into the game world that have special interaction with the PC. So the builder will have to be able to script any conversations for these NPCs. Also I thought it would be nice if the builder could modify the maps using the scripting language. So he could say "The PC did some action, no open a locked door somewhere else in the map.". I can't quite seem to figure out exactly where to put these hooks in. For instance should there be a generic LUA hook to call a particular script after evey character movement? What other scripting hooks should be supplied? |
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