Artist for Quest Master
Printed From: Pixel Joint
Category: The Lounge
Forum Name: Job Offerings
Forum Discription: Looking to hook up with a pixel artist for a project? Post here and ONLY here with job requests.
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=732
Printed Date: 07 September 2025 at 11:35am
Topic: Artist for Quest Master
Posted By: zparticle
Subject: Artist for Quest Master
Date Posted: 16 August 2005 at 9:14am
- Company Info - Not a company, hobby project
- Job Info - See Below
- Paid or not? and salary info? - Not paid
- email address - see profile
- http://www.scottshaver2000.com - company website
- previous projects -
http://www.scottshaver2000.com/template/template.php?page=games - Games
http://www.scottshaver2000.com/template/template.php?page=planetation_main - Planetation Engine
I know I probably won't get any responses since this isn't a paid project but it doesn't hurt to ask. :)
Hello everyone. I'm Java developer for my day job but I have recently
switched to http://www.blitzbasic.com/ - 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.
http://www.uo.com/archive/ultima1/maps.html - Ultima I Maps
http://newspics.rpgdot.com//galview.php?level=3&sort=&from=0&d2=881&d3=Screenshots&d4=&d5= - Ultima
IV Interface
http://reconstruction.voyd.net/index.php?event=project&typeKeyword=remakes - 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
http://www.scottshaver2000.com/forum/viewforum.php?f=17 - 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:
Map sizes from 10x10 to 10000x10000
Maps with from 1 to 10 layers
Each layer can have it's own parallax values for both horizontal and
vertical movement
Map can be displayed at any location on the screen with any width/height of
the viewport
Each cell in each layer can have it's own alpha value
I plan to use particle effects for some of the combat, some
experiements can be seen
http://www.scottshaver2000.com/forum/viewtopic.php?t=91 - 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 http://www.scottshaver2000.com/forum/viewforum.php?f=19 - Project Forum .
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Replies:
Posted By: zparticle
Date Posted: 22 August 2005 at 11:16am
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:
http://www.scottshaver2000.com/forum/viewtopic.php?p=439#439 - 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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Posted By: zparticle
Date Posted: 25 August 2005 at 8:05am
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):
http://www.scottshaver2000.com/forum/viewtopic.php?p=442#442 - here
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Posted By: zparticle
Date Posted: 30 August 2005 at 7:24am
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 - 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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Posted By: zparticle
Date Posted: 02 September 2005 at 8:58am
Here are some new screen shots from QuestMaster: http://www.scottshaver2000.com/forum/viewtopic.php?p=465#465 - http://www.scottshaver2000.com/forum/viewtopic.php?p=465#465
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Posted By: Rifts
Date Posted: 02 September 2005 at 4:11pm
wait is this game on mac os x?
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Posted By: zparticle
Date Posted: 06 September 2005 at 6:56am
Mac OSX and Windows for right now, it will also be on Linux.
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Posted By: zparticle
Date Posted: 07 September 2005 at 7:24am
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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