So after using P5 for a long time now (and using it for my thesis work), I've been using it for game dev lately. The project I'm working on right now is a tactical-strategy game that uses 2D character sprites in a simple 3D environment, but I've been putting all of my generalized code in its own API. This means that when it's completed, it could be used for a huge variety of games of this style. To name a few; stylized RTS games, NES Legend of Zelda-style adventure games, Horror survival games (like Clock tower), etc. So I'm pretty excited about my project now. A few of the highlights of the engine features include: particle effect architecture, scene and camera managers, and billboard sprite code.
Update: Here's a screenshot of the current state of a turn-based game made with this engine. Keep in mind that the tileset/GUI art is just placeholder so don't be surprised if you've seen it somewhere before.
The camera in the scene can rotate 360 around the map. Also, there's some fancy stuff that isn't in the screenshot including: 3D furniture (crates, tables, chairs, walls), particle effects for smoke, rain, and lightning. The blue stuff on the map represents moveable map tiles calculated by the path finding code. More updates incoming on my blog
Everytime I look into your engine, I get the feeling of "this looks like a cool hobby", any plans on releasing the code or portions of it? I'm kinda out of time lately but I certainly would like to help on this. Keep on with the good job. :)
I don't have any plans right now of releasing the code yet. Most of the engine is fairly straightforward; it's just the time/effort required to piece it all together. For some of the less-vital stuff, I might write some guides on my website/blog in the future. In general though, I'd like to have a couple/few games completed before I start releasing the code. Unfortunately I had my dev machine's power supply die on me, so I haven't gotten back into working on it since. I have a replacement dev box in the mean time, but I still have to get everything working 100% on it. More updates to come.
So if possible, I'd like some discussion on something related to this project. I have a working short demo for my game (running on the engine described in this thread and on my blog), but I need some advice on where to take it next for another demo. I have some art I've been using for it that I made a while ago for a Steampunk game prototype, but do I want to continue along this path and take on the task of creating new levels/story/etc. or do I want to make a "fan" game of some pre-existing world or theme? For example, I've been considering having the next demo be a Lord of the Rings tactical game. Probably the first level or series of levels I'd make would be the Balin's Tomb scene (I'd probably model the level after the film). This way the level and the characters are fairly well defined so it would be less work to think of how to design a bunch of new characters and levels. Thoughts? (keeping in mind this is just for a demo and not for the final game I'll be working on, although the gameplay will be the same)
I've finally gotten around to working on my game engine again! This time around I've added a physics engine (Box2D) and a scripting engine (Java 6's Rhino engine). I wrote some base code for an adventure game and it's shaping up pretty nicely without much effort. Next on my list is to build a better input system that will use XBox 360 controllers for playing.
The game demo I'm building is an adventure-exploration game. You can walk from room to room using doorways and solve puzzles (not yet implemented). I think there's some more details on this on my blog.
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