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Author Topic: Rott RPG Engine -  (Read 2305 times) Bookmark and Share
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XVicarious
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« on: 02 July, 2011, 06:02:00 »
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As some of you may know, I have been working on an RPG engine in Axe, which will be completely open sourced.  It is ASCII based. I started this engine because 1) I always wanted to do a text-based RPG, and 2) Inspired by DJ_O's Illusiat 6 (and above).

The Rott RPG Engine has the following features planned (suggest more!):
-- Loading of "chapters" from appvars, chapters include maps and strings. And other stuff that I haven't exactly thought of
-- Loading of resources from the external appvar appvROTTDATA. appvROTTDATA includes resources that are constant throughout all of the chapters, such as text sprites, leveling, enemies, and items
-- Menu screen, including items, stats, possibly a map showing your area (just a lit up pixel on a grid).
-- Normal RPG stuff, MAYBE magic. If I have time before the end of summer magic is a must!
-- Levels, but not levels.  You gain EXP but you don't have a level number. You simply get skill points which you put towards skills (Attack, Defence, Quickness, Health Points, and Mana Points). You start off with 2 attack, 1 defence, and the minimum Quickness (actually I think I called it Swiftness in my notes) of 5. No enemy will have below a 5 Quickness just so battles don't take forever.

Stats For Engine
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Attack
Defense
Swiftness
Health Points
Mana Points

Items Planned for Engine
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Consumable Items
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Minor Health Potion
Health Potion
Major Health Potion
Minor Mana Potion
Mana Potion
Major Mana Potion
Scroll of Last Chances
Skill Book
Fruit
Equip-able Items
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Short Sword
Great Sword
King's Sword (or Sword of Kings?)
Leather Armour
Iron Armour
Steel Armour
Wooden Bow
Great Bow
Yew Bow
Magic Staff
Accursed Staff
Staff of Zed (or Zed's Staff?)
Spike Ring
Freeze Ring
Lite Ring

Mockup of Battle Screen
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****************
*HP          HP*
*  g        1  *
*              *
****************
*  ATK    ITM  *
*  MAG    RUN  *
****************

Current Bestiary
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G  --  Goblin
g  --   Little Goblin
i  --  Imp
R  --  Rouge
S  --  Veteran Soldier
s  --  Novice Soldier

Current Files in RoTTRPG Engine:
Spoiler for Hidden:
ROTTDMO:
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The main file for the program, the one you compile.  Contains some drawing routines for the player and menu cursors.
ROTTDATA:
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Temporary program to store data for the engine in, will be replaced by an appvar in the future.
ROTTROUT:
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Routines for the game. They are as follows (in no particular order, and not a complete list as of now calculator is acting up):

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DwMap()  --  draws the map
DwHud()  --  draws the hud
DtCol()  --  collision detection
DwDat()  --  draws the hud data
CMP()  --  clears the map area, the 10x8 area on the left.  Will be renamed to ClrMP().
SlMnu()  --  (I think I got the name right) the selection for the menu
SlSav()  --  need to rewrite, got cleared and it was quite a bitch to write.  Selects the items in the "SAV" part of the menu.
DwMnu()  --  draws the menu
DwInf()  --  draws the "IFO" page of the menu
DwSav()  --  draws the "SAV" part of the menu
ROTTROUX
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Contains yet more routines for the engine, they are as follows:

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DwBtl()  --  draws the battle screen
SlBtl()  --  selects the menu items on the battle screen

This is programmed with Axe Parser and I started coding on the calc, then moved to tiDE, and now am using TokenIDE, while tiDE solves some issues, because it doesn't even convert the Axe to a source *.8xp yet. But whatever. I hope to do this on my own, so no team. I will probably be asking for help with somethings, and it might take awhile due to my lack of concentration and the attention span of a dog...



Please tell me what you think! Code here: http://xvicario.us/git/rott-rpg.git

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git clone http://xvicario.us/git/rott-rpg.git
It says other open source license, but I may change it. I kinda wrote one of my own. I might just add an SVN repo to my website for simplicity, and kill the project on Google Code. Nothing too impressive right now.

Suggesting are always welcome! I might not add something right away or at all, but after I finish the initial engine and finish the game I am making this for, I probably will be adding most of the suggestions to the engine!
« Last Edit: 14 September, 2011, 01:47:15 by jkag » Logged







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« Reply #1 on: 02 July, 2011, 06:08:57 »
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That would be awesome and make developement easier. Smiley

Will it also support sprite maps in the future too or just ASCII?
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« Reply #2 on: 02 July, 2011, 06:10:18 »
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I'm thinking just ASCII, but really the tilemapper and movement engine would really be the only things that need to be tweaked to make it compatible with normal sprites, since all the text is, is letter and symbol shaped sprites.
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« Reply #3 on: 04 July, 2011, 00:37:46 »
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First post edited,
source uploaded to Google Code for time being.
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« Reply #4 on: 10 July, 2011, 05:11:28 »
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Rott RPG Engine updated. Tilemapper working. Thank you A TON Runer112! Moving forward!
Changes to the repository, no .txt files, only no extension text files, and added in the tokenized 8xp files as well.

edit: quick note, the sprites right now are NOT in an appvar just for testing purposes right now, when I get farther into the engine, with room switching and things, the info will be in an appv!
« Last Edit: 10 July, 2011, 05:17:11 by jkag » Logged







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« Reply #5 on: 08 September, 2011, 23:39:23 »
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Wow. Its been quite a while since I posted here.

Since then, I have added a menu and the HUD has some information in it (its a little "off" at the moment, just shifted 6 pixels).

I have moved to a git repository on my website, and the link to git (hehe) it is in the first post.
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« Reply #6 on: 09 September, 2011, 00:27:19 »
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cool! do you have any screenies for us yet?
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« Reply #7 on: 09 September, 2011, 00:33:42 »
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Excellent work! I demand screenies >Smiley
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« Reply #8 on: 09 September, 2011, 00:55:59 »
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Yeah, sure just give me maybe 5 mins and your request will be granted.

edit: request granted! Cheesy
« Last Edit: 09 September, 2011, 01:00:59 by jkag » Logged







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« Reply #9 on: 13 September, 2011, 02:01:41 »
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First post updated with a good amount of information.  I haven't been able to work on the actual engine for a couple of days but I have been thinking up other things (like items).

You get a:
weapons slot
armour slot
ring slot
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« Reply #10 on: 14 September, 2011, 01:38:59 »
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Committed new update. Started new routines subprogram (ROTTROUX) in supplementation to (ROTTROUT).

It so far contains the functions:

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DwBtl()  --  Draws the battle screen.
BtlSl()  --  Menu selection for battle screen.

So far the battle screen doesn't do anything, or show up for that matter.  Hopefully I'll get to work on it more tomorrow.
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« Reply #11 on: 26 October, 2011, 20:57:31 »
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New update! The change has not been committed yet because it is still on my calculator (And I have work in an hour).
It features a completely reworked menu (hell, the original menu wasn't even in the recent builds on the repo).  Its like 99% done, all written today Cheesy. I just need to fix the keys from firing too fast.
I'll submit this tomorrow or Friday after I 1) get it onto the computer, and 2) actually merge it with the engine (right now its a separate program, the engine has no menu right now)

edit: To give an idea of what the initial startup screen looks like I made an OTF screenshot with Homer:
« Last Edit: 26 October, 2011, 21:00:52 by jkag » Logged







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« Reply #12 on: 26 October, 2011, 21:05:12 »
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A must play I must say!
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« Reply #13 on: 26 October, 2011, 23:06:26 »
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Looks epic shocked
can't wait till it's done...
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« Reply #14 on: 27 October, 2011, 02:09:50 »
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Yay! And even better its an engine, built to be super simple to make your own game with.  You don't need to change any of the code in the engine to build your own game! You just need to create your own appvars of "chapters" with my special format to make a game.
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