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Maerchen Media Updates | Locked | |
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Dec 13 2004 Anchor | |
Everynow and then there are little things that you feel oh-so-proud of, but don't want to risk of humiliation by posting it as news, and people not being impressed. Considering that I'm fairly new to pixel-art, and Maerchen is all pixel art, I've decided to start a thread for the stuff that I think is cool, but isn't quite news-worthy. To start, here are some sprites that I made today: [IMAGE] [IMAGE] [IMAGE] [IMAGE] [IMAGE] [IMAGE]
In Order: Cottage for Forest levels Grass for Grassland/Prairie levels Large tree for Deep Forest levels Stalactite 1 & 2 for Cave/Dungeon levels Stump for Settled Forest levels Feel free to comment/ask questions! |
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Dec 13 2004 Anchor | ||
Well, the dark pinkish background doesn't really make it look all that good, but it looks nice -- "He who fights with monsters might take care lest he thereby become a monster." |
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Dec 13 2004 Anchor | ||
I think it looks pretty good, the only one the jurry is out on is the grass and thats because its not tiled. Kaurto- The pink is for transparency (they're sprites...) Looks great if your just starting, I want to see that stump on grass soon though, in fact I cant wait for any ingame shot. |
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Dec 14 2004 Anchor | ||
yeah it looks sweet... I used to make stuff like this for Soldat... nice work --
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Dec 14 2004 Anchor | |
Oh, the reason that the grass is that way, is that rather than using a tileset, I'm doing something new, and will use a texture for the BG, and have grass sprites on top of it, so that when you walk around, the grass can swing in the "breeze" (through some animations), and will seem to be almost 3D. Yeah, pink is my transparency color Check out the profile for this game at Moddb.com , for in-game screenshots of the snow level. Soon (i.e. either tomorrow, or the day after), I'll post some in-game screenshots of a forest level. Thanks for the compliments guys |
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Dec 14 2004 Anchor | |
Not really a media update, but an update nonetheless.. After some reviewing of what I had planned for Maerchen in terms of gameplay and exploration, I decided that it really needed a makeover. So, I'm about 50% through coding a system that will make it's size larger than any game out (to my limited knowledge), but still only take up less than 100mb. How? It will be random! Now, before you say "yuuuuuck! random!?", consider this: It will only be pseudo-random, meaning that the geography makes sense. Desert will never border tundra, etc. Before this will make any sense, I should probably give some background on the other decisions for Maerchen that I made today. First, when you start a new game, a 256x256 integer array will be filled with the numbers 0-9, corresponding to major realm types (including villages, forests, deserts, hell, etc.) Using a very complex algorithm that I designed today, the game world will seem very realistic. Each number will correspond to a 16,000x16,000 pixel realm. Each realm, with the exception of villages of cities, will be filled with random enemies, foliage, quests, etc. The cities will use a VERY complex randomized algorithm that I haven't written yet, but I promise that the cities will seem very realistic, in the way that they are layed out. Anyway, you are free to explore the whole game world at will, engage in quests, and basically do whatever you want. However, some realms will be filled with higher level enemies, so be careful. Once you go to the top of one realm, you'll travel to the bottom of the next realm. This way, it can be assured that their is plenty of variety, but nothing will seem out of place. Because of this randomized goodness, Maerchen can be thought of as NetHack, but with real graphics, and on a MUCH larger scale. Speaking of size, I though I'd share with you some statistics on the size of one randomly generated game world: 12.8 pixels = 1m Size of Ireland: 68,000 sq. km As you can see, this is a huge gameworld, and this isn't just some promise. I've already tested the sizing code, and there is NO lag. I ran it at 80fps on a 1.0ghz computer at school Also, the game world of this game isn't scaled. Nothing is smaller relative to the player than it would be in real life. Finally, I can expand the game world at will. The only reason that I set the array size to 256x256 is to accomodate for lower-memory computers. I could easily make a "mod" that would expand the game world to 20 million square kilometers, larger than the former U.S.S.R., more than half the size of Asia, and it could still run fine on computers with 384mb RAM and up. |
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Dec 14 2004 Anchor | ||
Ohh, sounds interesting. Frosty ought to love it, didn't Daggerfal have a random realm system? It reminds me a lot actually of a modern engine of what lucas arts used for Yoda Stories and Desktop Adventures (They are modable btw.) |
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Dec 14 2004 Anchor | |
Dec 14 2004 Anchor | ||
ooooh no loading screens, Just a thought, would it be possible to NOT have the dynamic generation in a mod for it? |
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Dec 14 2004 Anchor | |
Dec 14 2004 Anchor | ||
With map sizes like that I doubt we'll be using notpad for editing though! (64k limit) |
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Dec 15 2004 Anchor | |
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Dec 17 2004 Anchor | |
Alright, I'm totally rewriting my games code, for better performance, and to allow for easier modifying. In this new code, I'm going to include the realm system, and I intend to release an alpha by Christmas. It won't include combat or quest systems, but you'll be able to explore all of the realms. I've also decided how to handle the entering of houses in my game: A background image of the interior of the house will come up, a long with a menu of things that can be done in it, from eating and sleeping, to gambling and talking. |
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Dec 17 2004 Anchor | ||
Heh, that sounds awesome, san-j It'd be pretty cool to see how flexible your game could be. Is it just one big Adventure game on the vein of a game like Myst? -- "He who fights with monsters might take care lest he thereby become a monster." |
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Dec 17 2004 Anchor | |
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