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It's time for another Maerchen Progress Report. This week has been a busy one at school, so I haven't accomplished that much, in comparison to an average week. Nontheless, here is the meager changelog: Added enemies: They don't have AI yet, but their animations are smooth and fluid. Remade

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It's time for another Maerchen Progress Report. This week has been a busy one at school, so I haven't accomplished that much, in comparison to an average week. Nontheless, here is the meager changelog:

  • Added enemies: They don't have AI yet, but their animations are smooth and fluid.
  • Remade tree sprites: They now look far more artistic, with handdrawn shading, and a more realistic shape.
  • Added shadows to trees: Adds a level of depth and immersion.
  • Re-wrote render sequence: Now allows for unlimited sprite arrays.

Of course, this news wouldn't be worthy of modDB if it didn't include a screenshot, so here's a little shot of the new trees, as well as the first enemy: the Arch Vampire Mage.

Expect fully functional enemy AI next week, and maybe even a spell system. I hope to release the next version of the SDK by Christmas, which would include my prototype modular scripting language ("NFX_C"), but I won't make any promises yet. Going into 2005, I'll code mp3-playback capability, so there will finally be some in-game music. Additionally, I'll be working on adding demo quests, and even a quest-creation system. This is where I'll really start needing help from a programmer knowledgable in Visual Basic. Please contact me if you've got skills!

Now that I have a stable platform engine upon which to work on, I'm looking into the possibility of incorporating netcode into Maerchen, and a 2D MMORPG "Shangri-La", that is currently in the planning stage. Stay tuned!

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duckedtapedemon
duckedtapedemon - - 557 comments

All that in visual basic?

O_o

looking good!

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San-J Author
San-J - - 662 comments

Nope, that is in C++, under the DX9 SDK. Only reason that I mentioned VB, is that I want the quest/sprite/level editors to have a nice interface. They'll just generate some scripts, that the game itself will recognize.

I skipped VB in my programming curriculum at school, so that I could get into game programming faster. At the time, it seemed like a wise decision, but now I wish that I had spent some time learning it, so that I could make a sleek editor, without all the hassle of MFC.

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duckedtapedemon
duckedtapedemon - - 557 comments

ahh, i gotcha.

Yuo could try to do a cube style ingame editor, but that could be to complex.

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San-J Author
San-J - - 662 comments

That would be pretty cool, and actually not that difficult. That is, as long as it would only be used for object placement. If I were to incorporate the quest editor into the game itself, that could get pretty complex. That doesn't mean that I won't try though!

Good idea dude. :D

I also had an idea of how I could actually incorporate it into the gameplay: You can conjure items, and place them around the map.. I don't know if that would work very well, but I'll think about it a bit. I mean, it would be pretty cool if you need to cross a deep lava crevice, and do so by conjuring a bridge.

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frosty-theaussie
frosty-theaussie - - 843 comments

grovvy

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