Project Resurrection – ARX and SOTC

After a long break I’m starting to get back into both my Alternate Reality X project and Stone of the Citadel. I’m moving them over to a newer version of the SFML media library which make both games possible. With AR in particular I’m taking the opportunity to try and greatly simplify and restructure the code – it desperately needs it! I probably waste lots of time going backwards and forwards through my maze of twisty, legacy code.

I’m going to update the webpages at www.crpgdev.com to include both projects rather than just Alternate Reality and I’m keen to get a new AR version out soon and a little demo of Stone of the Citadel too so people can start to get a bit of an idea of what direction I’m taking with this and see it actually does exist! I’m keen to hear from people what they would like to see in this type of party based CRPG so drop me a line.

The long delays are due to the usual reasons – work, family life and basically just needing a rest to avoid permanent burn out. To be honest I did think about stopping work on Alternate Reality X but I really want to complete what I set out to do there and it is achievable. However I’m pleased to say I’m keen to get back to it now after the break and I can now go back feeling refreshed and enthusiastic.

One thing I have thought a lot about recently based on many emails I’ve received about the projects on this blog is adding a paypal donations button for anyone who is interested in the projects and wants to put something towards my time. I’ve always been a bit reluctant to do this but from the supportive comments I’ve had asking about this I’ve come around to the idea so don’t be surprised if you see a donate button pop up. The projects will continue to be available for free download for anyone of course.

Stone of the Citadel: Minimap

I’ve added a mini map to the display to help navigate around the map. This is based on my Alternate Reality X code just now but I’m going to modify it to show only explored sections of the map: either individual cells or whole chambers and corridors a chunk at a time.

I’ve also altered the current textures and spent some time yesterday collecting decent free textures that I can use at least in the short term to start adding some variety to the map. I want to start sketching out a real map soon such as a town or the starting Citadel of the title as well as adding some more interesting map features and functionality to my game engine. My intention is to try and make the 3D view more realistic by adding more complex shapes such as recessed doorways, pillars and pits rather than just relying on the flat 6 quads for each map cell (floor, ceiling, front wall, back wall, left wall and right wall). We’ll see how that idea develops.

Stone of the Citadel: First screenshot

As I mentioned previously I’ve already done some initial coding for Stone of the Citadel. I’ve played around with a few different displays based on other games and for the initial stages of building up some actual game content I’ve settled on a simple screen layout which you can see below.

Whilst not particularly exciting at this stage it gives me something solid to start working with and building on. Over the coming months expect the display to change dramatically though – everything from the 3D view, its dimensions, textures, layout, fonts and logo are all likely to change. I’ve spent some time getting my bitmap font routine working smoothly as there will be a lot of text and information within the game so it needs to be readable. I can easily use other fonts now this is in place.

Functionality wise all you can do just now is move around a simple test map with walls and doors. Performance of the 3D view slowed down a bit once I added all the menus and party roster but I know why this has happened and how to fix it.

I’m planning to switch over to SFML 2.0 from SFML 1.6 as I believe this will give me some options for improving performance. It’s also the future for SFML so I might as well start to become familiar with it.

Stone of the Citadel: My new CRPG project

I’ve been talking for some time about creating my own Computer Role Playing Game (CRPG) based on my favourite computer games of the 80s and 90s and I’ve now finally started that project. My intention  is to capture the spirit of those classic games such as the Ultima series, Bards Tale, Eye of the Beholder, Might & Magic and Alternate Reality. As well as trying to bring together the best features of these older games, I also have many ideas of my own which I plan to add and hopefully create something new and enjoyable to CRPG players today. The games that really interest me today are not the big commercial titles but the smaller games from independents where people have made the games they want to play. I’m also interested in the roguelike games where there are a great deal of features and innovations despite their simple appearance. I’m currently calling the new game “Stone of the Citadel” though this might change.

So what can you expect from the game? I’m expecting this game to develop and evolve over an extended period of time but my initial plan and goals are as follows:

  • Party based – Control a party of up to 8 characters
  • Single, shared inventory
  • Multiple races, professions and skills but without many of the common restrictions
  • 3D View but limited to the 4 cardinal directions
  • Varied environment – Wilderness, towns, dungeons and many unique places to explore
  • Build up a community of players who contribute their ideas directly into future developments and share their stories of experiences within the game
  • Regular releases as the game and features develop
  • Runs on Microsoft Windows initially (using C++ and SFML) with ports to Linux and Mac in the future

Coding is already going very well but I’ll save details of that for a future post.

Alternate Reality X – Release 0.4

I’ve finally released a new version of my Alternate Reality remake project. It’s available for download over at: www.crpgdev.com as always. It’s good to finally get something out even if it’s not as full featured as I’d hoped. The problem I have now is that there are lots of different parts that I’m capable of working on but deciding which of these will have the most significant impact on the project.

I really need to try and wrap up my work on encounters in the next release and also add in some more establishments such as City Shops and Taverns.

Alternate Reality X – More encounters…

After wasting a few hours modifying the monster data file format I eventually reverted to almost the same format I started with – I really need to learn to leave things where they are if they are not presenting any major problems. The main reason for the changes was to save me hand editing the Dungeon monster data I had. I eventually just learned how to use the Visual Studio 2008 editor better to put the monster data into my monster data file structure.

All 74 dungeon monsters are now in the game although I will need to do some work to stop the player bumping into the Basilisk and other one off creatures whilst exploring the Well Lit Area!

One thing that confused me is that the monster data I have doesn’t seem to quite tally with that in the C64 version. I would like to use the correct data. I also need to create all the weapons which Dungeon encounters can carry and bring the City monster data up to the level and data file format. City monsters work in a different way in the do not have fixed stats but have their stats vary to some degree when you encounter them.I would really like to put some encounter tables in place before the 0.4 release if possible.

Alternate Reality X – Encounter updates

I’ve made quite a lot of changes to encounters over the last week. Possibly the most noticeable is that I’ve changed the encounter menus to reproduce the Alternate Reality: The Dungeon style. That means a single column with a secondary menu for “Transact”.

You no longer get attacked by all encounters automatically dependent on their alignment (good, evil, neutral) and you can hail them. I’ve also added in some of the special behaviours and options for encounters like thieves and noblemen.

I’m now working on changing the encounter data format and importing all the Dungeon encounters into the game. Once that is done I plan to add in more of the special behaviours (pauper, healers etc) and add the relvant weapons for each Dungeon encounter.

Alternate Reality X – Treasure!

I’ve finally added in some basic treasure finding but just now only for generic volume items like food packets, water flasks, keys, crystals, gold etc. I spent ages trying to get the right messages appear to check my object buffer within the game and update the status line correctly that there were objects to pick up in the current location.

Anyway it seems to work fairly well and I’m ready to add some more treasure types – probably weapons that are dropped by humanoid characters when they die. I also have the GET object dialogue working properly.