ISO
2007-12-24
Much work on terrain modelling this xmas.
Who says Flash 8 can't do 3D texture mapping!
2007-07-29
Now have the start of the trading window. Dynamically loads items (not linked to the socket server yet). I have also done work on the non-player characters and the have the beginnings of the enemies - randomly walk about the stage and stop if within a certain distance of the player character.
2007-07-07
Lot's more work on character development recently. Have a prototype male biped character that can have their skin tone changed and wear clothes (ignore the "streaker on the pitch" right!). Have animated the three-quarter views but still have the up-down-left-right views to do.
Turning now to intergrating the "generic_biped" class created for the prototype into the Iso_player class that the game uses. Also need to re-think the way other players move around the current player's map.
2007-05-28
Worked on character customisation interface. Have created a class that draws a fancy colour picker (based on Photoshop's). Interface allows changing of sleeves and leggings, torso, hair and shield.
2007-05-21
Did a lot of work on sockets and the xml server this weekend. Got multiple clients connecting sorted and in game chat working.
2007-05-14
Have managed to get a datagram connection working locally. Had a number of independent flash movies sending a message to the server which in turn broadcasted the message across all the connected clients: An important break though that brings multi-player a lot closer.
I've also managed to get a rudimentary "pickup" list display on screen - I need to have a major think about how the inventory screen is going to work.
2007-03-08
Did some work on "entering buildings" this week. Have got building to recognise that they have a door that can be opened loads a new map (of the interior). Also created some items of furniture (right).
Still struggling to make the the wireframe biped sobber up! Grr!
2007-01-29
Did a lot of work on bi-ped walking this weekend.
Still not happy with the main character movement and in addition, wanted to have a wireframe bi-ped that I could re-use again and again. Bit painful getting my head round, but think I'm getting there now. I want to make the main character able to move directly up/down/left/right also (as well as diagonal - although my strapline for the game is High Adventure in a Diagonal World!), which means catering for 4 extra viewpoints. Apart from anything else, I think this will add significantly to ranged combat (even though this is a long way off). [Incidentally, already have a reasonable combat system working. Turn based (but this is hidden). Each player takes a turn to 'roll' a number of times based on their number of attack-skill. Their opponent then rolls based on their number of defend-skill. The successful hits are the net of the two. Simple, but seems to work well.
2007-01-22
Worked on adding sound clips today. Crackling fire sound clip working well and only 40KB overhead. Added an ambient forest sounds one too for the level 1 main screen.
Also created a few houses and worked on a mechanism whereby a sprite can know what squares it occupies on the map. Going to need far large items of scenery and big monsters etc.
2007-01-16
Did the main menu page today. Still need to tart up the actual menu aspect but background of crackling fire works well.
Found excellent website for sound files: http://freesound.iua.upf.edu
2007-01-11
Did quite a lot of work on the Intro Movie today. Think that will do for the intro for the time being.
2007-01-07
Taken a drunken break over Christmas but have started coding the final system in earnest with Actionscript 2.00. Decided to have the map fill the viewport to maximise the play area. Have also done placeholders for an Intro Movie and and Main Menu.
2006-12-08
Done a lot of RnD on screens. Wanted to have the landscape full viewport and scrolling, but flash just not up to it : ( Had it working, where it loaded a center panel and the surrounding ones and scrolled and loaded new ones when the play character reached the boundary of the centre panel. But just too clunky with my new improved sprites (see below).
2006-11-16
I have been working on an isometric role playing game (working title 'ISO') completely done in Flash.
A proof of concept for the core engine is done, with the character being able to move convincingly infront of and behind objects on the gameboard. As well as being able to interact (albeit at a very rudimentary level) with obstacles.
Currently, it is little more than a proof of concept, but I hope to build it into a fully functional RPG. I think I should be able to load in graphics as textures to improve the look and make it less 'Flash-y'. Although that will be quite late down the development tree.
At the moment the main character can:
- Move about
- Go through doors into other rooms
- Interact in a very basic way with items on the gameboard - open chests, go through doors, is aware of obstacles and can stop a non player character from moving about (ultimately to talk or attack them).
Each room is stored in an XML file that gets dymanically loaded when the room is entered. This and some other tricks make the game very quick to load.
Since room and level development will be so integral to the final game I have also begun work on a level development kit - also in flash.
Todo List Braindump!
- Combat
- 100s and 100s of sprites - non-player characters, monsters, items, scenery, buildings etc!
- Character profile and interface
- Buying and selling
- Movement in the z-plane (jumping and climbing etc)
- Texturing
- Context specific mini movies
- Music and sound effects (these will slow the load time down : /
- With the above in mind... loading screens
- Death screens
- Saving and restoring
- Multiplayer interacting
- Character customisation
- Large monsters