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edg3
20-12-2009, 09:07 PM
This is going to sound pretty daft and such, but Im using this as an opportunity to test a few things:
A) seamless saving and loading (the proper ways)
B) decent engine building in XNA
C) making far fetched story lines and such
D) pulling a concept together nicely

So if this ends up sucking, my deepest apologies

Meet Roger:
http://www.zoopy.com/data/media/124467/original.jpg
(he actually has alpha and stuff, but zoopy doesnt seem to allow PNGs, and I cant access other sites for uploading for this week)

Idea
I'll be building a RPG (which i will hopefully have time to punt a lot of story into during Jan) which will follow the styles of your typical Pokemon game (on Gameboy and DS, also think of Dragon Quest, and you get the sort of idea), but instead of having battles like these RPGs it will replace battles with platformer levels where you have to basically (in a style similar to Mario) get to the end of the level. Leaving a path of death and destruction in your wake, that was not violent or unsuitable for minors in any way.

The story
Roger, a fun loving lollipop from the world of Candee is faced with a dangerous task. The shattered remnant of his world has fallen plague to the evil armies of General Artifishal (General AS) Sweetna, the general of dark forces hellbent on ruining everyone's enjoyment of sugary treats. It is up to Roger to use his quick reflexes and Cream Soda flavoured head to outsmart the forces of General AS.

Thankfully, Candee is a land that shapes itself to be whatever Roger wants it to be, allowing him to relive his favourite days playing platformers as he grew up instead of taking part in epic battles of reflex and skill. Oh. Wait. Hmm. Perhaps the reflex and skill are still there? To put it more acurately, Roger substitues your reality with his own (thanks to an almost permanent sugar high) as soon as things seem to go bad as he doesnt like violence. In other words instead of gruesome violent battle scenes you will be treated to flowery scenery and slightly manic bunnies which seem to dislike you immensely.

Progress
(oooooooo--) - Main menu (80%)
(ooo-------) - RPG Engine (30%)
(----------) - Platformer Engine (0%)
(----------) - Saving and Loading (50%)
(----------) - Storyline (0%)
(o---------) - Programmer Art (10%)

Downloads
Alpha 1 ~100kB (http://www.quickshare.co.za/files/zgpp8220/RGQ-A1.zip.html)

Update 22/12/2009
Alpha 1 released (RPG engine testing)

Added basis for the RPG system so that it can undergo testing for now, the system so far includes:
- Ground tiles
- Player
- Pathing blocking
- NPCs

What the RPG system still needs (the main things):
- Buildings and scenery
- NPC interaction (thinking of a decent system to implement this, will probably use space/enter {which will also be jump for the platformer} for interation, and it will look around your current block for the nearest adjacent NPC {so i cant have NPCs within 1 tiles distance from one another for user friendliness})
- Events/Triggers (ie. player walks onto square 145,145 which has a switch, player notified of event, player walks onto 150,150, player told second switch activated, then goes to dialogue with player, etc. basically so i can make puzzles and stories and quests, etc).

Known bugs:
- Some times the menu freezes up for no reason, not sure if its my laptop, or a logical error, but Im searching for the cause

edg3
22-12-2009, 07:04 PM
controls
Esc - Back/Exit
Enter - Select
Arrow Keys - Movement

Alpha 1 Screenshot:
http://i49.tinypic.com/x1mtrn.jpg

Alpha 1 ~100kB (http://www.quickshare.co.za/files/zgpp8220/RGQ-A1.zip.html)

Update 22/12/2009
Alpha 1 released (RPG engine testing)

Added basis for the RPG system so that it can undergo testing for now, the system so far includes:
- Ground tiles
- Player
- Pathing blocking
- NPCs

What the RPG system still needs (the main things):
- Buildings and scenery
- NPC interaction (thinking of a decent system to implement this, will probably use space/enter {which will also be jump for the platformer} for interation, and it will look around your current block for the nearest adjacent NPC {so i cant have NPCs within 1 tiles distance from one another for user friendliness})
- Events/Triggers (ie. player walks onto square 145,145 which has a switch, player notified of event, player walks onto 150,150, player told second switch activated, then goes to dialogue with player, etc. basically so i can make puzzles and stories and quests, etc).

Known bugs:
- Some times the menu freezes up for no reason, not sure if its my laptop, or a logical error, but Im searching for the cause

note
The tile co-ords just make it easier if you find a bug so i can replicate it, blue writing = walkable, red = pathing blocked.

SkinkLizzard
22-12-2009, 09:40 PM
well if you use the arrow keys for movement you could always use wasd for interact in direction,
assuming you want to avoid the mouse.

Nandrew
23-12-2009, 12:44 AM
Just use the "bump" idea: if there's an NPC, attempting to move onto his/her grid block will forbid the movement and start the conversation instead.

edg3
23-12-2009, 10:37 AM
Yeah, Im avoiding the mouse as I plan to port this to 360 as an excercise for myself when its done, but ignoring that its important to make the control scheme flow easily between different aspects of the game so you dont need to constantl y change what you're doing.

I'll be doing what Nandrew suggested for interaction though, as it is easiest for the player, and makes my life that much easier.

I'll probably put alpha2 up tonight late if i can finish the dialogue system

EDIT: Also, I'll release the map editor with the final version so people can make their own maps and give them to people (sort of make your own storyline etc, but it will be limited to the graphics already in the game because I dont feel like changing the way Im loading content right now ;) ), and the source as a whole.