Wednesday, January 27, 2010

Production Twist #1

So. In a bit of a rushed decision, the NetRPG platform will be leaned towards a more DnD built in setting. The Modules will still edit values and mechanics, but the UI and stats will be built-in and hardcoded for DnD for now. Initial release will be DnD and later on, we'll add functionality to support other game systems. This is just to get it out, this is NOT a permanent fixture.

The client UI is about 30% complete. We're working on making it sleek and user friendly. You'll be surprised to hear that we're using the MS07 Ribbon style UI, but so far.. it seems to be doing the trick -.^ Will have screenies up when we get all the icons made for the main UI. (right now I'm using placeholders, and as the icons are made, I'm replacing them)

Also working on the character data files and encryption. Each DM/GM will be given the option to encrypt the players files with their own password hash, for added security and faulting. Player Character files will be stored on both sides. Every time a character is saved, a copy is saved on the players side (for use in other games) and the DM/GM side, for use in that game. This lets the players still use the characters outside the realm of that game, but still keep that character intact and untouched within that campaign.
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Saturday, January 16, 2010

2D Rendering

I'm still debating on how to do plane rendering. Either 2D rendering or faux DXP rendering. Either way I'm going to need to experiment a bit. So far I have how I want the layering to work, and texture scale.

Currently all textures are 32x32 pixels. There are 6 layers.
[Background] Background texture, generally a very plain tile.
[Detail] The detail tile is used to add rocks, grass, pits, etc.
[Character] Is not GM editable, is only accessed via the Engine, and is used to place the players and NPCs.
[Overlay] Can be used to add extra detail, shadows, or anything else that requires coloring or an overlay detail set.
[Glow] Used to render auras, shields, or anything else that causes visual effects on to of everything.
[Effect] Is not GM editable, is only accessed via the Engine,and is used to render spell effects
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Friday, January 1, 2010

Scripting update

Ok, so, to make the command line settings easier on both Developer and End User, we've decided to do a bit of a... different approach. Now before you go worrying "Aaah! NOW WHAT!?!?" it's not that bad, let me explain;

Commands will still be the same format:
CastSpell("SourceName", "TargetName", "SpellName");
but there's a little twist to it. If, say, you wanted to use a Parameter Command instead of one of the string parameters, you could do a command inside a command like so:
CastSpell(PlayerName[0], ActiveNPC['Ogre'. 4], CustomSpellPreset[18]);

Notice the Parameter Commands instead of '()' and ',', they use '[]' and '.'. This is because there were a few bugs with the parser when the Parameter Commands were using the same delimiters as the Commands.
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