1. RPG (Project K)

Hello all,
  After Paul Martin posted this message to the list:
    "Just to inform that I'm moving on."
he gave me permission to continue "Project K" (a
graphical computer-RPG that we were working on
together) on my own.  Since I generated a lot of
data for the game I've decided to do so.  While
I'll undoubtedly look to Paul's initial work for
inspiration and ideas, I plan on doing a complete
rewrite of the code. Of course I'll need at least
as much external help as Paul did and that's why
I'm writing to the list. There were at least a
couple of people that said that they would help
with it before but I can't remember who, so anyone
that is remotely interested in the project feel
free to write me at keroltarr at hotmail.com and let
me know so I don't need to post future info straight
to the list. Here are some very general game specs
to help you decide:

Game name:        The Lands of Karitaren
Platform:         DOS (for now)
Graphics:         Neil (SVGA)
Interface:        NeilGUI (hee hee)
Game type:        Fantasy RPG
Speed:            Realtime
Tile Engine:      Isometric (Diablo, Baldur's Gate)
Control:          Mouse, Keyboard
Char design:      In-depth
Char interaction: Selection
Combat model:     In-depth/realtime

well, let me know if you're interested. As soon
as I get NeilGUI spiffed up some more I plan on
getting started on the project. By then I'll
have identified the parts I'll need help on.
Comments, questions, and suggestions are welcome.

Regards to all,
Lewis Townsend

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2. Re: RPG (Project K)

It's good to hear that the project is going to continue. I think a nice
isometric display would look nice. I do have a few graphics questions...

With some of the problems displaying SVGA on different types of hardware, why
not use Windows and DirectX instead of relying on a DOS system?

Either way, what kind of resolution are you thinking about?

Good luck!

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3. Re: RPG (Project K)

Hello,

>From: MindVentur at AOL.COM
>
>It's good to hear that the project is going to continue. I think a nice
>isometric display would look nice. I do have a few graphics questions...
>
>With some of the problems displaying SVGA on different types of hardware,
>why
>not use Windows and DirectX instead of relying on a DOS system?

  Well, that would be great but I don't know how.
I guess I could learn how to use Exotica but isn't DirectX
Windows specific? Neil is a triple platform lib now and I
know how to use it. I will definitely considder porting to
DirextX if the Neil release is a success.  BTW, are you
"proficient" in Exotica/DirectX? If you are, and want to
help with the project, I might change my mind.


>Either way, what kind of resolution are you thinking about?

I'm debating between 640x480 and 800x600. I also want to use
16 bit or 24 bit colordepth so I'm not sure which would be the
best balance of looks and performance. I'm use to using
640x480x24 but maybe 800x600x16 would be better, what do you
think?


>Good luck!

Thanks, I hope I don't have to rely on luck to finish this
project though. So far Rod Jackson is the only one that has
actually volunteered to help.

later,
Lewis Townsend

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4. Re: RPG (Project K)

I'm not sure how much Neil handles. It's been a while since I looked at it,
but at the time I recall being impressed. For some of my own projects, I
wound up switching over to Windows/Direct-X because when I tried some things
that relied on DOS, I had problems ensuring the graphics worked across
different hardware systems. Even things that claim to be VESA don't always
work the same in different modes. So far from my VC++ work, Direct-X does
seem to work well on all windows hardware -- albeit slow sometimes.

The announcement of a new version of Exotica is what made me wonder if
Direct-X might be a workable graphics library for Euphoria with the proper
wrappers. I haven't looked at the code at all, but think it might be viable
for games if calling the wrapper doesn't add a lot of overhead on top of the
other slowdowns with graphics. There are some nice features of Direct-X that
can manipulate palattes and images so you could make a single set of images
that would work at various resolution and color depths and simply be
converted on the fly -- or during an initialization phase.

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