David Figlar

December 23, 2009

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November 21, 2009

  • Maps being worked on in VDEngine can be easily played by pressing F5.
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June 4, 2009

Progress on the Item Editor continues. Deciding against including armor hindrance and weight, for the moment, and only using protection values.
  • Armor items can now be made

June 3, 2009

Starting today I will keep track of progress. I'll try and describe the progress at previous dates but I don't feel like looking through all of the old source code yet...
  • Added necessary options for having tiles and objects that entities (player and NPC's) can walk on top/in front of or under/behind.

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May 13, 2009

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May 8, 2009

  • Animated movement
  • Randomized NPC movement
  • Dialogues are working (ghetto system in place right now in the gameplay part)

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May 7, 2009

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April 24, 2009

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April 23, 2009

April 21, 2009

  • Changed it so you can use a tile sheet instead of having to load a single 32x32 image
  • Adding a tile will create a new texture of size 32x32 in the /images directory

April 18, 2009

April 16, 2009

  • Ability to add tiles and new areas (which in the game itself loads up a new .vdm world file at the designated starting point)
  • Ability to add NPC's with randomized movement
  • Basic collision detection
  • NPC Editor is functional
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April 13, 2009

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April 9, 2009

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April 1, 2009

First update since the text-based game logic part. I've decided to start with DirectX and do OpenGL later. The engine uses good ol' Win32 for the GUI :P
  • Implemented a way of reallocating memory in order to resize the world as you add tiles/NPCs, allowing one to make a world virtually as large as they desire
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March 31, 2009

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December 11, 2008

Started putting some thoughts into action via C++. Currently the game is a highly defined combat system using a bunch o' factors of both the attacker and defender: Weight/size of weapons, balance, strength, weapon ability, dexterity, agility, multiple opponent ability, evasion, hindrance, overall encumbrance, focus, current health, etc.


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