December 23, 2009
sourceNovember 21, 2009
- Maps being worked on in VDEngine can be easily played by pressing F5.
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
sourceMay 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
sourceApril 24, 2009
sourceApril 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
April 13, 2009
sourceApril 9, 2009
sourceApril 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
March 31, 2009
sourceDecember 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.source