Qubodup @ freegamer has reviewed a couple of 3D RPG aspirants of the FOSS scene, among them jClassicRPG got a few nice paragraphs and in-game videos too! Thanks qubodup! :) Videos: travel & battle, character creation. (As a a side note: a few smaller annoying bugs and 'features' along with a tough memory-leak related problem has been resolved since last post, all in SVN. Still polishing a bit before rolling out the test release.)
Monday, 28 September 2009
Friday, 25 September 2009
New content and player lamplight
Yetis and igloo created by tidbit are marching gloriously into the SVN of jcrpg. :) As you can guess yetis live in igloo villages in the polar region.
Minelamp light switch (key 'L') is added, so you can see better things around you while walking in the dark. Currently unlimited use. More polishing here and there, cooperating with tidbit before releasing.
Sunday, 20 September 2009
Content integration on the way, still more smaller feature upgrades
While TheAncientGoat's worpion monster and tidbit's Shrine model is now integrated along with a proper placement of it around the road blocks (btw, shrines help you resting, giving you relieve from monsters lurking around), I've run into other smaller things that needed care since long. So I couldn't resist to touch those codes - some refactoring, some new codes. Two major tasks were done regarding this: first the upgrade of the EntityOMeter with being type / distance / angle, second is the rewrite from scratch the player movement verification code (logical, not graphical!). This along with nicer code means that a half dozen skills are now worthy to level: mythology/ecology helps to recognize nearby creatures, survival/hide/secure will help you to evade/avoid them, tracking/architecture will help you to spot entities and tell distance, hide/disguise will cover your identity (this one not of much use yet), climbing/tumbling will let you pass over obstacled height (mountains, steep riversides). It's good to know that setting up your Behavior skills is turning those into 3 times more powerfull at skill checks (like when you try hiding, tracking etc.)! Another good news is that I've added a heap of tooltips to the skills. Things are slowly getting over the coding and content integration phase, steadily floating towards that overdue test release.
Thursday, 10 September 2009
More small features to ease accomodation
Usability and UI have been the primary focus for some time now. This time in a short way: player titled save games, better game slot info in load menu, colored icons for the populations of world map loaded from 32-bit depth 9x9 sized .ico files, busy screen for economy updates with multiple randomly chosen images, very basic scenario support with an intro text displayed in the new StoryPartDisplayWindow (scrolling, fading in). Also I've further tested under Windows Vista 64 bit, no crashes luckily.
Next two thing is addition of Calendar to the World Map and integrate content. Then release! :)
Friday, 4 September 2009
Extendable Tooltip box system and easier to use combat window
Polishing the UI is still the focus for a few days more. The addition of tooltip box is finished. Till now the character creation dropdown lists for Races and Professions got tooltip texts. It's quite easy to extend the tooltip system to most of the UI elements later if needed.
Another new feature made in: a new set of checkboxes were added to the turn act window (combat), which are reflecting if the given character's choice for action is valid or not for the turn. That way the player is able to spot which character's previous action is not doable in the current round, making it easier to see what's left to be set before starting next combat round.