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fate

jen

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My small project will be called , it will be a dark medieval Diablo style single player action RPG.

The graphics will be simple, no PBR, 256x256 map, reasonably low-res models.

Camera style? Top-down-ish I think? Like in Diablo exactly - and because the camera is not directly in-front of the 3 models, I can get away with low-resolution assets - bonus. Also, with top-down view, I won't have to worry about high resolution sky-boxes. 

What's my plan for this project?
I plan to make this project as small and as simple as possible, possibly release it as open-source, and have fun with it of course.

My previous experience with game development (1-2 years ago?) was amateurish I think, still is now. I want to give it a go again, this time with experience although my skill in C++ is not really that good? Maybe I can improve it in this project.

More about the game
The content is not set in stone yet but I have a general idea of how the mechanics is going to look and feel - Diablo-ish obviously. It'll have monsters (ancient & mythical probably), loot when killing a monster, gold as in-game currency, visual grid inventory, player stats (level, strength, agility, vitality, energy, &c.). 

The game will be single-player. Possibly a coop multiplayer also? I don't have any interest in making massive multi-player. 

I started my development yesterday with the basic preparations (setting up project environment, &c.), today I made my first step in developing the core components; worker class, game state, task class.

I have a game state that keeps a single source of truth for the entire application; all game data will be stored in this class as "states". 

I also have a "Worker" which will do the processing of tasks in the game.

I also have "object" class, this can be a monster, the player, a weapon, a prop, or an NPC.

So the idea is to have a CQRS type of interaction between the classes and the data. Any action in the game will be interpreted as "Task" for the Worker class. The worker class iterates through the Task. Tasks can be created by any class interfaced with the Worker class trough "addNewTask" and the new tasks can be of a certain type i.e.: ATTACK, IDLE, SAVE_GAME, EXIT_GAME, the new task will also have a payload data and it's processed according to its task type e.g. an ATTACK with payload "{ Damage: 10, Target: MonsterA }" will reduce the health of MonsterA by 10 - the worker class will change the game state; find MonsterA in MonsterState and reduce its health by 10. 

I think it's advantageous to have this type of centralized module where all actions are processed; I can do all sorts of procedures during the processes, maybe debug data, filter actions, mutate payloads, and such.

How much time am I going to put into this?

A couple of hours a day for 3 days a week maybe.

So it's all a rough sketch for now and it's heading the right direction. I'll have more to report later on. 

1377074896_Screenshotfrom2020-02-2616-53-38.png.7bb59cd13592264cbe4c9153315ee2d8.png

This is Castle, minus the castle, in the map ; the starting location for the player. The fortification will have merchants, and quest givers.
 

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