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2009.03.26 (21:15): KPS RPG

Category: Projects
Posted by: modi123
Here's the basic graphics I have been using to get the back end code up and running.

screen example

While it's not much visually at the moment there is a butt load of back end code that had to be worked out...

- the user animates when moved.
- there's a map builder that allows me to quickly build unique.. er.. maps.
- item pick up and application works
- there's an enemy that takes damage when attacked by the user.. and drops and item when killed.
- i even have a background animation for 'waving grass'... but that's not shown at the moment.

Obviously this was saved in mspaint (the screen shot).. the graphics are a bit more sharp.

2009.03.19 (22:10): XNA... KPS: the RPG

Category: Projects
Posted by: modi123
I made a bit of head way.. I have my basic map builder done... well for the background tiles and writing it to xml (and loading it back).

I have to get a new xml grid for the items.. a grid for the enemies (and enemy properties).. and the integrating this load of a map to the game itself.

2009.03.07 (15:46): XNA project update

Category: Projects
Posted by: modi123
I am more or less back on board with my KPS the RPG. (Think top down zelda style game over lay for a purchasing system).

Depending what happens this evening I will have some of the non check off items done.

Yeppie.

Major miles stones
-x- background
-x- -- background test animation
-x- user sprite
-x- -- movement
-x- -- minor animation
-x- -- stat reporting
-x- items (attack bonus, defense bonus, bombs)
-x- item pickup
-x- enemy class fleshed out
-x- functional font based dashboard
-- attack
-- item drop
-- level builder
-- npc
-- -- npc interaction.

When I get the last of these things prototyped I will dump the class outlines and demo out on my page.