RPG Library (VERY early BETA)

paul_one
Right,
Here is the directory of the RPG library I have so far:
http://www.compwhizz.freeserve.co.uk/ma ... %20Battle/

It's rar'd so you may want to get winRAR to open it, this (0.0.35) is my most recent back-up of it, so I'm not zipping it up.

Development has picked up alot recently so I don't know if that'll be the same as the file I'm working on. If anyone wants to take that and fool about with it they're welcome.

As you can see it's nowhere near done (that's why it's 0.0.35), but the monster moving and boss moving is basically complete, and so is the armour equipping. If anyone can test those out for me, that'll be great.

I'll be charging onward with the monster attacks at the moment, and then onto magic casting...

Alex
"New RPG.asl" wants an "RPGdebug.qlb" which isn't included... hmm, and why are you using QDK 3.5 Beta still?

paul_one
Actually, the debug is really for me alone (includes some "cheating" codes, calls to various procedures with values to "debug" them).
There's that and a text file to me missing... I suppose I shall comment that include out when I upload files in future.

And the beta - it's quite funny, I built the magic and monster libraries through the QDK interface I made, then altered them into library files (quite shoddily I might add)... I just didn't un-comment it as I wanted to get it working first, then deal with the *basics* later...

Updated it to 0.0.36 ... Got the thing to do the default battle procedure and it can chose actions from monsters now.

Just need to add 2 or 3 more procedures (turnratio, hit/miss and an afterturn monstermove)... Then it'll be put into iit so that you can go into the battle and look at them until they attack you.

007bond
I must say, if it's in version 0.0.36, I wonder how long it's gonna take you to get to version 1.0!

paul_one
Well, it's been so low because I truely don't know how to measure this properly... Each time you want to define one area - you think of two procedure's that should go in there... Then maybe getting that down again...

Armour and Monsters' are basically done - I'm working on Magic now, then I will probably go onto status effects (they are going to be all by themselves - they deserve that)... Then maybe the actual procedure after every command... Then levelling up... And That's it I think... Oh, and any bug-fixing.

Then I'll go onto refinements (having multiple characters... Having actually-defineable bosses/monsters for certain rooms)... And user-suggestions... Also a tutorial I guess.

V1 will be before any refinements, just after the bug-testing...

007bond
Good luck to you. I know I'll certainly be using it when it comes out.

paul_one
*Head throbs*
I was just messing with this again, and keep being annoyed by Quest's Signed Integer math problems, over and over again. Quest crashing when any number goes out-of-range doesn't help either.

The inability to deal with numbers over 35000-ish, really does limit you to a very small range of numbers - especially when you need to magnify numbers and then reduce them down to do anything.

I really don't know how to go on with this, as it's causing me big problems.

francisstokes
I was seeing how well your library works with other games and saw that you had to give a monster a type from 0-9.Does this mean that there can only e 10 different mosters in any given game?

paul_one
No, the type is like an element...
There are 10 types:
0.fire
1.water
2.ice
3.electric
4.earth
5.air
6.non-elemental (pure-magic)
7.curative
8.status (poison/curse/whatever)
9.physical

... There is a tenth type for items/magic, which is "MISC"... which basically means "anything that doesn't fit into the above types" - but I don't see any monsters that aren't any of the above.

Now, these are TYPES... Then you have different LEVELS in those types - so you can have a level 1 fire-bomb and a level 10 fire bomb... (but those numbers are infact 0 and 9) So that means 100 monsters just there... AND THEN you have monster numbers - basically so you can have 10 monsters on each level - so that makes 1,000 monsters in total.

There were a few reasons why it's limited to this:
1) Quest only supports one-dimensional arrays... This is OK, but can you really make quest search for [010101] and not [111].
2) The way quest makes arrays, is in a loop which has no "do events" code, so quest appears to freeze for about 2-3 seconds if you have an array over - IIRC - roughly 1000... So I don't want people to load up my library and have to wait for a few seconds just for the monster-array to load.
3) Quest only handles numbers up to 35,000-ish anyway, so 999,999 is out of the question.

I would never limit my users to such a low number as 10 monsters, but unfortunately only 10 per level (which I think is quite fine, seeing as how there aren't much more than 30 monsters-per-type in most games anyhow ).
I do plan to make users specify certain monsters or a range across levels - BUT I think right now, I don't want the first release to be the end-all, put-on-the-highest-pedistal, library... Just something I can reach - which is as perfect as I can make it... (and that perfection is to do with quality of code/bug-free... Not features).

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