Archon The RPG
This is my latest project I'm working on with David L. David is in charge of level design while I'm handling the programming stuff. And most of the modeling too.
This is mainly an RPG (roll playing game) that can be played online (co-op play or scirmish) or offline. The main body of the game is written using DarkBasic (DBC)
while all the scripts are in PureBasic(PB). This method was chosing for the simplistity of design and low-end system specs .
Although I still had a few problems exposing many of the core game aspects to the scripts. You can use a script to actually change the map or move any object in the game.
In fact, I use the scripts to do special effects. Sure, many effects could have been done from withing DBC, but I wanted something that would be easy to modify later without
requiring the original source to be recompiled. In other words .... third party scripts. So, in theory, I need only work on the game engine itself, while others could simply work on the level design.
The concepts were hard to setup, and are lots of fun to track bugs in, but its going along pretty well. Currently I'm working on a "death-match" level just to get the scripts fully tested and tinker
with multiplayer functions. Next up will be to add more models and scripts and a few tutorials on game play. Still have much to do before even having a "test-able" game.
Please see change log
System Requirements for Archon:
or, at least the specs for my Dev System ...
- 16MB 3D card .... optional, but highly recommended. Emulation mode is supported.
- 1.2Ghz Celeron ... Most systems easily beat this system. If yours is older, maybe upgrade?
- 40MB free space .. Actually, the game only needs about 15MB ... so far ....
- Internet connection for online play ... highspeed required.
Do not expect it to work from behind a router ....
That should go without saying,
but some people ask and complain anyway.
It is possible to play directplay games from
behind a router or firewall, its just very complicated.
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28 Nov
Mostly working on website tools. Did add some stairs to the level. The collision is not exact, mainly do to the method of collision detection. Stairs are BOX and the creatures are CYLINDER type object
and when they collide, the system tries to resolve where they can exist without "hitting" each other. So, sometimes they float in the air. This error is even worse for the AI. I'll need to work on that too.
Also began work on deviding up the project into even more .zips. The scripts are now in a separate download. So are the levels. As models are added, they will be available as stand-alone objects.
20 November
Have an almost working level. There are 2 creatures and one follows the other. there are 2 power-ups, mostly working.
They shoot, and I think they do damage. I need to get health-bars setup and working to be sure. that's next.
10 Nov2005
Fixed an anoying sound problem ... Animation not going to idle mode when on top of another object.
Started testing duel AI script.
07 November 2005
Revamped website.
Did a little work on the mouse pointing stuff.
Fixed many collision problems. Most was in the script files.
I think for the first death-match level, I will remove the dragon and just go with goblins.
I'll setup support for 8 players (4 online vs 4 AI) so we can test out the internet
stuff and get to work on pathfinding. My next modeling project will be humaniods. I do have a few from my 3D war game that can get us started.
Then, I can toss the goblin place holder. I want to get a few models going, so we can the add in the "Use default animation" check box
in the CED. The way that is supposed to work is we create a static model, then check the "Use default animation" and the game will load
the animation file with the standard animations, and make all required settings ..... But, this not happen unless I first create that file. I can't do that until I create a humaniod model and save its animations and create a list of instructions on how to use them. This should not be too hard, but may take a week or two. Something for me to tinker with when I get stuck on the AI for the deathmatch....
02 November ...
fixed the dialog anomalies (for good I hope)
Worked on the progress bar a bit. Mostly cleaning
up the code making it neater.
Preparing for the file upload, doing some backups.
29 October ...
Fixed a serious bug with reloading levels causing
a complete system crash .... nice bug there.
Found some more dialog anomalies, may work on
them soon when I get stuck doing enemy scripts ...
Fixed some issues with the editor not rotating objects.
Added a script for firing projectiles.
Made some better models for buildings
Added mouse support for aiming (still kinda buggy)
fixed many issues with the scripting engine.
Started work on an actual level ... Duel
I'm not too happy with how the level editor works
for larger (more complex) levels ... it needs better
mouse support for selecting objects. Also noticed
that I suck at level mapping.
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22 October ...
Did some effects ...
Just a camp fire with smoke and sparks.
Not too fancy, but works. It also helped
me locate some other bugs ...
The game kept trying to move my effects,
so I modified it to only move them 0.5,
and then use the script to move it back.
Probable explains some of the other issues I
had with moving rockets ... The sparks
script is very usefull. I used it on
2 different objects (sparks and csmoke).
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17 October ....
Been working on the loading screen Still needs some
work, but loads much faster now.
Also did some work on special effect ...
I can't sem to get it right yet. The issue is
I'm using 1 script to load another script
and the use 2 other scripts for the effects ....
I think I just tried too much at one time. Should
start with simpler effects like "Camp Fire"
before moving on to complex stuff like
"rocket Trails", but I wanted to have a DUEL like
deathmatch with a dragon :) Bummer, its not ready
yet. I was out of power for 2 days and that also
slowed work a bit. Still have some animation work
to do on my dragon, just the attack,stun,die animation,
but I'll post that too, for you to play with too.
Also fixed several editor problems .....
Also learned some "new" (ok, relearned some old)
debugging tricks, like how to create a log file
by writing data to the clipboard so when the system
crashes, I at least have some data to go on :)
Yes, DLL's will do that if you use a null pointer
to call a function by address or many of any number of
things ....
Also, the script memory format has been altered a bit.
Please check that out to see the effects that can be run
from a simple DLL file. Overall, the effects
are limited to Ghosting,Transparentcy, pointing, rotating
But, there is alot you can do with such things.
To see ghosting, toggle the view (Q-key) The gobblin
will shift to ghosting (I was trying for the DukeNukem
effect for an alternate view for those that don't like
RPG or FPS standard views ).
Transparency is limited to black only. That how the windows
are made in the walls, and in the trees. Oh,
almost forgot, you can also scroll textures. That's
how I'll do some camp fires later. They would be just
your typical object, but with a script that will keep
the flame/smoke textures pointed at the camera
and then scroll textures to show flames going up. Not
perfect, but its the same method used for christmas
fireplaces ....
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OK, where to begin....
Please see the file
Editor.txt in the map folder.
Also see the file
Scripts.txt in the Map\Scripts folder
OK, assuming you understand all that ...
I'm still working ok the editor portion of the game.
I have entity placement done, and am working
on the "adjustment" portion. Some
new changes have been done to some files ...
the "Creature Editor" (CED) has been modified
to permit sound syncronizations with animations.
If you look at the "sounds" tab, you'll see 2 text boxes.
These are used to mark the animation frame/s to begin
playing a sound. Footsteps for example.
I should be pretty much done with the editor portion
by monday and begin working on "player controls".
The current error in the editor (that I know of) is
when tabbing to different items to adjust;
1 - there is no marker to show selected object
2 - the preset height level gets reset to 0
but other than that, its pretty stable.
Please try playing with stuff, and see if you can make sense
of what I have there. Or areas where I need docs really bad.
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Saturday Oct 01, 2005
Finished updating many docs.... was needing that.
While doing that, found a few memory errors and fixed them.
Generally, it was to do with memory differences between
integers, doubles, and floats and my sometimes
being off by 1 byte ... really should learn to count :)
Ok, fixed some other interface problems having to do with
media not being deleted between calls.
Added an extra feature ... when exiting a game,
you return to the main menu or can jump directly to windows.
Added actual player controls with multiple camera type
controls. Press F1 in-game (not the editor) to see
all controls. Not all are actually used yet. The screen
shot function, exit game stuff works fine though.
Simple movement has been achieved. Collision detection
and the use of those script files is next on the list.
For some extra fun, I think I need a small death-match
level just to play with. Maybe I even need a few "taunts"
that can be quickly accessed ? But that can wait.
First, I just need to get a functional level. Then,
add extra features to the game .....
Do to size restrictions, I cannot include the .exe in the main .zip
anymore. Yahoo limits me to 5MB files.
SO
the exe is in its own .zip file (only 3.8MB zipped) and should be placed
into the same path as the ced.exe file that is in the other .zip
file (only 2.5MB).
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Completed my fist script and have it working :)
I think that basically all I did this week :(
But, some of the bugs I had were boogers ...
Something about multiple memory pointer and
multiple apps accessing the same memory location ....
This issue ... which one changed it and why?
Spent 2 days on that and wrote some good debugging tools
along the way .... (read the script memory map some ideas ...)
You can have the game go into debug mode from a script
and output a memory map to the screen ....
Next on my plate is to fix some other "issues" I have.
Such as the INN just looks bad. Using those 2D plains
for walls and floor looks ugly. So, I'll do some modeling
and get some good buildings done. Also, I want a 2 story
building to play with, and add some extra scripts for
going up/down stairs, elevators and tweek the door a bit.
Maybe even do a few switches .... The scripts are pretty
easy once you figure them out.
While I'm at it, I may also work on the GUI a bit.
I want some images on the screen to help the player a bit.
Like with inventory and so on. Currently, players don't
have an inventory, although memory is reserved for that,
But, I need a script for that, unless I hard code something.
I like the script idea better because it would help determine
which items can be added to a player. Also, custom scripts
for those "boobytrapped" itemes ...
And, for advanced programmers, you can change scripts during
a game if you want .... Its just a matter of swopping a few
pointers around, not hard, but could cause unexpected problems.
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The program is divided into 4 seperate zip files.
The main file (4MB or so) contains only the .exe for the game.
This file is updated almost weekly. There is also the various other support files that are needed
here.This file contains the creature editor and all level information,
sound effects and the scripts. The main .exe file should be placed into the same path as the CED.exe file.
There is also the Scripts containing
all scripts in the game. Eventually, it will have 2 versions of scripts. The other version will be a debug
version and contain extra code for debugging scripts.
Levels can be downloaded separate from the
main data stuff now. You should already have the main media files and such. If Levels require special
models or settings, they will still need to be downloaded. Eventually, I'll set things up so all required data
can be held within the level download. Maybe I need to write an installer?
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