Milestone 9 completed – World split into chunks

The single goal for this version was not a simple one: to transition from a model where the player warped from one “Level” to the other, into a World model based in Chunks, allowing the creation of very big open-world maps with seamless transitions between them (ala Ultima VI).

This involved breaking the “Level” class, splitting its responsibilities into two classes: World and Chunk, and reworking how pathfinding worked so that mobs could still find their way between chunks. All around changes were made so that mobs, items, objects, and doors continued working fine, as well as NPC schedules.

So, there are not a lot of new functionalities to talk about here, but all this invisible work will hopefully pay off when making use of the engine to create big worlds.

The Demos page has been updated so you can play online or even download the win64 package.

Onwards to Milestone 10!

Milestone 8 completed, Source Code released!

There was a short dev push after Milestone 7, only for a prolonged freeze period to happen afterward. Last week, I decided to push forward so now the milestone 8 has been completed!

The Demos page has been updated so you can play online or even download the win64 package.

Along with small fixes, this new version (0.10) includes the following:

  • Allow ending Combat using C while in combat mode (and no dangerous enemies nearby)
  • NPC Schedules! they will hop from location to location (including opening doors when needed), and sleep during the night somewhere.
  • Added two test NPCs to Iolo’s hut (Corvus and Calista) and a test schedule for them.
  • Line of sight reduced based on time of the day.
  • Atmospheric color based on time of the day
  • Sleeping mobs won’t talk, and will wake up when attacked.
  • Neutral mobs will now flee when attacked.

Furthermore, I decided to release the source code of the game at this point! it was initially planned to be done on v1.0, but I figured it has been long enough to put it out there for people to start toying around with it. You are welcome to take a look at the github repo!

Onwards to Milestone 9!

Resuming Dev of Milestone 7

Milestone 6 was already completed in May 18, 2020, so I marked it accordingly in the milestone status page.

I continued development of Milestone 7, my plan is to do another big push like we did about 10 months ago, with 1hr daily. Hope it goes well!

I will be streaming in twitch, youtube and facebook.

v0.8 released, Milestone 5 Completed!

Check out the online demo here

I set myself to finish the project, and I’ve been streaming 1 hour of dev daily almost continuously for the past 22 days (!).

Milestone 5 took much more work than I anticipated; building a complete mouse-based inventory system was a lot of work (even when I started from the work that Exodus Destiny had done already). But it’s working great and we are closer to the finish line now.

This new version adds the following:

  • Click on a party member to open a window with his equipped items.
  • Click on a container to view its contents.
  • Drag items between container windows.
  • Drag items from containers windows into the world.
  • Drag items from the world into container windows.
  • Drag items into containers and mobs.
  • Allow adding containers with preset contents into the map
  • Title screen
  • Double click to use items
  • Lute and Harpsichord musical instruments.
  • Add backpack inventory background from Nuvie.
  • Solid items (like barrels).
  • Prevent adding items into a container that is contained by the item

m5

v0.7 released, milestone 4 completed

Check out the online demo here

I’m set to finish the project, I’m streaming 1 hour of dev daily. (Check Day 2 and Day 3)

I decided to swap the scope of milestones 4 and 5, since what I had for M5 was completed and the work in the original M4 is halted (need to check status with Exodus Destiny).

This new version adds the following:

  • Allow using spendable items on inventory to recover HP/MP
  • Add items that are used without direction prompt
  • Transition to “Playing Music” state
  • Allow using items on the ground
  • Allow playing the lute (using piano notes for now)
  • Add light source item types that can be toggled on and off (still no effect on visibility mask).

 

 

v0.6 released

This is mostly a bugfix / refactor version, based on the feedback received over v0.5

You can play online here: http://slashware.games/oax6/0.6/

Changelog

  • Separate Talk command
  • Step on party members
  • Prevent FOV glitch by forcing an updateTransform after affecting the mask
  • Prevent concurrent mob activation after dialog when coming from idle AI
  • Upgrade to phaser-ce 2.13.2
  • Simple mouse or tap movement
  • Allow configuring game width and height, basic viewport responsiveness
  • Don’t load save games from old serialization models
  • Add missing cowCorpse item
  • Prevent moving off the map
  • Remove camera bounds, allowing it to keep centered on the player when walking near the borders of the map
  • Add option to go toggle fullscreen
  • Decay messages after 5 seconds, gray them out
  • Refactor to handle mobs and items as object layers
  • Change appearance of stairways

mobLayer

Milestone 3 completed!

I’m developing full speed. Milestone 3 is completed now as of version 0.5. Check the demo online here. Onwards to Milestone 4

  • Support for multiple height levels per map
  • Support multiple layers of tiles per level per map
  • Smooth transition between levels using stairs
  • Using levers to open and close doors
  • Finding hidden objects
  • Solo mode, so you can move around with an individual party member.
  • Examine items on inventory
  • Update pathfinding data when opening and closing doors.

oaxM3-2

oaxM3

Milestone 2 completed!

I’m developing full speed. Milestone 2 is completed now as of version 0.4. Check the demo online here. Onwards to Milestone 3

oax6dragable

  • Restore door state correctly
  • Fix Drop item flow
  • Use inventory item with the keyboard
  • Integrate using a key with the mouse with the main logic
  • Add armor
  • Display equipped weapon and armor on inventory
  • Click on party member to show inventory
  • Fix issues with the door opening and unlocking, and click interaction
  • Draggable inventory panel
  • Fix floating item state transitions
  • Change appearance of Asteroth
  • Ensure combat turns triggers are done before the mob action. Separate endCombat action.
  • Destroy old level when loading a new one, fix an issue with combat end before loading level causing issues with party member positioning.
  • Fix issue when trying to talk to non-NPC mobs
  • Make half of the door objects “fixed”, so you cannot walk thru them even if they change their appearance to open
  • Fix conflicts with look box being active during WORLD state
  • Add area to Iolo’s hut
  • Allow canceling floating item selection