Archives

Archive for the ‘tower of destiny’ Category

I finally managed to make the map work! Everything seems to work fine. Zoom, pathfinding, fog of war. You can see a development screenshot below: you can see the fog of war in action. The icon in the center of the screen represent your party. Ok the rest is just walls and the floor, and [...]

So I’ve finally a working prototype of map. I’m proud of it, it has zoom in/out, pathfinding (with unpassable walls and doors), and fog of war (so as you discover it, some zones clear out). But – I have some serious bugs First performance problem – had to use batch to blit all the various [...]

Jun 26th, 2007 | Filed under roleplay games, tower of destiny, winter wolves games

I had a bit of troubles recently, can’t make my mind on what system to use for the map and in general for the game. I want to avoid long walking, as I already said. But at same time I don’t want just a series of icon connected with passages, each one representing a room [...]

Jun 16th, 2007 | Filed under roleplay games, tower of destiny, winter wolves games

I’ve taken a break from the spells – because I need first to “visualize” the game. I made a topview map, which went out quite good I think. The problem now is, how to display the main view? the first person view? I made another mockup with photoshop using a background and some sprites that [...]

I paused doing the spells because I realized I haven’t yet decided what visual the game will have. I would like to make a first person visual like dungeon master, but I’m not sure it is an easy task to simulate a whole dungeon in 3d (even if is not real-time). I mean, I should [...]

Jun 8th, 2007 | Filed under roleplay games, tower of destiny