Working Tactical RPG Game

May 7, 2012 at 4:44 pm (Games, Graphics, Processing, Programming) (, , , , , )


So during my search for a job now that I have a Masters degree, I’ve been working on writing code for a tactical RPG game in the same style as Final Fantasy Tactics, Fire Emblem, Suikoden Tactics, etc. I now have a working game essentially with basic menu screens, etc. for facilitating the gameplay. There is a level editor built into the game so it can be used to create maps, etc for battles, and there is a fully functional combat system which includes abilities, buffs, victory/loss conditions, and everything else you’d expect from this type of game.

At this point in time, I need to make some minor improvements (upgrade menu system, etc.) and the addition of some more features (conversation windows for example), but the main thing that needs to be done is the level design, storyline, and game art. This is probably a good problem to have, since the programming aspect is generally time consuming. I already have ideas for the storyline, although the dialogue and other details might take up time. As for the game art, I have some old sprites I’ve prepared for this type of game, but having professionally made animations could be nice. The levels could be either interesting to make, or horribly time consuming. So we’ll see how that goes.

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Short Game Prototypes

May 24, 2010 at 11:41 am (Computer Science, Games, Graphics) (, , , , , , , )


I’ve been using the language Processing to put together a few quick game prototypes lately. It’s surprisingly quick to get decent results. The screenshots here took a few days of casual work to make. The first one (which took more time) is a 2D-in3D, turn-based RPG game. The technical aspects include a nifty camera to pan around, a map loader, billboard sprites that always face the camera (or can just rotate in the camera’s direction), and object picking.

The second one is a RealTime Strategy (RTS) engine similar to Baldur’s Gate. Each unit has an action gauge that charges up and allows them to attack enemies. There’s a basic avatar system (click on the HUD to select that unit), some basic AI, camera panning by moving the mouse to the screen edge, event triggers, and the basics of moving and attacking for the units.

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