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Worklog for PowerPC603

3D RPG

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My attempt to create a 3D RPG(Posted 2010-05-14)
I've recently started development on a 3D role-playing game.
I started in Blitz3D and created some menu's for testing.

This all worked, but since blitz3D uses DirectX7 and my game won't be completed anywhere soon, chances are that this game will not run anymore on future computer systems.

I moved to BlitzMax a few days ago, learned the language a bit and have succesfully converted my Blitz3D code to BlitzMax.

I have also added a few new features.
Using Blitz3D code, it would use alot more code for doing the same things I can do right now using BlitzMax.

The player already has 4 menu's:
- the player infoscreen, which shows the player's level, HP (health points), FP (force points or mana) and SP (stamina points) and some buttons where the player can choose which menu to show (the currently active window's button is enclosed by a red square)
- an equipment menu, which displays all equipment currently active: the player's weapon, his entire armor (helmet, shirt, pants, gloves and boots), shield, cloak (or cape), 2 amulets, 2 rings and 2 slots for ammo
- the inventory (or bag), which can hold up to 60 items
- the AutoPotion menu, where HP/FP/SP potions can be equipped for automatic usage and where the player can set the point where they should be used

The Auto-Potion menu is actually quite simple:
You can equip a stack of HP potions, a stack of FP potions and a stack of SP potions.
There is also a slider where you can control at which point each of these potions should be used.
If the player's HP drops below the setpoint for HP, one potion is used.
Equipping these potions removes them from the inventory, so the player doesn't need to have a bag full of potions.

The inventory menu has the most features currently.
It displays all items in the player's bag and has a cleanup-button (the little button with the double arrows pointing upwards, to the left of "Credits").
This button can stack items of the same type onto eachother. So if you have several stacks of loot of the same type, they are joined together, making room for more stuff.
At the same time, all items in the bag are moved upwards, filling the bag from the top to the bottom, clearing all spaces between items.

The inventory window also has the feature to equip items.
Right-clicking an item will equip this item in the correct slot.
For a potion that can be used automatically (only HP/FP/SP potions), they are equipped in the appropriate slot in the Auto-potion menu.
For a weapon, piece of armor, a ring or amulet, or a shield, they will be equipped in the appropriate slot of the equipment menu.

The type of item is detected automatically, which calls the Equip() method of the correct itemtype.
Each Equip() method has it's own inner workings, so the game cannot make a mistake.

These are the current features:
- player infoscreen (shows player's Level, HP, FP and SP and has 3 buttons for displaying the equipment menu, inventory or autopotion menu)
- equipment menu (which doesn't do anything right now)
- inventory menu (which holds up to 60 items, has a cleanup function and can equip any item in the correct place, if the item can be equipped)
- auto-potion menu, which currently can only show the equipped HP/FP/SP potions
- only HP/FP/SP potions are currently present in the game



Screenshot of the equipment menu:


Screenshot of the inventory menu:


Screenshot of the autopotion menu:



Screenshot before using the inventory's cleanup function:


Screenshot after using the inventory's cleanup function:


Alot more to come.