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Re: Quests Of Crocania(Text Based)

Posted: Sat Feb 20, 2010 9:05 pm
by hallsofvallhalla
thanks for the apps, you should all see a email soon on alpha update.

As a game update, I keep adding more features so its taking me a little longer but the features are worth it. I am down to the last couple then I will use the backend admin panel I created to start populating the world. The world is quite immense to begin and I doubt it will be explored completely for some time. Villages and towns must be built by the testers first. The world will start with 14,400 explorable and buildable locations, not including ruins and dungeons and only one town. I am hoping the testers will pack together and build a few small villages in the outskirts of the main town Florindale. How the world is designed is entirely up to the players.

I just added village, town, and city buildings that are auto built when a area is upgraded. Merchants will build when a are is upgraded to a village. Metal forges and a Inn will build when it becomes a town. Other buildings are coming and it is up to the mayor of the are to set prices of these. Money goes to a town pool form which walls and other things can be built.

You can also now set a spawn point in any inn to revive to when you die.

Re: Quests Of Crocania(Text Based)

Posted: Sat Feb 20, 2010 9:56 pm
by hallsofvallhalla
decided i better create a map the players can go to to get a general idea of each zone. Kinda like a mini map.

Image


will change it to look better later. works for alpha :)

it basically builds off the database so when new towns are created it is auto updated along with player location every time a player moves.

Re: Quests Of Crocania(Text Based)

Posted: Sat Feb 20, 2010 9:57 pm
by Last Known Hero
Nice progress halls, its kool to see games coming together.

Re: Quests Of Crocania(Text Based)

Posted: Sat Feb 20, 2010 10:14 pm
by jpoisson
simply magical.

Re: Quests Of Crocania(Text Based)

Posted: Sun Feb 21, 2010 2:37 pm
by MAruz
Mmmm, maps! :D

Did you build it based on some tutorials, or did you figure out how to do it yourself? I'd be very interested in seeing how it's done.

Re: Quests Of Crocania(Text Based)

Posted: Sun Feb 21, 2010 3:04 pm
by hallsofvallhalla
i built this entirely from scratch.

The map is actually very simple

you build a row field and a column field. for every 1 row there are 60 columns, example Row1 column1, travel east you are now in Row1 Column2

to build the map just have it place a 5x5 image of a green square for every row and column, when you hit divisible of 60 then have it break line.

Re: Quests Of Crocania(Text Based)

Posted: Sun Feb 21, 2010 4:37 pm
by OldRod
MAruz wrote: Did you build it based on some tutorials, or did you figure out how to do it yourself?
Halls doesn't use tutorials... Halls *writes* tutorials :lol:

Re: Quests Of Crocania(Text Based)

Posted: Sun Feb 21, 2010 5:23 pm
by hallsofvallhalla
hahaha.

Yes depending on how the game is received when it is open I will most likely release the source and have tutorials on it.

Re: Quests Of Crocania(Text Based)

Posted: Sun Feb 21, 2010 5:53 pm
by Ravinos
hallsofvallhalla wrote:i built this entirely from scratch.

The map is actually very simple

you build a row field and a column field. for every 1 row there are 60 columns, example Row1 column1, travel east you are now in Row1 Column2

to build the map just have it place a 5x5 image of a green square for every row and column, when you hit divisible of 60 then have it break line.
That is exactly how I did mine. I haven't set up movement keys yet though, everything is click based for now. When you click on a square or grid location it loads a splash screen with options for that zone. I use two tables one for the overland/zone map reference and another for the locations information such as harvesting info, town info, who owns houses there that you can zoom into for a closer look.

Re: Quests Of Crocania(Text Based)

Posted: Sun Feb 21, 2010 7:07 pm
by MAruz
The map I'd like to write for my game is more advanced though. I'd need to keep track of terrain types, probably make some transitions, generate more land as player base grow, layer images (lowest layer is terrain, second is structures, third is creatures). I plan to go for sprites, and just use JavaScript (or possibly CSS) to place terrain, and move characters from one tile to another.

I'd like the terrain to be auto generated, as it would be tedious to "paint" the terrain manually. I'd need a grid system to make it easier to navigate for the players too.