|
Welcome to The Destroyer page
About
This project started in about 2007 after I discovered a program called RPG Maker XP. It is a software package for creating RPG tile based games. It was fun but I found far too may limitations with the software and after a while decided to make my own version. Since all the planning since then I have decided to take it further than RPG Maker by using OpenGl for starters. It also supports pixel scrolling on the world map, objects drawn on a depth buffer, moving shadows, and many other features I can't even remember right now.
The game maker will have a unique battle system, along with a newly developed base system designed by me and my brother. Originally I was sticking to a typical RPG style like that of Dungeons and Dragons but we have since developed our completely new style. This new system has a lot of character attributes that are woven together to create a unique character with every little change.
Much of the game maker is still in concept, and I don't want to reveal very much right away. I am keeping a changelog updated with the current state of the game engine. Once the basic game engine is built I will start on the actual game designer. The game engine uses all binary files and currently only png image files. I don't have any plans on changing that because PNG is a very good format that has high quality, good compression, and supports an alpha transparency.
New Design: As of June 8th, the project has made a huge change in direction. The concept, which originally started as somewhat of a clone of rpgmaker as now become something new and better. The concept is to build a world with a game maker similar to rpg maker, however the difference is that the 2d world is then translated into a 3d world that you can explore. The current goal is to be on par with the style of Daggerfall, with improvements where possible. Objects can be loaded as png images, and eventually buildings will be made with 3d models. I hope to implements more complex polygon models such as more detailed trees. NPC's will likely be pre-rendered 3d models; ie. 2d sprites. This is just a little bit of what is planned so far. See the changlog for updates to the progress.
One of the most important parts of this project is that everything is being created with free software available on linux. Here is a list of the software I am using or planning on using throughout this project:
• Eclipse - Programming environment
• MonoDevelop - Programming environment
• Geany - Programming environment
• Gimp - Image manipulation
• Dia - Flowchart/Diagram editor
• QCad - CAD style drawing
• Linux Multi-Media Studio - Fruity Loops clone
• Hydrogen - Drum Beat synthesizer
• Blender - 3D modeling suite
• VirtualBox - Virtual machines
• OpenOffice - Spreadsheets and documents
The books I am using for reference are:
• OpenGL SuperBible 4e - Richard Wright, Benjamin Lipchak, Nicholas Haemel
• C++ for Programmers - Deitel
• Sams Teach Yourself C++ in 24 hours - Jesse Liberty
• Programing Linux Games - John Hall
• Focus on SDL - Ernest Pazera
• The Official Gnome 2 Developer's Guide - Matthias Warkus
• The Essential Blender - Roland Hess
• Animating Real-Time Game Characters - Paul Steed
• Real-Time Collision Detection - Christer Ericson
• The Thirteen Books of The Elements - Euclid
• Fundamentals of Three-Dimensional Descriptive Geometry - Steve Slaby
• Game Engine Architecture - Jason Gregory
Documents
• TheConcept
• TheStory
• ChangeLog
Programming
• ProgrammingGuide
• ConceptDocuments
• CodeExamples
• CodeDefinitions
|