> > Okay, then stop talking and make an editor!
>
>Good design includes that you don't just start programming, but decide
>exactly what it is you want to make first.

and I guarantee you forget something.. really.. this will happen!


>Another issue: how should properties of tiles be handled? For example, what
>tiles you can walk through (open ground) and what tiles block you (walls).
>And there could be tiles that cause damage (lava, thorns), or cause your
>movement to become different (ice, water, strong wind). Or tiles that
>trigger special events (character or monster appears, sound is played,
>secret is revealed).

tiles that cause events should by my opinion be handled by using triggers..
like I drawed before:

************
*.............*
*.............*
*.............*
*.............*
************

could be a walk-map with walls.. collision with walls could be checked by 
using top-view style rpg.. but drawing ofcourse is 3d/birdview

like stated before: you indeed need atleast 2 maps, one gfx-map and one 
data-map. I think a forground-layer can be defined, also in de datamap. 
This requires special gfx setup, like: see-trough gfx like fences must be 
drawn at the top of a picture (first line with dots) with the forground 
part, seperatly drawn right below.
so, by using 2 maps instead of 3 you save RAM.

then a data-map looks like:

************
*.............*
*..ww...W*
*.............*
*.............*
************

with "w" as seetrough fence and "W" as non-seetrough fence..
but maybe small chars could be used for gfx and capitals for the same dot + 
a trigger command!


>And animations haven't been discussed yet. Sprites (either real VDP sprites
>or copied sprites) are necessary and maybe we also want animations in the
>background (like YS3) or in the foreground.

each non-human-controlled player should have info like:

* what gfx (l/r/u/d)
* walk area width + height (if the story tells: "you'll find the doctor in 
the hospital" you don't want the doctor walking away :)
* random walk or predefined route !!
* walk-speed (young kiddy's run, while old granny's hardly move)
* what txt it should say
* bitmap gfx for use in the statusbar (like in sd-sn)
* a trigger to go to fight-mode
* special actions when YOU come close (ds6, chickens running away in village)


>Maybe we could first make a non-scrolling engine, like that of Pumpkin
>Adventure 3. Once that works, the first games can be made and a scrolling
>engine could be developed for the next generation of games.

I don't think scrolling is much different then non-scrolling.. wheter you 
move up player_x +1 or + 32.. checking for collision/triggers remains 
identical..


>The same for the toolkit: I described some advanced features that would be
>very nice to have, but most are not necessary to produce a game. So first a
>simple toolkit could be made and features added later. But it's important
>to have a structure that allows the adding of features.

that's what we try here...

\/\/

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-----------------------------------------------------
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-----------------------------------------------------
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
-----------------------------------------------------




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