87 lines
4.5 KiB
Plaintext
87 lines
4.5 KiB
Plaintext
Lephisto : SaraCraft Studio's
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SaraCraft is looking to produce a 3D RPG, similar to http://pirates.wikia.com/wiki/Pirates_of_the_Caribbean_%28game%29
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It is simultaneously being developed in Linux and Windows, with a strong emphasis on cross-platform compatability.
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The project is still early on in development, although it is just beginning to look like an actual game.
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I have added audio in this release using Ogg Vorbis files and OpenAL. Music is streamed off of the disk,
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while the sound effects are loaded directly into memory.
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I still have some tweaking to do, and currently do not take advantage of OpenAL's 3d capabilities.
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We have fairly complete naval battles now.
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Players periodically see ships and have the choice to investigate further or sail away.
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After the battle (assuming victory), the player may take the captured cargo.
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More work will be done as I add additional gameplay features such as nationalities and ship crews.
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Basic trading capabilities are present now. You can now buy and sell goods in towns,
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as well as capture cargo in naval battles.
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I am making progress towards a more functional (and dynamic) economy.
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In order to allow for the trading and the naval battles, I reworked how ships are handled and added a few new ships.
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art is complimentary of a good friend of mine: Maja.
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Our menu system has been reworked to make creating menus easier for the developers. It also now allows for mouse input.
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Someone will still bitch at me.
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Once Maja provided the new model, I had to rewrite the model loading code so we could use it.
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The new code is somewhat of a hybrid between the old system and what is planned for the future.
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For now it still uses display lists, although I may move towards VA/VBO's in the future.
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Eventually, I'll probably write my own model format, like .scm (saracraft model) but for now it just loads .obj files.
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There is a new automatic menu generation system, so we don't have to recode a basic menu everytime we need
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to create a new menu in for the game. Rather than copying and pasting code, we can now just pass this menu
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class a few lists and it will generate the menus automatically, cool huh?
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The ocean rendering has been updated.
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The actual shore line no longer moves, which will allow us to improve the heightmap,
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since low elevation land won't spend half of the time underwater.
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There are also waves breaking on the shore lines.
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The actual wave motion may change some, but the effect is pretty good in general.
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(Thanks to someone in ES IRC for noting that it was not too great, can not remember who)
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Requirements:
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SDL library
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SDL_image library
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video card capable of multi-texturing
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Config.xml:
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This is the configuration file.
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It is now fairly straight-forward xml, loaded with the tinyxml library.
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The Width and Height values should be integers and they determine the resolution of the window.
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Fullscreen should be either "true" or "false" and change whether Lephisto runs fullscreen or in a window.
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VBO should also be either "true" or "false" and specifies whether to use VBOs to draw the terrain or just vertex arrays.
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If VBOs are enabled, but not supported by the video card, Lephisto logs a warning and falls back on vertex arrays.
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The configuration loading code is now much more flexible, simpler, and more robust.
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The SDLParachute should be set to "true" unless you are trying to get a core dump for debugging
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(then set it to "false"). CompressTextures enables ("true") or disables ("false") compressing the textures when
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they are stored in video memory. Almost everyone should be able to enable this setting, but if you have trouble,
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you can try disabling compressed textures.
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Game Controls:
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up - speed up
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down - slow down
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left - turn left
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right - turn right
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'm' - display the map
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'q' - Fire port (left) cannons (in naval battles)
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'e' - Fire starboard (right) cannons (in naval batles)
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'c' - abrupt turn-around (for testing)
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'd' - dump player info (for testing)
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'z' - take screenshot
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esc - go to the menu
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When looking at the map, hold 't' and click the mouse to teleport to that location.
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This is just a development feature, but it sure is useful for testing. Also, 'i' will display some debugging information.
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Known issues:
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- Errors loading files are not handled gracefully
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- Some Cities are difficult or impossible to enter
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- Closing the game window directly (without choosing "Exit" from the main menu) can cause crashes
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Developers:
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Allanis
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Contributors:
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VLack |