Now structurally written without tables using CSS, XHTML and PHP!
Bad... REALLY bad...
05/14/2009
Ok, so I finished the semester about a week ago and I'm intentionally procrastinating on Life RPG for a little bit. I plan on going back to it soon, though, but in the meantime I've become a bit interested in another (intended to be small) game. More details on this if anything comes of it. Meanwhile, sourceforge is currently having nominations for projects this year. I don't expect to get many (any) votes for Life RPG, but I'd love to get some! (I voted for it under 'Best New Project' - TOTALLY better than the rest!) Anyway, the little icon below the XHTML validation icon will take you to the voting page. VOTE FOR ME!!! {please}
05/14/2009
Mid-Semester Update
03/12/2009
March 12th and I'm half-way through my second semester at grad school. I haven't gotten (virtually) any work done on the project since my winter break but I made great progress during the break. In the beginning of January I released Devolved (as I am now calling Life RPG - for details on the name change check out the sourceforge page) at version 0.5. By the end of break, I had gotten substantially more work done in the 0.6 release, but it wasn't where I wanted it to be for 6 (I'm starting to get a bit ambitious, apparently :-p). Just to get the work out there I decided to release a 0.5.5. Additionally I've put the API online (on this website, actually). You can find it in the archives page, if you're interested in looking at the code, quick and dirty like.
03/12/2009
One Classy Break
11/20/2008
Sorry to my 0 loyal fans who always (never) send me lots of e-mails with lots (no) information on my projects and other fun explorations. Well, I've been busy with Grad school (this was my first semester, so be expecting more of this for at least the next 2 years). Anyway, winter break is approaching and I'm looking forward to getting back into the groove with Life RPG. More details with future updates :-)
11/20/2008
Alpha 4
08/27/2008
Alpha 4 is released on sourceforge. Lots of fun stuff added, including making sure maps remember their contents and their states (although just basic positioning information is available right now) which brings me to... map loading! Thats right, there is now a way to walk through a door and into a room, so to speak. It's based off another bunch of code included in this release, which is a plot system, meaning that stories can now be written using XML to describe what should happen. It's all very picky at the moment, I think, because if you put some information in incorrectly in the XML file you may get a segfault, but if you follow the strict rules of XML and use the predetermined attributes and elements, then you 'should' be just fine. It's off of that system that one can now load maps and to test out all of this, I've even included a fun/childish/moronic little storyline to show off all of this stuff. Basically you speak to one NPC who will ask you to find something and then you must speak to another NPC who will 'give' you something (give in quotations because the one 'trigger' - see changelog.txt - to give items is not yet implemented (working on it for Alpha 5) and then if you return to the first NPC, you win the game (which at this extent is the game just shutting down (you'll know you've won by the console output, though). To me, this release is showing me that much of the major 'functioning' work is done with only a few more 'big' things I need to complete for me to feel confident that this system is usable, but at the same time it shows lots of areas that I'd like to make what'll end up being small changes to leave big impacts - For example, I need to re-implement the menu screen, but I also will show some adventure-specific credits of some sort when an adventure is over and then return to the menu screen. Also, transitioning screens when screens/maps are loaded for a nicer effect. The larger tasks are a fighting screen (the biggest thing left that I'm currently aware of), saving and loading of games and player creation at the start of an adventure. You'll note that Alpha 4 is not on sourceforge for download, thats because I was dumb and accidentally deleted the .tar.gz file before uploading it and I've already started on many things for Alpha 5. If you really want it, just grab it via sourceforge's CVS. Also of note, Alpha 3 is available at sourceforge as well, but for some reason the main project page only shows up to Alpha 2. Go to the downloads page, you should see it there.
08/27/2008
Alpha 3
07/08/2008
To the multitudes! To the masses! To the uncaring many! To YOU! (Ok, so not uncaring in the societal sense, simply in that who would want to care about my side-projects other than me?) Anyway, I've been having problems compiling the 64-bit version and have kind of used that as an excuse to not upload much recently (I know, I'm lame). I have NOT, however, halted working on it. My reason for adding a new alpha version is that I've completed the 'player menu' screen (as I'm lovingly calling it) It is basically just an inventory/item equipment/stats window, but I'm excited because it is the first real thing I've done to connect the user to the player (other than having the player walk around the map, of course). This means that if you open up the screen and place a 'sword', for example, into the 'wielded weapon' slot, you will have an equipped weapon! As such, this now includes some nifty features such as inventory widgets, which are attached to a container and display the items of the container. In this screen, I also am working on how to display extra information on stats and what I am referring to 'proficiencies' (essentially intended to be used as measures of a creature's capabilities in specific areas - swimming, boating, complaining, etc...) As with the last version, I should have a compilation finished in a little while (src and x86-linux) but may/may not upload today (depending on if I can get it to compile in linux under 64bit) Not that anyone is reading this, but if you are, I'd love to hear feedback (ALWAYS welcome) for ideas/suggestions or simply if you are having problems running/installing the files/compiling.
07/08/2008
