Got Myth 2 yesterday. did the first two missions. Seems alright so far though I'm not sure what the big deal is :T
Also put in more work on Boolean RPG. Here's a scrinshawt:http://img44.imageshack.us/img44/5046/booleanrpgscreennove230.png
(Please disregard the huge empty space. I had that set up for doin' stuff with my online russian course).
What I have so far:
- Tiling engine.
- Movement engine.
- Collision detection.
- An event system (I think! It's still somewhat tentative but future additions to it won't be nearly as big).
- Bitmap font output (This was difficult to get working right! You can set maximum line size which gave me problems, and then I had to fiddle with some other things I don't really understand).
- File input (and file formats roughly defined for Tilesets, Actor Data, and Map data; however a more generic loading solution still needs to be developed).
- A data/instancing system (which means that you have template data objects and instance objects on the map of those).
All the graphics so far are mine except for the text. I snagged that from somewhere. I will be making my own font. It will not be Verdana.
General gameplay ideas are not really existant yet, except all stats must be expressable in a boolean concept, each game lasts 10 - 16 floors, floors are randomly selected from a pool of about 250, and you collect artifacts and stuff that carries over between games. Also it plays roughly roguelikeish, except it's not a roguelike (no random dungeons or permadeath.)
Also so far the program is like 50% pointer voodoo* and type casting. SDL is proving easier than XNA. C++ is proving to have really bad pointer syntax.
* This line: *(static_cast<PlayerData*>(*git)), for instance, really reminds me of polysynthetic languages. The fact that I'm conflating programming with natural languages means I need sleep. The fact I forgot how to tie shoelaces proves this.