This is my first post here although i am a frequent visitor. So first I suppose I should introduce myself. I'm 17, from the US, love playing games and game programming. I started learning how to homebrew for the psp a few months ago, but have several years of experience of c++ and c#.
So anyway, Here what I've been spending the last few days working on:
I have been developing a spin-off of Fire Emblem (a fun strategy game). I hope to include all the classic features of the game but add in some new twists such as combo's, and an army of mercenaries. The game wont really have a story just play a map of your choice with your army of hired soldiers (get them from a shop).
In the beginning you choose a Lord (choose between ones from all the FE games) and your initial army. As you win money you can hire stronger soldiers and buy better equipment from the shop. Lastly my long term goal is to create a pvp system where you can face your army vs any one else over infrastructure, with your army's data saved on a SQL Database via a web server.
I'm basing this project off of JGE++ and will compile it for windows + psp on release (I have no clue when)
All FE sprites are available online so creating the content is the easiest part :tup:
Now that I've spoken about what i have planned :o Heres what I have done as of last week:
-A Tile Map System with external editable maps in binary format.
-A fully functional visual map editor (written in c# using directx) - this will be released so anyone can make maps.
-Map Compiler (in c#) - Compiles the map script from the editor to a binary file which the game reads.
-FE style Scrolling + Cursor
-Added Entities (where troops spawn, where to seize,etc) to the map editor and loads their info into the game.
-Added Ability to switch from being able to see The Map & Ents or just the map
-Added a sprite setup which makes manipulating which rect to display for the character's sprite.
-Added Base code for each individual soldier, with stats (lvl, hp, etc).
-Added Base code for the army (an class containing an array of all the soldiers, and lords, handles the drawing drawing of which soldiers should be drawn and how)
-Posted as attatchment Pre-Alpha Demo of the mapping tool.
-Easy Sprite Animation - makes handling animations easy.. simply unit->PlayAnim("idle"); and it will loop that animation.
-With 1 unit setup so far for tests.
-Sprite data files are external (compiler and example are included in the editing tools) these data files control the animation's name and all the frame dimensions of that sprite.
-Added movable space upon selecting a unit.
-Movement Stat controls Size of space unit can move.
-Uploaded a video to youtube!
-Added Terrain System + Map editor updated to make use of it
-Added Pathfinding to the movement code so the unit walks along a path
-Changed Movement Code to animate sprite
-Changed Movement code to only allow tiles which can be gotten to (by path finding)
-Added Turns (once all units are moved the turn ends)
-Fixed Pathfinding (used real A*)
-Fixed Sprite Data file to include texturing
-Updated Sprite Compiler
-Added Graying of moved units
-Fixed Rounds (so far its player 1 vs player 1 as infrastructure has not been implemented yet)
The Map Editor
Heres how the classes will be promoted (modified a bit from the stock game):
Spoiler for Class Promotion Tree:
I would like to keep updating, and i hope to finish this as its something I'd really like to play :)
Download The Map Editor Demo
heres the vid:
(its much smoother than this Fraps just kills FPS when recording a vid)
Oh, I'm all ears for suggestion + comments.