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The Wanderer Of The Worlds – Version 1.0

Wanderer of the Worlds

LordOddEye from Shining Force Central has posted a demo of his new game, “The Wanderer of the Worlds”:

The game is a wandering RPG style game in which you are in a Dark Forest. One is able to travel various directions and run into many various events. Certain events can increase the stats of your player and allow him to grow stronger. But as you grow stronger so will your enemies.

It’s Flash based, so can be played in any browser. You can play the game here: Download The Wanderer of the Worlds

Make sure to stop by SFC and give some feedback!

Read more: The Wanderer Of The Worlds Version 1.00

Early beta uploaded of Shiny Sword: TDD

[singlepic id=79 w= h= float=none]

It’s all a work in progress, but if you’re interested in trying out a “new” game in the spirit of the Source, then be sure to visit:

http://www.shiningsource.net/forum/?topic=1127.msg9727;topicseen#new

I also added a few screenshots to the Shiny Sword  project page and on  the forum here:

http://www.shiningsource.net/forum/index.php?topic=1125.0

 

 

 

New Harmonia Demo Released!

harmonia-demo-header

Synival has been hard at work on Harmonia for the last year, and all that effort has paid off with the release of a new demo!

From the release notes:

What’s in the demo:

  • The Battle Arena – Harmonia’s first official mod!
  • Harmonia’s strategic combat system (excluding magic and skills)
  • 5 difficulties, from “Newbie” to “Impossible”.
  • An early version of the inventory and equipment management system
  • Three biomes: plains/forest, crystal forest, and swamp
  • 20 different monsters to defeat in the arena
  • A revamped interface, introducing single player mode

As you can see, it’s come a long way since the days of “Shining MUD” (back in 2005)!

More Info & Download: Harmonia Demo v1.0.0! – Battle Arena

Project Update – January 19th, 2014

Shining Online - Demo 5_003

Nothing too exciting in this update, as most of the work lately has been on getting the scripting system working in a nicer fashion.

  • Treasure chest now stores its state in the game session, which can then be checked during trigger evaluation. In other words, it knows if it has been opened
  • NPC’s can respond to events and display messages (as seen in the screenshot)
  • Cleaned up the rendering system so screens don’t have to access the render service directly. Each screen has its own render group which it can add items to, and these are automatically added and removed from the global queue

Like I said, nothing too exciting, but progress is progress.

Project Update – December 27th, 2013

The holiday break is always productive for me, and this year was no exception:

  • Added a new trigger-based event system to the overworld
  • Added basic actions for playing sounds, animations and displaying messages
  • Added basic session service, so that entities can store some state information between play sessions
  • Updated the treasure chest script – it now plays sound and animates as it opens
  • Lots of little bits of internal code re-shuffling to try and make things easier to manage

So far I’m quite pleased with how things are going. The whole kernel-based system has really helped, and coupled with the entity system approach I’m finding it easier to add the basic game functionality. It’s still tricky to add some of the more complex stuff, such as shops and cut-scenes, but overall it’s starting to look a little more like a game each time I work on it.

 

Posted By: Ty Comments Off on Project Update – December 27th, 2013
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