• Register

The game you are trying to view has ceased development and consequently been archived. If you are a member of this game, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

'hobonation'com/MaerchenSig005'gif PREFACE: Maerchen, a two dimensional RPG in development by Nord1c Design, grants you control of "Karl", a teenage boy living in Renessaince-esque land remniscent of Northern Europe (particularly the Norwegian Peninsula)' You are quite happy in your village' You have lot's of friends, and there is plenty of work and play to keep you occupied in this serene, snowy world' Though civilization is starting to make it's mark on the land, and the village folk are constantly pushing outward, there is wilderness all around you' Your parents have warned you not to venture into the deep forests, or even to go outside of the village walls, but what do they take you for!? Of course you go outside' Of course you enjoy playing with your friends in the natural, foreign world a mere few kilometers away' Of course you sneak into your grandfather's attic and discover a book of ancient lore, written in the Dynasty of Mages' This is the introductory...

Report RSS Progress

It's time for another Maerchen Progress Report. This week has been a busy one at school, so I haven't accomplished that much, in comparison to an average week. Nontheless, here is the meager changelog: Added enemies: They don't have AI yet, but their animations are smooth and fluid. Remade

Posted by on

It's time for another Maerchen Progress Report. This week has been a busy one at school, so I haven't accomplished that much, in comparison to an average week. Nontheless, here is the meager changelog:

  • Added enemies: They don't have AI yet, but their animations are smooth and fluid.
  • Remade tree sprites: They now look far more artistic, with handdrawn shading, and a more realistic shape.
  • Added shadows to trees: Adds a level of depth and immersion.
  • Re-wrote render sequence: Now allows for unlimited sprite arrays.

Of course, this news wouldn't be worthy of modDB if it didn't include a screenshot, so here's a little shot of the new trees, as well as the first enemy: the Arch Vampire Mage.

Expect fully functional enemy AI next week, and maybe even a spell system. I hope to release the next version of the SDK by Christmas, which would include my prototype modular scripting language ("NFX_C"), but I won't make any promises yet. Going into 2005, I'll code mp3-playback capability, so there will finally be some in-game music. Additionally, I'll be working on adding demo quests, and even a quest-creation system. This is where I'll really start needing help from a programmer knowledgable in Visual Basic. Please contact me if you've got skills!

Now that I have a stable platform engine upon which to work on, I'm looking into the possibility of incorporating netcode into Maerchen, and a 2D MMORPG "Shangri-La", that is currently in the planning stage. Stay tuned!

Post comment Comments
duckedtapedemon
duckedtapedemon - - 557 comments

All that in visual basic?

O_o

looking good!

Reply Good karma Bad karma+1 vote
San-J Author
San-J - - 662 comments

Nope, that is in C++, under the DX9 SDK. Only reason that I mentioned VB, is that I want the quest/sprite/level editors to have a nice interface. They'll just generate some scripts, that the game itself will recognize.

I skipped VB in my programming curriculum at school, so that I could get into game programming faster. At the time, it seemed like a wise decision, but now I wish that I had spent some time learning it, so that I could make a sleek editor, without all the hassle of MFC.

Reply Good karma+1 vote
duckedtapedemon
duckedtapedemon - - 557 comments

ahh, i gotcha.

Yuo could try to do a cube style ingame editor, but that could be to complex.

Reply Good karma Bad karma+1 vote
San-J Author
San-J - - 662 comments

That would be pretty cool, and actually not that difficult. That is, as long as it would only be used for object placement. If I were to incorporate the quest editor into the game itself, that could get pretty complex. That doesn't mean that I won't try though!

Good idea dude. :D

I also had an idea of how I could actually incorporate it into the gameplay: You can conjure items, and place them around the map.. I don't know if that would work very well, but I'll think about it a bit. I mean, it would be pretty cool if you need to cross a deep lava crevice, and do so by conjuring a bridge.

Reply Good karma+1 vote
frosty-theaussie
frosty-theaussie - - 843 comments

grovvy

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: