RPG System Iteration 5 Complete

January 27th, 2012 | Posted by vladimirsan in RPG System

Ok. The fifth iteration is complete and after writing this post I'll start to work in the next one (which by the way will feature "obstacles" and collision detection in the map :)). As I said before...this iteration only deals with the animation of the player's avatar.

I'll just post the video...then I'll talk about something "interesting" that I noticed while programming.

So, logically I'm using Pokemon Fire Red as a "model" of the map system. Usually when I'm programming/designing something I play Pokemon and try to "reverse-engineer" the logic of the game and use that as a base for my own system.

After I finished the movement of the avatar I noticed that I couldn't exactly reproduce the "Pokemon movement". I basically walked over pallet town for about 15 minutes just trying to figure why. Want to know why? after the break n_O.

I noticed that the movement of the Pokemon games isn't continuum as I thought. Is tile based and just gives the Illusion of continuity like the Pacman games do.

The movement goes from tile to tile instead of from pixel to pixel as I thought

When I noticed that I started to check several RPGs just to realize that all of them have tile-to-tile movement which isn't what I have done this iteration. I kept testing games until I found a classic game that has the same movement as my system....drums please:

HELL YEAH! The Legend of Zelda!

Aaaaaaaand....that's all. I hope to write next week about the next iteration, which will involve (as said earlier) collision detection and some obstacles. :)

You can follow any responses to this entry through the RSS 2.0 You can leave a response, or trackback.

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>