Welcome!
This is the thread that will attempt to give
you the "down & dirty" behind Explorations 32bit! Let's establish
some ground rules.
1.
Explorations is NOT free.
2. Explorations is NOT Open Source. You
may not have the source code to Explorations.
3. If you experience a
bug, crash, or are interested in helping this project please post or
email me.
4. Explorations does NOT
include a game graphics library. DarkLands (my 1st game release) is in
development. You must create your own game library and support your own
game graphics.
5. Explorations support network, and internet
gameplay for 10 people to play as a party.
6. NEW! Explorations now
supports Massive Multiplayer Online Gameplay! 8/16/2005
7.
NEW! InstaRender WebClient is now available!
8. NEW! Explorations
Comparison Chart!
Now thats out of the way...
Explorations is a role playing game
development system that uses a full database design. This database
design is created to give you maximum flexibility and power with minimal
work. Let's take a look at some of Explorations objects.
Explorations Weapons & General
Objects:
Above are two Explorations objects. The
left object is a quiver of 50 arrows. The right is a Dwarven Axe. Each
object is design with the same framework but behave entirely different
in the game. The Dwarven Axe is a simple hand-to-hand weapon that
requires "Hands" to use. It inflicts physical damage and Dwarves can
recieve a +2 to damage when attacking with this item. The Arrows are a
projectile weapon, it requires both "Hands" and a "Bow" object in order
to be used. When the arrow is fired it zings from the attacker to its
intended target. It also inflicts physical damage.
These and infinite
other objects can be created with the Explorations framework. The
framework are the dependancies to make the object function. Once an
object is created and all rules applied it can be exported like this.
Quiver of
Arrows.EOBJ
Dwarven
Axe.EOBJ
These exported files include
the graphics above, all the object stats, any other objects needed to
establish the ruleset, any animations, sound effects, and projectiles
triggered by the object. When the above file is imported, the items can
be drag/drop on the map and will function perfectly without 1 line of
scripting or programming.
Explorations
Sprites: (not actual size)
Sprites are PC (player characters) and NPC (non-player
characters) within Explorations. Sprites can possess and use objects
like the Axe or Arrows above. Explorations follows the general principle
that sprites perform an "Action" with/using an object. This relationship
is used to establish sprite animations when using an object.
Townsperson.ECHR
Doughboy
Marine.ECHR
When sprites are created you
can equip them with weapons. As the game developer, you must generate
the animations of the sprite using the weapons as well as moving over
various terrain within your game. (ie Riding, Walking, Swimming,
Climbing, etc..)
Not a Sprite Artist? Check
Out InstaRender!
Once a sprite is finished, it
may be exported. Explorations will export the sprite stats, sound
effects and graphics. Explorations will further examine any items the
sprite may possess and perform the necessary Export : Object procedure
for each object in his possession. All the sound, graphics, and
animation for each object is also packaged within the .ECHR file to
maintain 100% data integrity.
Explorations Maps: (not
actual size)
An Explorations
map is similar to any RPG map. Explorations maps are the container for
all sprites and object within Explorations. (ie a sprite/object must
exist on some form of map.) The above image is a sample of an
Explorations map.
When an
Explorations map is exported, it collects all animations, graphics, and
sounds needed to display the map. It scans all scripts for sprites and
objects that exist within the map and performs the needed backward
dependancy export procedures for both sprites and objects. This will
ensure that when a map is shared within Explorations it functions
exactly as it should and there are absolutely no missing resources.
Explorations Map Groups: (not actual size)
Map Groups are
images used to create functional map objects within Explorations.
Explorations can import images such as the rock object and place it on
the map as a whole instead of tiles. This allows maps to be create more
quickly as more objects are created. MapGroups can also be toggle
animated. The chest object has 2 states, open and closed. It takes up
two physical MapGroups but toggles in game. The final MapObject is a
small house. This object is similar to the rock except it can be made to
force a script event when a player steps at the given location, and be
bound to an entire game map.
Large Rock.EGRP
Chest (Open).EGRP
Small House.EGRP
These three
files can be imported and drag/drop on to any Explorations map. The rock
will include the object layering stats,scripts and any graphics used to
create the object. The chest includes all the layering information,
stats, graphics, scripts, and a single animation to transition the
object between states. The Small House includes the layering
information, graphics, scripts, and the links to an interior map of the
house.
When the house is placed on the map it will transport
players to the interior map below when they move near the entrance to
the house.
The recursive
dependancy of MapGroups to entire Maps is limited to bind only 1 map to
any MapGroup. When the house is imported, the entire interior map is
also imported with all backwards dependancies for sprites, and objects.
The map links can be established to enter/exit this house without 1
line of programming. (more on this in the latest
news.)
Conclusion:
These
data dependancy rules were design for one purpose: To continuously
maximize your game making efficiency. Using Explorations guarantees that
your second, third and fourth RPG will be generated faster & more
accurately than the first. Once you have a library of Explorations
MapObjects you can create high quality game world by re-using resources.
As a game developer you'll be able to spend more time on character
personalities and complex stories than struggling with scripting and
re-creating game maps.
Explorations
allows you to concentrate on each scenario of your game as if you are a
movie director. Include all the actors and props and Export your scene
to be used at a later date. What other RPG engine offers such power?