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New to Explorations?
 

Welcome! 
 
T
his 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... 
 
E
xplorations 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:
 
  
 
A
bove 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 
 
T
hese 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)
 
  
 
S
prites 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 
 
W
hen 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! 
 
O
nce 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)
 
 
 
A
n 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.  
 
W
hen 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)
 
    
 
M
ap 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 
 
T
hese 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. 
 
W
hen 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.
 
 
 
T
he 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. 
 
E
xplorations 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?

Explorations Comparison Chart

Features

LITE

FULL

COMM

MMOG

Professional Database Design

X

X

X

X

Drag & Drop Map Creation Interface

X

X

X

X

Animation Matrix Sprite Interface

X

X

X

X

Powerful Query Designer

X

X

X

X

MapGroup Creation Interface

 

X

X

X

MapGroup TileSet Ripping Tool

 

X

X

X

MapGroup Creation Auto-Select Feature

 

 

X

X

Import pre-made Objects (.EOBJ), MapGroups (.EGRP), Maps (.EMAP), Sprites (.ECHR), & Scripts (.ESCR)

X

X

X

X

Export Objects to standard format.

 

X

X

X

Remote Resource Server

X

X

X

X

Support .WAV, .MP3, .MID Audio / .MPG .AVI Video Support

X

X

X

X

Complete UNDO Capability

X

X

X

X

Auto Dungeon Builder

X

X

X

X

Object Description & Script Event Builder

X

X

X

X

Variable Tile Size Support (16, 32, 48, & 64 pixel Tiles)

X

X

X

X

Password Protected Objects, & Libraries

 

X

X

X

Project Analyzer & Map Debugger & Error Checker

 

X

X

X

Spell Checker

 

 

X

X

Transfer & Resize Entire Sprite Packs

 

 

X

X

Full Map Import Tools.

X

X

X

X

Support Tools (Terrain Tile Maker)

X

X

X

X

Support Tools (Power Clip, PicClip Maker, & 3D Object Maker)

 

X

X

X

Native Code .DLL Plugin Manager

 

 

X

X

Online Mode Gameplay (Up to 10 players)

X

X

X

X

Sell Your Games*     

X

X

Massive Multiple Online Support

 

 

 

X

* ALL GAME SALES ARE ROYALTY FREE

 

Explorations RPG System   |   (c) 1995 - 2007 by Tyrone W. Lee   |   All rights reserved.