Welcome to Explorations!
The Design

Welcome! This document will attempt to give you a detailed look into the Explorations design and Game Objects. The game editor uses a custom database model. This database design is created to give you maximum flexibility with minimal effort and programming.

Explorations Weapons and General Objects:
Quiver of Arrows Dwarven Axe

To the left are two Explorations objects, a quiver of 50 arrows and a Dwarven Axe, respectively. Each object is design with the same framework but behave entirely different in the game. The Axe is a hand-to-hand weapon, and the arrows are projectiles that are fired with a Bow object. Explorations uses a standard interface for creating infinite weapon types, properies, and special effects.

Once an object is created, you may package and share the objects shown above. Your friends can simply import fully functional weapons with the click of a button.

(NOTE: Weapons and object not actual size)
Explorations Sprites:
Dough Boy Trooper Townsperson II

Characters within Explorations are also created with the standard framework. Each character has a series of standard stats, and can use weapons and items you create. You may create animations for any sprite using any weapon, or embed rules to limit use to special character types.

Walking a tight-rope...

Explorations feature amazing sprite management, enabling them move over various terrain within your game. (i.e. Riding, Walking, Swimming, Climbing, and even Tightrope walking...) This enables your sprites to be dynamic and life-like. Not a Sprite Artist? The sprite to the right was seemlessly animated by InstaRender

With a simple point-click, you may share complete functional sprites with your friends. All the sound, animations, and special effect are included in the .ECHR file to maintain 100% data integrity.

(NOTE: Sprites are not actual size)
Exploration Maps:

An Explorations maps are the container for all sprites and object within Explorations. The map below is a pre-rendered Bryce scene, imported into the game editor.

Exploration 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 export procedures. Yes! You can package an entire map with sprites, and share it with friends in just 1 click. This allows teams to work on separate parts of the same game and combine work later!

(NOTE: Maps are not actual size)
Exploration Map Groups:
Treasure Chest Large Rock

Map Groups are images used as props to enhance a map scene. Trees, rocks, and buildings can be layered on a map to make a realistic, and dynamic game landscape.

MapGroups can can be static, or animated. Animated MapGroups such as the chest will animate open when triggered in game. Will there be treasure inside, or simply a trap? Let the Dungeon Master in you decide..

Small House

These files are the portable MapGroup objects ready to be re-used in any game. With the ability to export objects, you can make backup and save copies of objects for use in game sequels.

(NOTE: Map groups are not actual size)
Conclusion:

These data dependency rules were design for one purpose: To continuously improve your game making efficiency. Using Explorations will guarantee that your second, third and fourth RPG will be generated faster and 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 intriguing stories than struggling with scripting or re-creating sprites.

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.

House Interor