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.
Now that's 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 will guarantee 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?
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