el_pango
Member
I'm posting this here so it gets the maximum amount of readers and also attracts attention from people who may be able to help in various ways, but are not coders; this is really something everyone can contribute to.
While we're waiting for more Pandoras to arrive, let's try to create some interesting homebrew as a team, preferrably a short console-style RPG, which open handhelds never seem to have enough of - and for tradition's sake (and to keep people from getting burned out), let's try to keep the dev cycle to two months.
Here's what we'd be starting with:
Here's who and what we'll need, so far as I can see it:
Once we got it all done, the code would be released under a BSD-style license (FBlend, DUMB and Allegro all have licenses that would be compatible), and hopefully, it'd be tidy and modular enough that other people would make more games with it.
For simplicity's sake and with an eye toward the time constraint, I'd like to stick to pure 2D here. I would also probably argue against doing a script interpreter in-game and against a custom map editor, so we're probably going to be editing story text and placing story triggers directly in the code and map editor, so whoever's doing the maps may need to know a little bit about C or be willing to learn (although only the basics will be required).
I am willing to commit to a minimum of four hours of coding a week to make this happen and am okay with submitting status reports, taking directions and accepting non-glamourous tasks (after all, no one really likes polishing the menu animations for the nth time, but I'm willing to). We probably need three or four more core people who can make a similar time commitment between now and when it's done.
Anyone interested in making this happen? It would be kind of awesome if we had a release candidate ready to go on Valentine's Day.
While we're waiting for more Pandoras to arrive, let's try to create some interesting homebrew as a team, preferrably a short console-style RPG, which open handhelds never seem to have enough of - and for tradition's sake (and to keep people from getting burned out), let's try to keep the dev cycle to two months.
Here's what we'd be starting with:
- A pure C Allegro-based framework that sets up the hardware framebuffer for 400x240 and...
- ...abstracts out directional pad and ABXY/LR/Panda/Start/Select input (I am in the process of adding touch).
- ...has built-in timing and framerate management.
- ...support for fast additive and subtractive blending of sprites (borrowed from Fblend).
- ...has .mod/.xm/.s3m/.it playback (via the library DUMB). I tested this, and it plays full 44.1khz nicely without eating too much CPU time at 500 MHz.
- A few orchestral tunes that were originally submitted for inclusion into the game KQ (see kqlives.sf.net), but never got used.
- A (reasonably fast) light-mapped tile engine (white lights only) that runs on top of the above.
- Heavily customized scripts for the tilemap editor Mappy that output to a format the engine already likes.
Here's who and what we'll need, so far as I can see it:
- A -very- short story, ideally with only a few settings (not more than five towns, five normal dungeons and some kind of end boss dungeon).
- A -simple- design and logic flow for a battle system, and a polished-but-easy-to-implement look and feel for this.
- Very simple designs, again with logic flow for an agriculture/tech tree and/or a romance tree.
- One or more people willing to get their hands dirty with asset creation, most notably monster art and BGM. It would be awesome to see lots of contributions from the community at large here.
- A 'line producer' type person who can triage bugs, collect ideas, decide which features get added and which get cut (to keep to a deadline, a LOT of cutting may need to happen), and who can keep everyone on the same page (not me, I have horrible people skills). I should note that this is probably not a glamourous job and every decision you make will be found disagreeable by someone on the project, so you'll need to be comfortable with managing conflicting opinions.
Once we got it all done, the code would be released under a BSD-style license (FBlend, DUMB and Allegro all have licenses that would be compatible), and hopefully, it'd be tidy and modular enough that other people would make more games with it.
For simplicity's sake and with an eye toward the time constraint, I'd like to stick to pure 2D here. I would also probably argue against doing a script interpreter in-game and against a custom map editor, so we're probably going to be editing story text and placing story triggers directly in the code and map editor, so whoever's doing the maps may need to know a little bit about C or be willing to learn (although only the basics will be required).
I am willing to commit to a minimum of four hours of coding a week to make this happen and am okay with submitting status reports, taking directions and accepting non-glamourous tasks (after all, no one really likes polishing the menu animations for the nth time, but I'm willing to). We probably need three or four more core people who can make a similar time commitment between now and when it's done.
Anyone interested in making this happen? It would be kind of awesome if we had a release candidate ready to go on Valentine's Day.