Back to Roots: First Scripted Quests
Fearyourself has continued to experiment with scripting in his Ultima-inspired game engine project, Back to Roots, and has used it to add a few quests to the tech demo he is preparing for it:
After playing around with the LUA integration, I decided to do it myself for two reasons: not add another dependency and limit the exposition of the C++ world to Lua. The naïve solution which is to have C functions calling C++ instances pre-defined functions seems to work well for me and we have now in my tech demo:
- Annon refusing to move until we have the bell. However, he does mention Camile from North Brittany as a lead
- Camile, when asked about the bell, says there are monsters in West Brittany (actually loading that village map, adding the monsters when this is asked)
- After killing the monsters, we can go back to see her and she will offer the location of the bell in West Brittany (actually adding it at that point)
- Coming back to Annon, we can ask him to move and he does since we have the bell.
He has also posted a short video demonstrating these quests in action:
Things are getting serious I see. 😉 Great work.
Also thanks for that little tidbit at the end of the recording. I’ve been using gtkRecordMyDesktop but will give XVidCap a try. I just switched from Ubuntu 10.10 to Mint 11. I tried Mint Debian but it’s a bit wonky…I’ll wait for the ISO refresh.
Haha, you are most welcome. This was the first tool that my apt-cache search found, so I used that one 🙂
Yeap, thanks for your support! I’m creating the world for the tech demo, adding Npcs and a bit more content before, I release it as that.
It was a lot of work but normally it should all be there: savegames, combat, quests, friends to join in, etc.
Then I should be able to attack the second part of it: the dungeons and a 3D view. Which will bring me to the biggest issue we generally have: textures, textures, textures 🙂
The 3D view excites me to death. I loved the original Bard’s Tale for IBM PC, the way it smoothly scrolled between tiles, and Ultima V’s dungeons were just awesome. I’ve always wondered how they did it. I know there’s a formula for the textures, but damn they blend together so well it’s tough to know what it is.
While I liked Ultima VI’s dungeons, I was super pissed that they ditched the 3D view. Let me know if you figure out how they saved the individual images for the dungeons and I’ll see what I can do about textures. If the only thing that was written on my tombstone was that I knew how to create a texture I’d be satisfied.