OpenArthurianX6: Design and Planning

I don’t think there’s a perfect way to approach planning this kind of project, so we’ll shoot for one, then once we have done some iterations of it we’ll evaluate and see what’s the best way to continue.

The first iteration of the engine we are looking forward to have is having all basic systems working, keyboard only, desktop only running in a browser.

Capabilities

One facet we are using for planning are actions the player can do

World

  • Move around the map
  • Pick up an item from the map
  • Examine map
  • Examine item on world
  • Examine mob
  • Read book or world feature (signpost, plaque, etc)
  • Examine world feature (find secrets)
  • Open and Close doors
  • Doors with keys
  • Doors opening with buttons / levers combinations

Dialogs

  • Talk with a NPC
  • Asking a NPC to join the party
  • Talk with a Party member
  • Ask a Party member to leave the party

Party

  • Check the status of a party member
  • Set the Tactics / Manual for a party member

Inventory

  • Check the inventory of a party member
  • Drop an item on the map
  • Move an item on the inventory to a container on the inventory
  • Move an item on the inventory to a party member
  • Move an item on the map to a container on the map
  • Check a container on the map
  • Pick up an item from a container to the inventory
  • Examine item on inventory
  • Use item on inventory

Combat

  • Enter and leave combat mode
  • Attack an enemy within melee distance
  • Attack a far away enemy

Engine Aspects

A second facet of planning corresponds to some features of the engine which may or may not be related to the player actions.

Maps

Moving around the map is a capability, but managing and displaying the maps themselves is an important aspect of the engine.

  • Overlay layers
  • Map transitions
  • Multiple stories
  • Day and Night Cycle

Mobs

  • Follow player
  • Select action in combat mode (AI)
  • Select action in peace mode (AI)
  • Schedules
  • Action scheduling in Peace mode
  • Action scheduling in Combat mode

Use Item effects

  • Recover HP (% or fixed value, mob or party)
  • Recover MP (% or fixed value, mob or party)
  • Recover hunger (% or fixed value, mob or party)
  • Enter music mode (Play instrument with keys 0 to 9)

Use Feature effects

  • Light / Extinguish
  • Open or close door
  • Set puzzle flag

Use mob effects

  • Milk cow

The Future – Other iterations

Capabilities

  • Make camp
  • Board a vehicle
  • Move around in a land vehicle
  • Move around in a sea vehicle
  • Move around in a air vehicle
  • Repair a vehicle
  • Attack and object on the world
  • Ride mount

OpenArthurianX6 Campaign Finished

After two months, we managed to raise $3,236 USD (161% of the initial goal). This will allows us to develop the engine and some tools to make it easier to create the games.

Thanks to all the contributors! I have arranged a meeting of dragons and other monsters to celebrate!

OpenArthurianX9 Contributors
All 49 contributors to the campaign

Here’s the list of all contributors! If you want to remove yourself, change your name (or include your dragon name) or put some more info. Get in touch via twitter 🙂

Black Dragons

Dragons

  • Joshua Steele – Wiltshire Dragon
  • Aaron Curtis – Dark Wraith Dragon
  • C. Bruner – Spoony Spoonicus – A lover of classic RPGs with some sweet Ultima Let’s Play
  • Kenneth Kully – WTF Dragon – Maintainer of The Ultima Codex

Daemon

  • Paul Lester – Vanzilar Dragon

Drakes

  • Adam Westlake
  • Alec Nunn
  • Claus Kick
  • Cody Baxter
  • Devon Scott-Tunkin
  • Erwin Wolf
  • Frank Wolter – Sir Cabirus Dragon
  • Joseph Drasin – Unseen Dragon – Organizer of the Festival of the Silver Serpent
  • John Hosie – Houston Dragon
  • Madjack McMad
  • Neil Graham
  • Olivier Guinart
  • Paul Leone
  • Sir John- Serendipitous Dragon – German Ultima Games Translator

Cyclops

  • Browncoat Jayson
  • Helgraf Dragon
  • Jason Spangler
  • Jonathan
  • Markus Moenig

Gargoyles

  • Christopher S Wilson
  • dgray038
  • Edgar Garcia Hernandez – Dungeon Master
  • Gallara Dragon – Leader of the Ultima Dragons Internet Chapter
  • J. G.
  • Jason Brock
  • Matt Kimmich
  • Nathan Jerpe – Developer of Legerdemain
  • Nick Walton
  • Noncho Savov
  • Roberto A Rivera
  • Ryan Szrama – Developer of Drupal Commerce
  • An anonymous Gargoyle

Headless

 

Sprint 1 starts next week! I’ll post an update of the project plans before that.

OpenArthurianX6 – Funded!

Big thanks to all contributors, the project has been funded…. Yay! 😀

Screen Shot 2017-07-25 at 9.08.50 PM

I’ve confirmed with Jucarave (a.k.a. Exodus Destiny Dragon), and we’ll get to work on this as soon as the campaign is over.

Now that we have reached the base goal, it would be awesome if we manage to hit the stretch goals, here’s an excerpt from the campaign:

Base Goal ($2.000)

We will deliver a free, open source game engine which you can readily use for your project including a content pack (Medieval Fantasy). This version of the engine would not include any tools to manage your game data (characters, monsters, object definitions), everything would be done at code level using data files and Tiled.

Stretch Goals

  • $3.000 – Game editor including Objects and Monsters managers
  • $4.000 – Full game editor including Character and Magic System managers.
  • Beyond – each 500$ will be used to create a new themed content pack (Space, Modern, Futuristic, Western, Steampunk, etc.)

So, if you like this kind of games and would love to see more of them being created, or if you feel you’ll like to develop one yourself, spread the word and contribute if you haven’t 🙂

Really excited to work on this and I’m glad it’s already going to be out there for gamedev enthusiasts to toy around with 😀

OpenArthurianX6 campaign underway, some advancements

I have been working on OpenArthurianX6 a bit, just to be able to show what kind of a game the engine would be able to create once its done (and to actually show people this is for reals :))

I added support for “mobs” than move randomly over the level in what I call the “async” mode; this is the default mode when you are not in battle, and everybody acts freely without a given turn order (note that the movement is still grid-based).

actors

The player is actually a mob too, so he shares the code to move around with the rest of the NPCs.

Making the engine is going to be hard but fun at the same time. So many things to have in mind in what would seem to be a simple thing to the untrained eye 😉

The campaign ends in about a month and it’s a bit quiet lately so please contribute and share it if you find it interesting!!

OpenArthurianX – First week of campaign

w1-1w1-2

The campaign has started strong with big contributions from interesting people I’d like to mention: