Flare Wiki
I set up a Wiki for Flare. I have it open to anyone right now. I’m collecting story ideas for the first Flare game. If you have ideas for areas, quests, bosses, NPCs, etc. please post them!
I set up a Wiki for Flare. I have it open to anyone right now. I’m collecting story ideas for the first Flare game. If you have ideas for areas, quests, bosses, NPCs, etc. please post them!
v0.14 is ambitious. Let’s take a look.
The first attempt at a title menu will be completely simple.
This screen should display a list of the current save games. It should read each save file to see the hero’s name, level, location. If we get fancy it could show the hero’s stance animation (load the hero’s head and base body depending on equipped items).
For now this menu can support a fixed number of save game slots. Let’s say 4.
The new game menu could be the most complex, especially if I want to make room for interesting choices in the future.
Each portrait could be tied to a base body type and have an associated head layer. If I have the time, v0.14 will have two base body types (human male, human female). So this menu will start with 6 portraits (3 male, 3 female). In the future I could add more base body types (maybe a bulky body type, or even an elf or dwarf race type).
Flare now supports quests! This release marks a major leap forward for the story-telling capability of the engine. NPC questgivers can send players on quests and give rewards on completion. Quests can also involve finding items, killing bosses, or exploring a map area.
Detailed list of changes in v0.13:
I plan to release v0.13 soon. Over the last couple days I improved the Log menu to display help/reminder text for active quests. The new tabbed interface for the Log menu is also ready for achievements and statistics (will be added later).
If everything looks okay, I plan to release v0.13 this weekend. Let me know if you test the new features in the latest check-in.
Here is an out-of-band test release for Flare (for Windows folks). This release is for players interesting in trying the new Quest system. I’ve added a short quest chain that covers a few of the current game maps. Download now!
The first quest chain is added to Flare in r353. It walks players through Averguard Keep. Heroes must defeat the bosses of four areas of the Keep; meanwhile they learn a bit about the history of the keep (and hints at the larger story).
All this stuff takes a lot of playtesting — e.g. what happens if a player defeats a boss but fails to pick up the quest item he drops? What happens if a player tries to do quests out of planned order? There are many combinations at play. If you try the Averguard Keep quest chain and get stuck let me know. Note I’m not concerned with players who edit their save files incorrectly.
The quest items are using temp icons.
Next up: adding a Quest tab to the log menu.
v0.13 has a new class called CampaignManager that I’m using to store the progress of the current story. Essentially it is a collection of strings. Various parts of the game engine can read/write these strings to create some persistence and progress in the game world.
Related To Do:
With this simple quest implementation in place, I need to create a few archetype quests for v0.13. My plan is to create a simple quest chain that ends in slaying the skeletal warrior Sir Evan Maddox.
Other common types not yet represented:
By covering these basic quest archetypes, I’ll have the first Flare quest chain and have examples of how to create each basic type.
Open Game Art has a new weekly challenge coordinator. User kurtisevan has taken over for me, after I started and ran the contest for one year. The first new challenge: Get in the Game!, where you create a version of yourself for use in a game.
Well I’m working on NPCs and dialog anyway, and there’s already a tutorial NPC with my name, so I created NPC art of myself. Looks fun in game, see the latest check-in at the Google Code page for Flare.
I’ve been overwhelmed lately by the amount of interest in Flare. For now I’m asking that code/art contributions be put on hold. My personal/professional life is absolutely full for the next few weeks.
If stand-alone art or programming tasks come up, I will put out specific calls for help.
This is the approximate timeline from where we are now to Flare’s first full game.
In late April, Flare v0.13 will be released. It will contain talking NPCs and support for simple quests.
In late May, Flare v0.14 will be released. It will contain a Title Menu, New Game Menu, and Load Game Menu.
The engine will receive a freeze on major new features after v0.14. Any programming done after v0.14 will focus on making options in the existing engine configurable.
At this point the focus of this project will switch from making an engine to making a game. Basically, if I can’t build a game with this engine then it’s useless.
I expect to focus an entire year on creating art assets for Flare. More tile sets, creatures, equipment, NPCs, powers, etc. During this time I will be plugging the art into the engine with new test maps, side quests, etc.
At the end of 2012 it will be time to pull the assets together into the first Flare game. There should be enough variety to tell a decent story — even a 20 hour single player campaign would be great for a project like this.
Assess the engine as a stand-alone project. Possible outcomes: