The game must be unpacked in order to run at all; at the current point in time, only windows users can run the game right now (unless someone happened to download their operating system’s natives from lwjgl.org and replace the .dll’s with that)
All game files are editabled by use of a tool such as NBTEdit or something similar.
Help Needed
I’ve gotten pretty good at Java over the past two years, and I’ve been making steady progress on this game in the past few weeks, but I still need help! Some things that I need help with are:
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Character class sprites (warrior, thief, mage, etc.) (32x32)
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Enemy sprites (64x96)
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possibly include a name if you feel like it
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Tile art (grass, trees) (32x32)
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these may be larger than 32x32, but it must be a direct multiples, I will need to split the image into those dimensions
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if the tile will impede movement (stop player from moving)
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true or false, don’t make this a big deal please
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Weapons
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name
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type (sword, axe, bow, magic, etc.)
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average damage
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damage range (max range above/below the average damage, please no 0’s unless magic or god weapon)
- Storyline
- literally anything goes here, except guns or futuristic settings which have guns (fallout with swords is completely okay)
- I have almost no creative juices so anything is better than nothing, especially when it comes to this stuff
- not too crazy, try to make it make sense
- write it kind of like a story, you can go however in-depth you wish.
Game Files
Game Save (*.sav, *.sav.bak)
root
- party
- member…
- (int) defense
- (int) health
- (int) strength
- (int) texture
- (string) className
- (string) name
- magic
- spell…
- (int) level
- (int) magicID
This is mostly self explanatory, hopefully.
Currently al of the stats do nothing except for the name. Don’t worry they’ll have uses later (hopefully).
Map file: (*.map)
root
- layer0
- (boolean) enemies
- (int) id
- (string) name
- layer1
- tile…
- (int) tileID
- (int) x
- (int) y
layer0: The attributes
boolean enemies:
I say this is a boolean, but really it’s an integer, but the only accepted values are 0 (false) and 1 (true). This represents if enemies are allowed to spawn on this map.
int id:
This is a map-specific id number, used for loading other maps.
string name:
This is a string describing the map (e.g. BossRoom1, KeyRoom, etc.)
layer1: The tiles
int tileID:
This is the tile-specific id, one per different tile.
ints x, y:
The x & y coordinates of the tile to be rendered at, on the grid system).
Controls
This game uses the up, left, down, and, right arrows for navigation, and the mouse is never used. Currently the controls are immutable and cannot be changed, however in the future (when the options item on the main menu actually works) there will be a way to change these settings.
Title Screen / crash screen:
Enter: select item
Game Screen:
Up arrow: move the player up
Left arrow: move the player left
Down arrow: move the player down
Right arrow: move the player right
F3: toggles the ‘debug’ mode (displays information relating to map)
G: toggles the grid mode (shows the 32x32 map grid)
Battle Screen:
Enter: select item / enemy
Backslash: return to the player controls (attack, magic, items, skip)
F3: toggles the ‘debug’ mode (displays slightly useful information relating to the current battle)