Upgrading the DM rendering engine - now with source code
Posted: Thu May 20, 2010 9:07 am
I'm a big fan of the original game, and I'd like to enhance it visually. My plan is to use Unity3d (http://www.unity3d.com) strictly as a rendering engine. Game mechanics won't change - Theron will be free to change the camera angle however he sees fit, but otherwise the environment will still be segmented in tiles with 4 positions, no jumping, etc. And make it free & open the source code asap so other devs can play with it too. That's the plan anyway. As with all "fun" projects, it's easy to get started, and soon it gets crazy tedious :S
Here's how it looks so far: only layout, haven't bothered rendering pits and stuff, doors are only stubs, etc. But the whole dungeon layout is parsed and instanced in a single level.
http://www.fairyteller.com/dungeon/Fair ... ngeon.html (right-click to go full-screen)
Sorry about the clumsy controls: it's a french keyboard (zsqd rather than wsad, but you can still use the arrows), and it's locked on inverted mouse Y axis (because I learned to play flight sims with the mouse on my amiga, and it somehow stuck). I haven't bothered yet with those controls: I'm currently learning how the original game manages its data in memory so it uses the same "specs" as CSBwin (reading dungeon.dat format instead of xmls) - I hope to be able to use "native DSA transitions" instead of "having to rewrite all game mechanics and hope it works with older dungeons". I just hope I'm going somewhere with this sentence
Right now I'm using SCK to export an XML, parse it at the start. Now that the display engine for tiles is stubbed and "functional", it's time to refactor what's under the hood and do some more low level modifications for the original gamestate engine to work properly. And it will take me some time, because, well, I'm still in the learning phase for all that stuff 
PS sorry if the above makes no sense
PS2, it works with CSB, too
http://www.fairyteller.com/dungeon/Fair ... ngeon.html
PS3 Please report if you see or experience issues (performance, crashes etc). It should work on mac & pc.
PS4 Huge thanks to everyone for keeping the DM spirit alive and kicking.
Update may 28:
woah, I tried to port the CSBWin code from c++ to c# - it was horrible. I stopped halfway through the databases mostly because I had no idea of what I was doing and whether it would work at all.
The good part is, I now have a semi decent idea of how things work "under the hood" with actuators and with DSA.
So, I'm back to the drawing board
Here's how it looks so far: only layout, haven't bothered rendering pits and stuff, doors are only stubs, etc. But the whole dungeon layout is parsed and instanced in a single level.
http://www.fairyteller.com/dungeon/Fair ... ngeon.html (right-click to go full-screen)
Sorry about the clumsy controls: it's a french keyboard (zsqd rather than wsad, but you can still use the arrows), and it's locked on inverted mouse Y axis (because I learned to play flight sims with the mouse on my amiga, and it somehow stuck). I haven't bothered yet with those controls: I'm currently learning how the original game manages its data in memory so it uses the same "specs" as CSBwin (reading dungeon.dat format instead of xmls) - I hope to be able to use "native DSA transitions" instead of "having to rewrite all game mechanics and hope it works with older dungeons". I just hope I'm going somewhere with this sentence


PS sorry if the above makes no sense

PS2, it works with CSB, too

http://www.fairyteller.com/dungeon/Fair ... ngeon.html
PS3 Please report if you see or experience issues (performance, crashes etc). It should work on mac & pc.
PS4 Huge thanks to everyone for keeping the DM spirit alive and kicking.
Update may 28:
woah, I tried to port the CSBWin code from c++ to c# - it was horrible. I stopped halfway through the databases mostly because I had no idea of what I was doing and whether it would work at all.
The good part is, I now have a semi decent idea of how things work "under the hood" with actuators and with DSA.
So, I'm back to the drawing board
