Shelving Polly — Writing an Adventure Game

April 28, 2009

Pyweek thus far has shown me numerous design errors that were present in Polly’s Adventure.

Until I can resolve those issues, I’m extending its stay on the shelf.

I will instead be working on something else entirely. I will be working on an adventure game.

The (tentative) title of the game is Penelope, after its protagonist.

The Plot:

One day, in the kingdom of Brickton, just outside of the town of Redlow, a young woman named Penelope Green nervously approached an old wizard’s house. You see, Penelope was seeking a solution to a problem. She had always been sad, for as long as she could remember. Now, her life was fairly  comfortable, she sold flowers in the market, and that kept her fairly comfortable. She was still sad. She felt ugly, unloved, and like her life was pointless.

Penelope thought that surely the wizard would be able to help her.

When she entered, she was greeted by a large raven that stared at her and cawed loudly. There was the sound of footsteps, and an old man in a blue robe entered the room. He greeted her warmly, and Penelope mumbled a reply.

She told the wizard her story. He thought a moment, and then a wise grin spread across his face. He hurried to a shelf, and picked up a bottle full of a blue liquid.

He handed the bottle to Penelope, telling her to drink the bottle at the dawn of the next day. He said that the process was not an easy one, but that it was fully possible.

Penelope hurried home, and lept into her bed. She had finally found a cure for her sorrow!

The next morning, Penelope got up and popped the cork out of the bottle. The liquid smelled of berries, and shimmered a bit in the morning light. She drank the elixir in one gulp, and waited for it to take effect.

Penelope felt a tingle, and then passed out. When she awoke, she quickly realized that she had been tranformed into a fox!

Tears formed in her eyes. She had been tricked by the old wizard, and now she would be forced to live amongst the animals for the rest of her life!

The raven who had greeted Penelope at the wizard’s home perched in the windowsill. She looked up and glared at the bird, cursing its appearance in her mind.

The raven let out a devilish chuckle, then cleared his throat. He told Penelope that the wizard had decided that she needed to learn to enjoy things in life, and that she was being given a break from her routine to help her do so. The raven continued, saying that when she could demonstrate that she had found joy, the wizard would be happy to change her back.

He then stood a moment, scolded her for glaring at him because he had nothing to do with the whole affair, and then took off into the sky.

The game starts here

That’s what I have so far. Well, and this:

The game will be played from an overhead perspective, and will be tile-based. It will be written in Ruby using GTK+, with a GTK::Drawable serving as the display screen, and regular GTK+ widgets and frames forming the remainder of the interface.


Project — Polly’s Adventure — Learning Pyglet

April 23, 2009

I’ve got a concept. A real, concrete concept. It’s not the intense thing that I originally had in mind, but it’s a fine concept, I’d say.

The title of the game is Polly’s Adventure, and it is a platform game.

It will use the Pyglet multi-media library and Team Super Effective’s Squirtle extension.

The game’s protagonist is a fox girl named Polly. Polly’s cookie jar has been stolen by the Locktooth Gang, a gang of thieves who have been plagueing the countryside, stealing everything from desserts to priceless treasures.

The player assumes the role of Polly as she tries to recover her cookies, and stop the Locktooth Gang from stealing any more.

Over the course of the game, the player will come across various types of items. These range in purpose from restoring the player’s health to giving them new abilities.

I’ll post more details after I’ve written some of the design document. ^_^


My Side Project — Something Different

April 21, 2009

I’ve decided to indulge my urge to have a project besides Scarlet Rose.

My current concept is a console-style RPG.

I’m thinking that to do my concept justice, I need to write it in C++ using OGRE, OpenAL, and OIS.

I’ll post more details when I can be sure that the images in my mind don’t subside with the J-Pop Youtube tricked me into listening to. :-/

A New Game Project

April 16, 2009

I’ve started a new game project, which will be my primary focus after PyWeek.

The (tentative) title of the game is Scarlet Rose. It is a game about an adventurer named Alexis, whose grandfather’s sword was stolen by a gang of thieves. The title comes from the protagonist’s nickname, which is, obviously Scarlet Rose.

The sword doesn’t have any magical properties, there’s no long history between Alexis’ grandfather and the thieves, or any other cliches like that. It’s just valuable, and very important to Alexis’ grandfather.

The game will feature advanced combat mechanics, with complex controls for the game’s various weapons. The game will handle melee weapons by way of a combo system, where the player can perform different types of attacks (Such as a low slash or lunge with a sword, or a horizontal or overhead chop with an axe) in sequence, stringing them together into combos.

The game will feature a quest system, which will be used to form the structure of the plot, as well as give the player chances to acquire special items.

The game will have an open world, where the player can go anywhere anytime. Game progress will be driven by advancing the plot. If the player stumbles across the thieves’ hideout and manages to trash all of them, including the leader, and get the sword, then that’s that. They’ve beaten the game.

The game’s world will be semi-randomly generated. It will be broken into regions which are in fixed relative locations, but the details of those regions will be randomly generated. The layouts of towns will be randomly-generated, as will some of the contents, such as houses, characters, some shops.

The game will most likely use the Soya3D engine, and be aimed towards Linux and *BSD users, but I may have a change of heart and write it in C++ using OGRE, OIS, OpenAL, and ODE. I’m not really sure.

If I use Soya3D, input will also be handled just fine. In C++, I can use OIS. OIS is likely more robust, come to think of it, because it’s a dedicated library. Hm.

I’m probably going to store any data the game does use in XML format. Well, besides meshes, textures, sounds, and the like. Things like quests, character stats, and maybe even saved games could be readily stored in XML format, though.

It’s stil in the early stages of design, but I’ve got high hopes for it! (Provided I can see it through ^^;)

I’ll post about it again when I have some more details. I’m also going to be looking for project hosting, for which I’ll probably use SourceForge, but may go to GoogleCode instead. Not sure.

I think this is the kind of idea I’ve been looking for. It’s ambitious, big, and could make a very fun game. And it gives me the chance to learn new things, including maybe multiple libraries. 😀