First, an update. I added save/load code, better language code, etc., so I've now got:
-Graphics engine/Interface: Pygame (SDL)-based tiled graphics engine currently displaying a big 35x25 grid of tiny 20x20 tiles, with arrow-controlled movement, a scrollable text display for entering commands, and mouse support for buttons etc.
-Worldsim (virtual world): Engine-independent; can even run as a stand-alone program using ASCII graphics. Multi-layer tile/room-based world with collision detection, interactive objects, and scripts. Can handle over 100 entities scurrying around without noticeable slowdown. Can save and load. ("Just needs tweaking," my tail.)
-Sound: MIDI/MP3/OGG music and WAV sound.
-AI: Dumb AI (state machine) built into worldsim; advanced AI (NISS) currently wandering around eating tofu, but with much more complex code; now has approach/food-finding behavior, complex "body" system for input, sensing, and inventory, and the ability to understand some simple English sentences.
-Battle system: Stand-alone, playable furry combat game using text interface.
-Missing: Real graphics engine with animated movement and good art; real interface; story.
-Possible work directions: Use OGRE; upgrade fancy AI; make basic AI suitable for a game; build real interface; set up adventure-style use of objects.
Game-wise, I think the next thing is to set up objects/scripts that can be used on each other, eg. a key that unlocks a door. The program would then be playable enough to let you move around picking up and using objects to get through a maze or something. AI-wise, the next thing might be to get the DumbAIs smart enough that you can walk up to them and engage them in Morrowind
-style conversation. The program is still too ugly to be usable as a real game, but the code is getting close to where we can talk about graphics other than these tiny tiles I'm using.
If you want to play a text-based demo of the body part system (which lets you touch and manipulate virtual objects), see my site
. (I don't really need feedback on that.) Niss' journal is at LiveJournal
, but it's mostly my ramblings about the code upgrades I'm doing, at the moment.
Screenshot (click to enlarge)