XRPG Screenshots

Click on the pictures for a larger shot.

This shot demonstrates the use of the command console. Currently it sports advanced command line editing features like emacs-style bindings (and home/end bindings for windows users), history, command recall, intellegent insert/delete. The console size (height) is adjustable down to 3 lines long. The console is a good way to interact with the program during testing. I'm not yet sure to what extent the console will come into gameplay.

Polygons are non-textured, lighting is sourced at your player, who is represented by the small red square in the center of the world view.

The red areas near the edge of the screen represent non-visible areas due to line-of-sight restrictions. (left visible for testing purposes)





This one is basically the same as above, demonstrating how the world view is clipped by the other (not yet implemented) windows. The black area to the right is the future location of the character view window and the object view window. These will be for viewing sentient entities such as yourself (and your eq layout and damage diagram), otherplayers, and monsters, and objects in the world (such as a chest and its contents, or your backpack and its contents)





Here is a texture-mapped shot. Note the colored-lighting effect on the walls. The tiles I whipped up real quick with the Gimp.





This shot shows the zoomable worldview, zoomed out a notch or two.





By using generalized perspective transformation equations, I was able to allow viewpoint rotation. This will enable to player to adjust the way they view the current situation or local layout of the map.

Unfortunately, this shot demonstrates a bug in my line-of-sight algorithm. You can see two tiles on the other side of a wall in the upper left quadrant of the worldview.





This shot further demonstrates the viewpoint rotation, and is a good demonstration of how line-of-sight looks so far.





This non-textured shot shows the tile-based lighting scheme I am using. The only light source in the scene is the one centered on your character, the little red square in the center of the worldview.

The line-of-sight bug is visible in 1 place, arguably 2.





This is a shot from an early incarnation of the game. At this stage, I was using true perspective projection, with a 90 degree FOV.

The yellow thing at the bottom of the worldview is your character. The lighting effect is something that follows your point of view around, since in this version your point of view roams around independent of your character. Without this effect, you end up being able to see WAY too many polygons at one time.





Here is a line grid drawing of the map in the perspective version.





And here is a shot of the same area in the perspective mode, with your viewpoint-light expanded several notches. This perspective looks pretty cool, but the issues involved with line-of-sight to the viewpoint





You can't go underneath the map anymore, now that I'm using isometric perspective, but it sure looked cool!