Original Post
Bowline Engine Welcome everyone. My engine has finally reached a stage where I am happy to show it off to the GameDev community. I have been working on Bowline in my spare time since some time last year. My aim at this point isn't to make something groundbreaking and unique, but simply to take aspects from my favourite RPGs and create a game I would like to play. All work is done by me (excuse the programmer art), with the exception of several placeholder textures. Whether or not I purchase some contract art in the future is uncertain - at most my game would be freeware and it's hard to justify the cost. I still have some optimising and tidying up to do but the bulk of the features I wanted are now implemented. Whether or not the game made with the engine also sees completion is another story! It's nighttime in-game and a little dull, but I hope you can see my vision. Brief Rundown: - C++ and OpenGL - Heightmapped Terrain - Scripted Enemies (Lua) - Skeletal Animation (Cal3D) - Quests and Dialogue - Particle System - Dynamic Shadows / Reflections - Audio Support (OpenAL) - Player 'Skill' System (Think WoW Combat) - Melee / Ranged Combat - Inventory System and Shops - Randomised Items (Prefix/Suffix System) - Interactive Scenery (Gates, Chests, etc.) - Normal/Spec Maps - Post Processing (eg. Screen Shock from Impact) - A* Pathfinding
[Edited by - Haptic on March 28, 2010 5:39:40 AM]
[Edited by - Haptic on March 28, 2010 5:39:40 AM]