[September
25th 2003]
Updated the
progress section, tons of stuff got done. Screenshots
to follow shortly!\
[January
5th 2003]
Yes! We are
ready for constant updates now!
Finished Dream
Animation Studio. Check out the final version picture
below in the editor screenshots.
Added a new
screen shot of the new in progress Dream Animation
Studio. This is the tool we will be using to create
animations for Dream Saga and any other Firebell
projects. See Editor screenshots below.
[November
22nd 2001]
This page goes
online! Yes, Firebell is not dead =)
Welcome to the
Dream Saga page.
There isn't much
here yet, but it will grow over time.
What?! You say,
what happened to Dream Quest 2k? Well we make RPGs,
and we decided to redo the whole thing and use parts
of the DQ2k engine that were great, and scrap that
stuff that was no good. The result? A very versitile
engine that can do almost anything =)
Check out the
screenies below to see what I mean. These are
pictures of the brandnew editor that is being built.
Pretty spiffy eh?
Sorry in advance
to the people with poor bandwith =)
So anyways, with
this engine we should be able to build a game that is
comparable to FF6 at least =)
When will a
preview demo be ready? When its done, heh heh. But
that's a pretty lame answer. Yes I will say it
shouldn't take to long to build this thing up. Done
the really hard stuff like learning Win32 gui coding,
something I dreaded for such a long time! And the new
editors base is basically done too! A demo that
doesn't include battle should be possible, give us a
couple months or something like that. =)
Ps: If you can
draw sprites, or any graphics at all we need you!
email me at: neutopia@firebell.org
Most of this
was seen in DQ2k, I'll list new stuff on the bottom.
- Multiple
scrolling graphics layers (Haven't decided
exact number yet, 3 are implemented)
- Dream
Vision Script System: Version 2 (Lots and
lots of nicer stuff here. Encode, Encrypted
Scripts etc)
- 16
Bit Colour
- Transparency
Effects
- Smart
NPC's
- Totally
Customizable Game
- Flexible
Game Engine/System
- Programmed
in C++ with OOP
- Scenerio
Editor Coded using Windows32 Api
- Firebell
Quality
- Unlimited
Event System
- Easier
development with Dream Vision
- Final
Fantasy-Like gameplay system
- Final
Fantasy-Like battle system
NEW
STUFF:
- Scripts are binary
encoded, encrypted, and collectively saved to
one file. (No more 1000s of files)
- Blending effects for
Tiles, etc.
- Powerful Animation
System Engine. (DreamAni)
- Variable sized NPCS
allowed.
- Effects layer. (Rain,
Snow, Water, etc)
- More that I can't think
of, but will add later.
Completed Script Binary
Encoding/Decoding/Encryption
Preliminary loading and saving of
maps in Editor
Drawing Mode for Editor
NPC edit mode for editor
Script Compile Checker. (Wrong
command, missing quote, etc)
Friday
January 10th
* Implemented FadeIn and FadeOut Effects using
OpenGL lighting! (Nice and Easy)
* Added different screen transition support to
Warp code
* Added script command [SetMapTransitionEffect]
* Fixed FF4MapObject's Set Player Placement code.
(Contained a small off by one Y bug)
* Made Dream Saga match Dream Edit in the fact
that all NPC and Player Gfx are stored in
Data/Anisets/NPC/
* Added a few lighting Effects!
* Added script Command [SetAmbientLighting] &
[SetDiffuseLighting] for controlling the lighting
* Added Script Command [FadeToAmbient]
Saturday
January 11th
* Fixed Text Window Color Setting Bug
* Fixed Window Mode Clipping Code, screen was cut
off slightly
* Added Centering for the Game when ran in
windowed mode
* Started on FFMenu Code
* Added System Startup Script Loading
* Added [SetScreenMode] script command, one exe
for both Windowed and fullscreen versions.
* Added Font Shadow
* Fixed Major Font Clipping bug!
* Finished Menu Screen Clock and Gold Display
* Finished Menu screen right display list
* Status Portrait Setting Command
* Status Portrait is drawn in Menu
* Name, Job, Level, displayed in Menu
* Job, Level, MaxHp, MaxMp Script Commands Added
Sunday
January 12th
* Added Function Ptrs for Drawing the screen,
with and without updating
* Added 16 Bit Color Check for Dream Animation
and Dream Edit
* Added Window Centering for Dream Edit
* Choice Object Class Created
* Added Hand Selection
* Added System Animation Gfx
* Added SetChoiceGfx Script Command
* Fixed Font bug with Space Character
* Added HP & MP Meters to Menu Screen
* Added PlayEdgeClip to Animation Lib
* Added Exp Meter to Menu Screen Status display
* Added Experience, NextLevel Script Commands
* Added Choice Text Window!
* Added [ChoiceWindow] & [SelectedChoice]
Script Commands!
* Added SoundFx Playing and Loading Back in!
* Added [LoadSound] & [PlaySound] Script
Commands!
Monday January 13th
* Worked on Airship Mode
* Added all Scrolling Script Commands [ScrollUp]
[ScrollNUp] etc
* FadeOut Script Command
* Fixed Major Scripting Engine Bug
* Added Four Frame Animating Tiles Implementation
* Added 3 Walkable Layer handling
* Added Scrolling Layer Blending to the Player
* Added [BackgroundTile] [OverlayTile] &
[ForegroundTile] Script Commands
* Push Event Code Finished
* Put Midi Music Playing back in
* Added Script Command [PlayMidi]
* Added FF4 Style Screen Transition
* Created BMP Saving Code
* Added Mirroring to Dream Animation Studio
January 18th
Tokyo Road Trip
* New DirectX 8.1 Engine for Sound
* DirectMusic Implemented!
* Optimized Player Drawing a bit
* Optimized NPC Control a bit
* Optimized Animation timer control
* Created Loading Screen
* Added [LoadMap] & [LoadTiles] Script
commands
* Automatic Versioning Implemented
* Line Count Code
* Cleaned up TextWindow code
* Created Base Window Class
* Created Status Top Window + Message Queueing in
both English & Japanese
January 28th
* Japanese Quote Auto Formatting
* Fixed Color change string formatting bug
January 29th
* Fixed a string encoding bug (SHIFT-JIS) related
* Added Land Airship and Fade Out script command
* Added [PlaceNpc] Command
Up to
February 2nd
* Added TextWindow Helper to DreamEdit
* Both Japanese and English Box previews
supported with Auto-Insert!
* Added [MoveNpcs] Script Command
* Added Npc Movement speed control and
[SetNpcMoveSpeed] Script Command
* Added [SetScrollSpeed] Script Command
* Added [RemoveEvent] Script Command
* Added [Counter] Script Command
* Added Npc Update Timers and [SetNpcUpdateTimer]
Script Command
* Added [SetPlayerAnimation] Script Command
* Added Loop N times scripting code and [Loop]
script command
* Added [StopMidi] Script Command
* Added Smooth Music Transition Code
* Added [FadeOutSound] Script Command
* Added [FadeInSound] Script Command
* Added [RestoreVolume] Script Command
* Fixed a bug in word wrap calculation
* Centered Japanese Title Windows Vertically
Properly
* Fixed DreamEdit Npc Positioning Bug!
* Npc Names always show in DreamEdit Now
February
25th
* Added LoadLoopSound and StopSound & Related
Script Commands [LoadLoopSound] [StopSound]
* Added FF6 AutoRipping
* Added Diagonal Scrolling and Npc Movement (Up
Left, Up Right, Down Left, Down Right)
* Npc Drawing Offset & Set Offset script
command implemented
* Implemented System Language System
* [SetSystemLanguage] Script Command Implemented
* Started on Battle Engine
* Battle Name Window Base Completed (eng+jp)
* Turn Timing System States for Battle
* NPC A.I. State System
* NPC Pathing!
* NPC A.I. System & Pathing script Commands
* Fixed Nasty CleanUp bug
* Reworked and Cleaned up Npc Code
* MP3 Play & Load Support!
* Added TextOverlay System
* Font Blending System
* Major font engine revision, total speed
increase to Text Overlay.
* (Editor) Monster Editor
* (Editor) Monster Group Editor
* Monsters and Group Loading
* Monster Drawing & Background Drawing in
Battle
June 20th
Whoa what a break, learned so much from the
Megaman thing
* Overhauled the battle engine, everything uses a
finite-state machine :)
August ??
*Item Code!
*Item Menu
September
12th
* Equip Menu
Yes this in an actual in game screenshot, however
the current demo does nothing except displays a text
window.
Notice it is high-res. But we are still deciding
whether or not to go hi-res for the final thing. No
art means no hi-res most likely.
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