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HX
Project
overview |
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HX is the
internal name of ambitious game for PC, based on
adventure, strategy and RPG, all in realtime. It will be
based on the dark age of an imaginary earth, similar to
our Middle Age, in which will occur a war between the
Light and Dark sides.Thought as the first stage of a
trilogy called Lord of the Storm, its full name is Lord
of the Storm: Bloody Demon.
The main goal is to create a very addictive game that
involves to the player in a great history and motivates
to him to discovery more and more while he manages his
kingdom and win more battles. We would like to get the
same playability level of Starcraft while the player
will have to think how to go on using the logic, known
history and knowledge acquired, using to get that
several objects found during the game, like the
successful Ultima games.
Right now, the project development is paused, we are
working on other little games but we hope to go on in
2006. We will need to find musicians and 2D/3D graphic
artist, so stay tuned. |
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HX Project features |
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Game features.
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3
game modes:
training, custom maps and campaign.
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3
dificulty level, each one adjustable.
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18 huge maps to explore and to conquer (campaign
mode).
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5 training maps and infinite number of custom maps
created with the editor.
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Great variety of scenes: snow, sea, deserts,
forests, volcanos, ...
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Power and easy to use user interface.
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Up to 10 groups of 12 units each one with totally
customized formations.
- 5 different resources: gold, stone, iron,
wood and
magic.
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Totally customized technological evolution.
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Economic maintenance of the kingdom conquered with
expenses by battles, diseases, ...
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Medieval environment with magicians, horsemen,
kings, demons, etc. in a dark and very poor age.
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And more new features... |
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Technical features.
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Engine 2D with zenithal and isometric view.
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Resolution between
800x600 and
1024x768.
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Color depth between 8bits, 16bits
and 32bits.
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Use of hardware acceleration(DirectDraw
or OpenGL)
when it posible.
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Graphics effects: transparencies,fog,fire,rain,...
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Heavily optimization: the main functions are coded in
assembler and MMX instructions.
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Music and sound with CD quality using Vorbis OGG.
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Introductions and animations in MPEG format.
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Advanced artificial intelligence.
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Programming in C++ and assembler.
Extensive use of CRM32Pro SDK. |
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Expected requirements. |
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Win32 platform, from Windows 95 to Windows XP.
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Win64 platform, from Windows XP64 to Windows
Vista.
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Linux in 32bits and 64bits.
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1Ghz CPU and 256Mb RAM.
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Video card with support for DirectX,GDI,X11 or
OpenGL.
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Sound card with support DirectX, ALSA or OSS. |
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HX
Project
development
and
screenshots |
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July 2003 |
HX Game Engine
v0.630 Alfa |
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Alpha v0.630 adds
diverse advances related to movement and
speed of objects and calculate of its
paths. Also, we have increased the
screenshots resolution to see it better
than before.
The new more remarkable features are:
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Object animations depending on its internat
states.
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The objects has very nice and smooth movement
(pixel-to-pixel).
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The object speed is considered.
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Search of path using A* or a direct trace
algorithms.
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Diverse optimization of A* algorithm: "breaking ties"
method and accelerated free/alloc of nodes.
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Different movement costs for each terrain type.
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Objects commands queue.
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Support of commands using minimap.
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Show objects information messages: its costs,
status, requirements...
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The food resource has been deleted.
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Several changes of smaller importance.
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Several bug fixes.
Currently, we are working in an editor (ObjHX)
to change easily all features and commands
of the objects, it allows to us to modify the
technological tree, magic and updates
available. All this is being designed with
the "data-driven" concept, in
such way will not be necessary to compile the
whole engine when we change any of
the previous parameters. |
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April 2003 |
HX Game Engine
v0.530 Alfa |
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Alpha v0.530 adds the interface of the user
(to visualize characteristics of objects, to
assign you order,....) and the core of each
object like a FSM (finite states machine).
Now we are working in pathfinder algorithm.
This version adds
the following features:
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Added the user
interface, all objects actions and its short
help messages.
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It visualizes the object data.
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Each object is implemented as a FSM and they
are ready to execute orders.
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Minor changes and few bug fixes |
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March 2003 |
HX Game Engine
v0.500 Alfa |
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Alpha
v0.500 is not even playable, we show engine
in very basic operation. Now we are working
in the interface of the user (to visualize
characteristics of objects, to assign you
order, ...) and implementing the nucleus of
each object like a FSM (machine of finite
states).
Very summarized
this version it has the following features:
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Map movement systems
is fully functional.
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Minimap is fully functional.
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Load of external maps created with Cobimad
(used to create maps, it isn't a editor).
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Map support up to 256x256 cell (each cell
has 32x32 pixels).
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Fog and hidden terrain is functional (they
lack the visibility in circular way ).
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The objects "lives" in the map, currently,
they are simples and are moved of random
way.
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Movement of objects of cell to cell and with
an only state of animation.
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Engine is configured automatically depending
on the resolution, color depth and mode
(window or full screen) |
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IMPORTANT NOTE:
almost all the graphics used in above
screenshots
are test ones, made by programmers to verify
functionality, freeware graphics and some taken from
the FreeCraft project.
They don't reflect the
final graphical quality. |
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