The Adonthell RPG
Back in my pre-Loki days, I was an embedded systems engineer. Instead
of spending my time writing code, however, I wasted away my days filling
out paperwork about how the code was supposed to be written. Software
engineering at its finest. Put simply, it sucked. I wanted to play with
bigger projects so that I could improve my coding skills and learn a few
tricks. At the point where I joined Adonthell, my skills need the help.
Adonthell is your classic example of a tile-based RPG engine. For
anyone who has played tile-based RPG titles in the past (Final Fantasy 1,
the Ultima series, and whatnot), you'll feel right at home with the basic
mechanics of Adonthell. There are a lot of features in the engine, such
as Python-based behavior scripting for NPCs, multiple layers to the map
display, and a window system for dialogs. All in all, it looks like a
very promising project.
My contributions weren't too spectacular, but I had a lot of fun
doing them. Other than writing the audio system for Adonthell (sound
effect playback and playing background music), I just did little bits
with the cutscene and graphics engines, as well as some documentation.
I was really happy about sticking sound support in the game, since the
project contains a lot of high-quality original music.
You can see more information on Adonthell here:
Adonthell's main web site
Adonthell's Sourceforge site
Adonthell at the Linux Game Tome
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