Just wanted to give a shout out to everyone in the DC homebrew community,
I've seen news and screenshots of Lynks all over the place recently and
its very cool. Just thought I'd do some linkage here:
dcemu.co.uk gave lynks its
own page now.
dcemulation.com original forum that got me going.
impetus screamcast
Nehe.gamedev.net know your roots people.
tronster.com the man responsible for most
of the serious design and coding of the engine, mad props to Tronster.
Someone from dcemu.co.uk repackaged lynks as an SBI file. Grab it from
Sbiffy!.com
And here's a quick status update because a lot of people keep asking me
what the game can and can't do:
The codebase is around 11,000 lines of code (cvs is messed up, don't try it
yet). It was originally a clone of Zelda, now its its own thing.
The codebase is C++ and very object oriented (done in the correct way,
not just OO for the sake of OO). Most stuff from the original zelda is
implemented (weapons, etc) else boilerplates are in place (for the monsters
for example).
THere is a map editor, though its written in VB6 and needs to be redone in
GTK or something cross platform (anyone want to help? I've never done GTK
before).
So here's what I'm looking to do in the near future:
Finish the dreamcast port, fixing the final small bugs left (mainly the palette
code and the input [diagonal movement is a bit messed up]). Then reintegrate
that back into the main codebase and we'll have 1 codebase for Linux, Win32,
MacOSx, and Dreamcast.
After that, the map editor gets ported/redone. I'd also like to increase
the size of the tileset from 16x16 pixels to 32x32. We're not limited to
8 bit color by any means, and having graphics that look more like the SNES
zelda would be very cool.
Also, the dungeon tileset needs to be completely redone as it has not been
changed from the original NES version (which is why that tileset is just
blank at the moment).
Also, gotta get the sound code working, music and sfx are a must. I've
found some great music licensed under Creative Commons off the late
openmusicregistry.org site (RIP), but I haven't come across anything
that would make a good overworld theme. If anyone has any suggestions
or would like to make some music, let me know, but it has to be Creative
Commons or equivilant.
Definately need to make the engine more scriptable. Its designed to
eventually be that way, but its not at the moment. True, the maps and
textures are loaded dynamically, but its not configurable without recompiling
the source.
Future ideas:
Different cool tilesets, lets make futuristic ones, etc. That would be cool.
Environmental effects like fog, etc. Also, 3d attacks (like homing missiles
or something)
btw... if anyone runs this in xbox linux, send me some screenshots, that would
be so sick.
OK time for philosophy paper. Thanks to everyone who has helped make this
happen, I can't wait to see where it goes.
-Dom
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