Project Migrant

Project Migrant was worked on as a side project during my first year of University. The idea of the game was heavily influenced by Dwarf Fortress and Minecraft. The game was never finished, however a considerable amount of code was written to create quite a comprehensive world generation algorithm for a dwarf fortress style world, along with generation and customization of expedition members. The idea of the game was to choose a region with which to settle with your 5 starting expedition members, and survive off of the natural resources of the surrounding regions. Eventually, new migrants would come to join you, and you would also have to defend your settlement from creatures and opposing factions. Below are some screenshots of what was produced. The game was coded in C# using XNA Game Studio 4.0.

The game's title screen. Only the start and exit buttons are functional.

The world generation screen. Each region is represented by a tile and can be selected with the mouse. The arrow keys can be used to scroll around the map. Each region has a terrain type, and a breakdown of the resources it offers. Here, the player chooses a location to settle.

The game then generates five random characters. The player is free to specify what skills he or she wants them to have, and the role they want them to play in the expedition group.

The main game screen. This region is a swamp region and contains only a few resources. The message screen at the bottom would be used to alert the player of important events, such as the arrival or death of migrants, or analysis of a battle between a migrant and a hostile entity. The buttons on the bottom right would be used as a world map and a menu screen, respectively. The panel on the right can be used to scroll through and select migrants, whose details would be displayed in the box on the bottom left corner. You can scroll around each region using the arrow keys, and move to another by clicking on it's name as it appears when you reach the edge of the current region.

 A desert region, containing some materials such as ore and stone to be used in crafting and construction.

 A lake region to supply fresh water.

The game itself still has some glitches and errors that cause crash to desktop, mainly on the world generation and region selection screen. Code and executable may be uploaded here at a later date. All placeholder graphics used credit to oryx of TIGForums.

PMEditor

The game was also being produced alongside a small editor program. All of the game's skills, items, weapons, armour etc. are read in through .pmf files, which can be created by using PMEditor. From here, it is possible to load, save, create and edit list files that contain information on skills or items. This was being produced to allow for easier development, but also with potential for user created content, to an extent. Below are some screenshots of PMEditor.

PMEditor's main control panel. From here, different forms to create different lists can be opened.

The SkillEditor window. Each type of list is specified within it's file, so the skill editor cannot load an item list, for example.





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