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6/11/2002 Screenshots: Screenshot 01 Screenshot 02 Screenshot 03 Screenshot 04 Screenshot 05 Screenshot 06 Screenshot 07 Screenshot 08 Screenshot 09 Screenshot 10 Screenshot 11 Screenshot 12 Screenshot 13 Screenshot 14 Screenshot 15 5/24/2002 screenshots: Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 Screenshot 5 Screenshot 6 Screenshot 7 Check out the following screenshots, taken from the 5/22/2002 build: Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 ![]() A sample image of what a dungeon might look like, minus the grid lines. ![]() A sword item. ![]() The first level tileset ... that's 256 tiles (though many of them are the same). And TORPG programmers, you need to get me more pictures asap (especially you, Stephen). And I think I'll run the dungeon generation program and grab a screenshot off of that to show how the tiles mesh seemlessly into a level. ![]() A very preliminary design of the interface. The large blank white space at the right is where the dungeon would go. In the bar at left, the top shows the player's name, experience level, dungeon level, some stats, etc, etc. Further on down you see the equipment and inventory: the player can adjust equipment by dragging the items between slots and the general inventory. To use tools stored in the general inventory, double click them. To view the in-depth stats of an item, right-click it. The bar on the far bottom left shows the items currently on the cell where the player is standing - most often, it will be blank. To pick up something on the dungeon floor, drag it from the Items on Floor box into the inventory. |