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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.




Fyre's Domain 2002