RPG game + LED pixel game system hardware
Posted: Thu Oct 11, 2012 10:21 am
I am working on making an RPG game. It will be kind of like the old Zelda games; overhead view, attack with a sword, although I will add more attacks like ranged and magic later. The game will have an emphasis on being able to modify it (it could be a game engine.)
Anyway, I'm starting with little features until it is up and running (I don't even have an LED display coded in yet.) The first version of it will have 1 8x8 matrix and will have at least 2 players, more if I have enough pins. Everyone will have a basic sword attack (a sword appears in front of them) which will hurt anyone it touches. So the first version will be a small death-match type thing to make sure it all works.
I have certain hardware in mind, please notify me if there is something better I could use, or a problem with what I have listed
Hardware:
*Arduino uno microcontroller (brain)
*small bi-color displays (a lot for bigger displays)
*595 shift registers to run the display with only 3 pins
*darlington transistor array arrays for current sinking
*4021BE shift registers for player control input buttons using only 3 pins
*4 (maybe more) LCDs and potentiometers to use with them (the LCDs will need some kind of thing such as a shift register to limit the pins used by it
*tact buttons
Anyway, planned updates: (currently all I have is basic movement and sword attacking ability, not even a screen)
*a bigger display, 16x16 per player ( 4 16x16 displays)
*a bigger display, 64x48 non-scrolling screen (same as map size)
*3 color display (red, orange/yellow, green)
*bigger maps and the game screen scrolls with the character
*ability to split the screen into 2-4 smaller screens that scroll to each character
*more maps and movement between maps
*special objects
*4 LCDs, one for each player to display score, health, npc dialog
*npcs
*quests
*npc movement
*enemies and enemy AI
*currency/money
*experience/leveling up
*items/powerups
*something to do for levels
*player houses?
*marrying?
*friendship system?
*saving
Code: alpha 1.00 Fully functional but mostly bare maps, shield and sword attack actions, tested player support up to 2 players, untested 4 player support, no menus, map warping, green and red map data (you can move through green data.)
Adventure alpha 1.00
Anyway, I'm starting with little features until it is up and running (I don't even have an LED display coded in yet.) The first version of it will have 1 8x8 matrix and will have at least 2 players, more if I have enough pins. Everyone will have a basic sword attack (a sword appears in front of them) which will hurt anyone it touches. So the first version will be a small death-match type thing to make sure it all works.
I have certain hardware in mind, please notify me if there is something better I could use, or a problem with what I have listed
Hardware:
*Arduino uno microcontroller (brain)
*small bi-color displays (a lot for bigger displays)
*595 shift registers to run the display with only 3 pins
*darlington transistor array arrays for current sinking
*4021BE shift registers for player control input buttons using only 3 pins
*4 (maybe more) LCDs and potentiometers to use with them (the LCDs will need some kind of thing such as a shift register to limit the pins used by it
*tact buttons
Anyway, planned updates: (currently all I have is basic movement and sword attacking ability, not even a screen)
*a bigger display, 16x16 per player ( 4 16x16 displays)
*a bigger display, 64x48 non-scrolling screen (same as map size)
*3 color display (red, orange/yellow, green)
*bigger maps and the game screen scrolls with the character
*ability to split the screen into 2-4 smaller screens that scroll to each character
*more maps and movement between maps
*special objects
*4 LCDs, one for each player to display score, health, npc dialog
*npcs
*quests
*npc movement
*enemies and enemy AI
*currency/money
*experience/leveling up
*items/powerups
*something to do for levels
*player houses?
*marrying?
*friendship system?
*saving
Code: alpha 1.00 Fully functional but mostly bare maps, shield and sword attack actions, tested player support up to 2 players, untested 4 player support, no menus, map warping, green and red map data (you can move through green data.)
Adventure alpha 1.00
Code: Select all
Look on page 3 for code