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View code. Information Players Contributors License. A major disadvantage of BitBucket is that it is difficult for potential contributors to naturally discover. The code and its accompanying documentation are a great source of learning, and I wanted to better share that as well. This project is where I personally make the majority of my open source contributions and I want my Github profile to reflect this. Information Website Forums Discord Wiki The website contains periodic project status updates, download links, and other information.
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About Hero of Allacrost: an open source role-playing game built with a custom game engine Topics game game-development role-playing-game game-dev open-source-game allacrost. Releases No releases published. Packages 0 No packages published. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window.
As a young child, Claudius was adopted by the Taolin family after the village he had lived in was raided by the Muabi, a tribe of natives, and his family murdered. The tale begins with Claudius on a mission with several knights-in-arms to unblock the water supply leading to the capital.
After doing so, they return to the capital to find it ablaze with evil demons overwhelming the castle town's defenses. Claudius and the returning party of knights rush to the battle and by a chance of fate, Claudius narrowly ends up saving the life of his king from a surprise attack. The demons eventually withdraw, leaving the town half destroyed with dead bodies filling every street.
A few days later the king addresses Claudius personally, informing him of an ancient legend which tells of a hero who will appear when their world is in peril. The king requests for Claudius to alone seek out this hero of legend to give their people hope. After an emotional farewell with his adopted family and his dear sister Laila, Claudius departs on his new assignment. Allacrost began not as a game, but as a short story which Tyler wrote in early June, Upon sharing it online on the AnimeSuki forums and receiving much unexpected praise, Tyler mentioned the possibility of using the story as a basis for an open source role playing game.
A small handful of interested parties contacted Tyler stating that they wished to work on the game he proposed. The initial Allacrost team consisted of 3 programmers, one graphics artist, and one musician, and the project's domain was registered on June 10th, This date is cited as the project's birth date. The deepest roots of Allacrost extend even further back to when Tyler wrote some ideas down in a journal for a RPG that he hoped to one day develop.
The fundamental base for the game's story as well as some of the core features available in the game come from this journal source. The initial team of five originally focused on deciding upon the feature set for the game. The team's project registration was approved by Sourceforge on July 26th, By the end of summer , a minimal amount of progress had been made with the code as the team discovered that their lack of experience in game development had greatly hindered the rate of development that they hoped to achieve.
On the programming team, much of the first year of Allacrost was spent discovering how to design a suitable engine for the game logic to run upon. The original team members also focused on choosing a defining style for the game's artwork, which was largely resolved by a talented artist, Brett Steel Safir-Kreuz , who joined the team in Fall Allacrost quickly had a wide selection of quality music thanks mostly to the arrival of Ryan Reiley Rain.
The team released the first screenshots for Allacrost on February 1st, [6] , which detailed a title screen and a simple map populated with sprites. Development on Allacrost was somewhat hindered due to poor choices in the software libraries that the engine was built upon. Much of the programming work done during this period involved researching alternative libraries and replacing the ones that did not meet the project's needs.
Engine development was the major focus for the programming team during this period. The much smaller artwork team worked hard to produce enough sprites and map artwork in order for the team to be able to release their first demo, while the sound and music team continued to build a comprehensive library of music for the game's soundtrack.
One of the difficulties the team faced during this period was the team itself; the team had grown to around individuals by this time, and managing the team became a difficult and time-consuming task. The third year of Allacrost saw its first release. A tech demo version 0. The tech demo featured a single map, a small number of NPCs, random battle encounters, a basic but functional battle system, and a simple party menu interface.
After achieving this milestone, the team set their next goal on expanding the content and features of the demo.
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