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IOTD: MagicLore
MagicLore
MagicLore, by Ashteth

Screenshot of my game: MagicLore. The gameplay is a cross between Heroes of Might and Magic and Magic: the Gathering. In other words, Heroes/Wizards summon creatures using spell cards during battle and fight it out using classical unit turn based strategy. About six creatures are animated and fully playable and a scrollable world map (not shown) is implemented as well. Most of the models I've purchased but all of the animation and music I am creating myself. Don't look for this game to be released anytime soon as this is one of those games that has been in development since time immemorial.

The game was originally developed using DirectX and then ported and re-written a year ago using a custom built object oriented Allegro wrapper. As my interest has increasingly drifted towards realtime rendering with OpenGL and I am otherwise full time employed, it seems increasingly unlikely that this game will ever properly be completed. At the very least though, I hope to release my Object Oriented wrapper for Allegro sometime in the near future. Self destructing bitmap objects anyone?

I'll post some screenshots of my new AllegroGL game in a couple weeks. Incidentally the AllegroGL game uses 60 ~ 70% of the same code, but does everything in beautiful realtime 3D. The Hi-res 3D models had to be scrapped for low polygon equivalents but the higher number of frames allowed by real-time animation makes the movement 100 times smoother. Interestingly enough, I have been unable to find low-cost low polygon models and have resorted to building and skinning my own. This of course takes a lot of time but isn't as difficult as you might imagine. It is of course, completely impractical to try to write music, build and skin models, animate and write all of your own code but hey I'm not really doing anything for the next 20 years...


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