scott hamm - Hidden Evil
 

Scott Hamm
Instructional Learning Consultant
hamms@umich.edu
Hidden Evil

Creature Gallery
(with animations)

In order to learn Flash Action Script 2.0, I set myself the task of creating a fully functional turn-based, party-based fantasy role-playing game of a kind commonly produced in the late 80's. Upon starting this project, my knowledge of scripting consisted solely of the if/else statement.

My goals, explained in detail below, included: varied character classes, an inventory, an interactive map with doors and containers, multi-option combat including melee, ranged and spellcasting, and reactive enemy AI.

I've decided to leave this project at the demo stage. Play slowdown after exploring a few rooms, which if much more territory were added would make it unplayable, has convinced me that Flash isn't capable of handling the game as I've scripted it.

RULES PAGE
PLAY GAME - Flash Player required



The following features are included in the Hidden Evil combat demo:

Varied Character Classes
> 4 distinct character classes with weapon/equipment restrictions
> class-based skill options

Inventory
> interactive inventory
> looting of containers
> multiple option player interaction with containers, ie. Pick Lock, Bash, Try Key, etc.
> random loot generation from tables
> automatic post-combat tallying of gold and experience

Interactive Map
> multiple display options, ie. toggling combat grid, spellbook, combat queue
player-defined shortcuts
> paper doll style inventory system with basic equipment (ie. armour, weapon, helmet, shield) graphically updating on character

Enemy AI
> pathfinding and obstacle avoidance
> multiple, prioritized behaviours, ie. archers who flee if approached, or switch to a melee weapon, spellcasters who cast Heal if allies are wounded, or an attack spell if not

Graphics
> vectors based sprites with the following animations: rest, dodge, hit, attack, stunned, dead, and two different spellcasting when applicable
> randomized features, colours and weapons for some units. Bandits for instance have randomized hair colour, or no hair, random weapons, beards and the occasional eye patch.

 
back to top