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H-World - Screenshots

Dungeon with light sources
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11-Jan-05: The engine now supports static light sources. This screenshot shows a dungeon branch with statues and some simple light sources.
Castle cellars, level 1
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05-Jul-04: The castle cellares got new walls, and the rooms got additional furniture. This screenshot features the female PC image and her brave and reliable companion, a mule. Also, the UI has been cleaned up a bit, numbers are now nicely aligned in colums and the item and attack selection is better visible now.
Marketplace area of wilderness level
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05-Jul-04: The marketplace got a new fountain image and new plant types have been added to the wilderness.
Castle cellars, level 1
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22-Sep-03: The first screenshot after starting the migration to 128x128 pixel tiles. It features the castle cellar level 1. It also shows the new doors and the new nine part walls - walls are now assembled from nine subtiles per square which obstructs less of the players view and allows to have nicer wall junctions. Also the rooms are slowly being stuffed with furniture. Unfortunately not all of the old 64x64 tiles are yet replaced by high-quality 128x128 tiles yet, and thus some things just use slightly reworked double-scaled 64x64 tiles.
Dungeon map

23-May-03: A level map type overview page has been created.

Inventory 1
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12-May-03: Inventory and body view. It reflects the body structure. The H-World engine can deal with any body structure as long as it is a tree-like structure (no cyclic connections of limbs).

This screenshot shows a human player. The largest area is used to display the body and the worn/held items. To the right, the inventories of belt and backpack are displayed. If the player wears more items that can store other items, all inventories will be displayed at the right side. The big box in the lower area reflects the ground, and shows all items lying on the ground where the player is standing. Items are moved using drag&drop gestures.
Inventory 1
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12-May-03: Inventory view with item being inspected. Items automatically get inspected if the player moves the mouse pointer over them.

There is an inconsistency in UI handling here. Most of H-World/The Jungle is purely keyboard controlled, but the inventory UI (as well as the trading UI) is mouse controlled. I'm not quite sure how to solve this, mouse control seems to fit best to this kind of graphical inventory.
Further improved wilderness
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16-Dec-02: The further improved wilderness from H-World 0.1.4
The planes now are slightly hilly with sunny and shadowed sides.
Rooms and tunnels dungeon type
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15-Dec-02: The new rooms and tunnels dungeon type from H-World 0.1.4
New wilderness
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20-Oct-02: Changed and improved 'wilderness' level type.
New caves
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20-Oct-02: A screenshot of the new caves.
Garden
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15-Jul-02: A screenshot of the 'garden' level. Created by a different parameter set for the 'house' level generation algorithm. Also nicely showing the new, tile-less lighting and featuring our new heroine player character.
Village
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11-Mar-02: A first try of a town/village generation algorithm. The plains outside the town have gotten two sorts of grass now, and some type of dirt fills the area between the houses. Of course more different types of houses are needed, this was just a first test.
Plains and forest
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21-Dec-01: A first try of a basic plains and forest generation algorithm. This screenshot displays the forest plains at night. From all screenshots, this is my favorite so far!
Castle
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17-Dec-01: A first try of a basic room generation algorithm.
Cave 2
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25-Oct-01: A second screenshot of the random caves but with a different image set.
Cave 1
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06-Aug-01: The very first screenshot at all. It displays the results of the first random cave generation algorithm. Basic lighting and field of fiew code was already working that time. Not really impressive, but a good point to start.

Hansjörg Malthaner - Fuggerstr. 1 - D-70563 Stuttgart - E-Mail: hansjoerg.malthaner@gmx.de

Last modified: Tue Jan 11 14:27:47 CET 2005