Wow, it's been nearly 9 months since I last posted here.
I recently started working on this project again. As always, life is annoyingly busy to the point where I barely get any time to work on anything. I continued work on the project until late May early this year, and got it to a very solid version. Here's a small previous of what it looked like about 2 days ago when I picked up the source code again.
As you can see, I fixed up the spell system, added NPC conversations (Created through an editor, allowing for branched chat and unique events to be triggered through the system) and changed graphical style... again.
Since then, I started talking to an old friend of mine who I'd given an early copy of my old d3d8 class to. Seems he spent a few months reading through the documentation and improving it beyond words, even fixing the old texture problem which always haunted me when I decided to screw around in dx8.
Thanks to that fix, I was motivated to do one of my fastest conversions yet. I ported over the new graphics engine and added a few neat features ready for a good few days of getting it into a usable state where I can begin working on the actual gameplay aspects again.
Although I should really be concentrating on finishing the porting of the remaining rendering routines from the old dd7 system, I couldn't help showing off with some text (with a subtle yet pleasing shadow) and dynamic shadows on the resources and players.
Here's what I have so far.
I'm pleased to say that this is the happiest I've ever been with my source code. There are some small underlying problems with the core systems, but nothing a pot of coffee and a weekend of destroying my brain with re-programming and debugging can't fix.