Description:
An engine to ease 2D game programming. The engine is currently based on tilemapped maps and objects for all characters. It will be developed parallel to TinyQuest.
Title: TinyQuest
Description:
TinyQuest is based on ideas which are part of the 300 project by squidi. It will also use the graphics provided by squidi (and others) aswell under a cc-license.
I will toss in a lot of own ideas into the mix to make it more like I want it and unique. For starters the point-of-view will be top-down, which always fits better to an RPG than side-view.
In short TinyQuest will be a sim-like game. Adventurers will be running around, picking up quests, leveling & gearing up, exploring new terretories and so on. The game will most likely be multiplayer, so that you can connect with your friends to let adventurers group up (or even PvP!). There will be a limit of how many adventurers are actually available. The player won't have direct control over the adventurers, but can do that indirective like "hinting" the way they should spec (mage-talents for example), what items they should look for, what attacks they should use and so on. The game will be expandable, meaning that after it's "finished" it will get expansions for new content. In certain ways it might be a little connected to the new Final Fantasy on the Wii (which I never played, but I read some articles after I started on this). So similiaritys are coincedences

The game will be a little slow-paced, because it is meant to run in the background while surfing and doing other things. Not sure yet which direction I'll go, but the fact that I limit the screensize should give you an indication. Just think of it as a "virtual pet", just more deep and rpg-ish I guess.
Progress
At the moment the engine supports map-reading, controlling different characters over different maps at the same time, collision detections between objects and objects / objects and map, animations, waypoints and so on.
The game doesn't do a lot yet, but as a test I created two skeletons which use a waypoint system to move. If they collide the game exits. Next step will be to let those two skeletons fight if they collide.
Screenshots

A screenshot of an early build
Open Source
Both MaxEngine and TinyQuest are opensource. Both are written in C# XNA. You can track the project on
https://sourceforge.net/projects/maxengine
You can also download an early build seen in the screenshot to try out or compile the latest build yourself

Oh, and the code might be a bit sluggish... But that's the price of looking at opensource c#

As soon as the game/engine progress more it will gets it own forum of course.