Archive for March, 2010

Swing the sword, climb the mountain

While playtesting the game lately, I had noticed that the combat was bit boring, so I decided to try different approach. Instead of relying to automatic melee based on weapon speed, I set up an action based melee system. So now you need to “swing” the weapon yourself, by pressing the quickbar slot (  I [...]

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Map teleporting and gifts from strangers

I have made nice progress again. I implemented an  item transfer to the quest system, and I also have a world map teleport functionality up.

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Concept art, as in “real games”

I have been suprisingly productive lately. First I created those funny monsters  (check previous post), then I whipped up a Bog Imp, flying insect-like thing in mere seconds (well, it did actually take bit longer, to tell the truth) and now I have created a beautiful ghost mage lady.

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Ooze Monsters

I did some fast tests for a green slime / oozemonster and it appeared good, so I did some other “crazy” monster designs also.


Funny looking stuff. I’ll make them move relatively slowly and deal A lot of damage… so they are easy avoid – unless you get caught on [...]

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You feel someone is watching you…

In the latest build I just uploaded I am testing Google Flash tracker to get some metrics of player behaviour. This is just testrun, and only thing I’m tracking is dungeon rooms entered. But just that information can be valuable when fine tuning the game.

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Grunt

I had a small break in the development, but Im back again. Last night I fixed most of the combat bugs. I also have created a male player graphics. Not much clothes yet, but on the other hand, he will be going to hot places beneath ground. So no need for fur, really.

I’ll post new [...]

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