Archive for the ‘Game design’ Category

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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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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Map of the World

I made a world map test. Not sure how to incorporate this to the game, but now that I have a map, Im sure I’ll figure out how to use it =)

I find that having maps like this trigger imagination and you sort of “find” the story with no heavy effort.
[edit] Well hmm, yes, maybe [...]

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RPG Quest system – Fun in so many ways!

I have made good progress with the project. Item saving now works well, and I managed to create a quest system in a very short time. Here is how it works:

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No more heroes (with missing weapons)

Yes!
I got the saving and retrieving inventory items to work finally! Hooray! There are some tidying up still to be done, but in practice I now can trust the system to work well.

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is (b)ag new (i)nventory ?

I _finally_ got the inventory system working. There still is small bug, but its usable now.

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Fortunately death is not permanent here

Now that I have (more or less) fleshed out the base game mechanics (moving around, area changing, basic combat) its time to focus on one of the most crucial aspects of gameplay: Death.

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Keys

I added a locked teleport/key feature. It’s still bit limited, but makes good addition to feature list. Any item class can be set to be a key to a teleport instance, so for example you could set  BlueKey to to be key item for teleport01. Then when player steps on teleport01, a check is made [...]

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Never ending Dungeon

After little rest, Im back on the project. Next big thing to do is to make the whole area system completely dynamic, so I can have multiple “campaigns” using the game system.

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Alpha release nearing…

I have been crashing bugs and cleaning up stuff so I could release first sneak peak version of the game engine. There is still some work to do, but hopefully I get the thing out next week.

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