Archive for the ‘Game design’ Category

Production status right now looks good

I have been working on several things lately: Keyboard shortcuts for quickbar, adding  soundManager,  combat calculations based on damage/armor lookup table, item cooldown and  restricting map teleporting.

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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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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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