Posted in March 9, 2010 ¬ 10:28 amh.admin
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.
Read the rest of this entry »
Posted in March 3, 2010 ¬ 10:55 amh.admin
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.
Read the rest of this entry »
Posted in January 21, 2010 ¬ 4:36 pmh.admin
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 [...]
Read the rest of this entry »
Posted in January 19, 2010 ¬ 4:24 pmh.admin
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:
Read the rest of this entry »
Posted in January 15, 2010 ¬ 2:23 pmh.admin
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.
Read the rest of this entry »
Posted in December 11, 2009 ¬ 12:40 pmh.admin
I _finally_ got the inventory system working. There still is small bug, but its usable now.
Read the rest of this entry »
Posted in November 16, 2009 ¬ 6:06 pmh.admin
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.
Read the rest of this entry »
Posted in October 19, 2009 ¬ 4:47 pmh.admin
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 [...]
Read the rest of this entry »
Posted in September 24, 2009 ¬ 2:55 pmh.admin
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.
Read the rest of this entry »
Posted in September 4, 2009 ¬ 1:04 pmh.admin
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.
Read the rest of this entry »