Archive for the ‘graphics’ Category

Progress progress everywhere

Well suddenly I have been doing lots of progress, and the game is feeling quite complete now, featurewise. I have added several sound effects, some new monsters, And I’m in middle of finalizing the User Interface.
There will be  weapon stats and armor stats shown in the UI, so one doesen’t need to guess too much [...]

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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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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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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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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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Character portrait & blending grass and rock

I couldn’t get sleep another night, and did’t have access to coding stuff, so I decided to do something different. Firstly, I tried making alpha blending to ground textures. I wasn’t sure if it is doable in flash, but it appeared to quite possible, if not straightforward.

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I found a Castle!

I was randomly going through my old backup files and found nice set of simple castle wall graphics. They were made for a tile based engine,  as a proof of concept.

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Would you like to know more?

What’s the use of having different weapons, if you cant find out the differences? Giving player needed information is vital for good game playing experience.

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