warning, sharp objects
So, some weapon designs. Si vis pacem, para bellum
Read the rest of this entry »So, some weapon designs. Si vis pacem, para bellum
Read the rest of this entry »What actually is going on in the picture is that I took a screenshot of the game, and then imported it to Flash IDE, so I can interactively adjust decorative items color scheme to pre-existing materials. Those chairs need more detail, but they will be good enough to be used in demo version of the [...]
Read the rest of this entry »Today I switched to artist mode and made some concept graphics for shields. Some of them turned out pretty nice, and are ready to be imported to the game assets. Swords and other bladed weapons seem to be much harder to make, making a convincing steel is not straightforward, because weapons are animated, so painting [...]
Read the rest of this entry »Although I have had very little time to spend on the project, I have made good progress. I have introduced several new features to the engine, and everything is starting to come together. It is actually starting to feel like playing a game. Marvellous!
Read the rest of this entry »I did some preliminary spell coding. For fire effect, I found an exellent example in depths of web, in Mike T. Henderson Blog. I converted the example to as3, did some integrating to the engine, and result looks quite good.
Read the rest of this entry »In a comment to an earlier post, Callan kindly suggested a timesaving tip to speedup animation process. This gave me idea to show a timeline snapshot, so you can get idea of the animation level I am aiming for:
Yes, it is getting quite complicated… and to add some more complexity, one needs to consider framerate [...]
I have been on summer vacation, and travelling, so i haven’t had much time to code. But now I’m back =)
I’ve been working on area loading and saving. Saving is not complete yet, but I probably get it ready quite soon. All collectibles (items that can be picket to inventory) and npc’s will be saved, [...]
Well, sometimes the code just writes itself, nearly. I have made good progress, and now all collectibles (potions, etc), npc’s and containers (like chests) all come from area data, which can easily be manipulated, and will be easy to create from editor mode of the game also.
There is is also basic alertbox that can be [...]
Just a fast post with latest screenshot from engine…
Looking fairly good, considering everything is pretty much in wip state…
I’ve been working with game inventory system lately. Nothing groundbreaking, just typical rpg inventory. Here are the specs:
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