Posted in October 6, 2010 ¬ 12:38 pmh.admin
I have managed to arrange some more time to spend with the game development and things are looking bright.
I made a big refactoring round and I now have all item and NPC statistics in one place, so tweaking the game balance will be easy and … well easy. Perhaps fun even.
I also started working on [...]
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Posted in August 12, 2010 ¬ 9:43 amh.admin
I did some fast work on the castle tile set I found lying around some time ago, and they look quite good. I also created simplified version of the tree system – earlier one created trees dynamically using recursive code. Now I just have 10 different tree types, and the type used is based on [...]
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Posted in July 2, 2010 ¬ 11:18 amh.admin
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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Posted in April 20, 2010 ¬ 9:28 amh.admin
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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Posted in December 31, 2009 ¬ 10:47 amh.admin
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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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.
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Posted in October 23, 2009 ¬ 4:18 pmh.admin
You press i and the inventory opens. This is one of those wonderful Written in Stone things in computer rpg’s. Inventory is good, its filled with tiny pretty items that will help you go on and conquer the world in front of you. And it’s so simple to use! You just click an item in [...]
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Posted in August 14, 2009 ¬ 8:57 pmh.admin
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.
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Posted in August 13, 2009 ¬ 5:00 pmh.admin
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 [...]
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Posted in August 4, 2009 ¬ 3:21 pmh.admin
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, [...]
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