Archive for the ‘User Interface’ Category

Shopping in progress…

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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Castle in the pine woods

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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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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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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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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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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You press i and the inventory opens

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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Fire

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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Peek to poses

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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More Loot!

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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