Posted in January 1, 2010 ¬ 5:52 pmh.admin
Happy new year everyone!
I decided to put out an updated client… its very w.i.p. so there probably are several bugs and the content has no sense. But you can see the “raw skeleton” of the game emerging. Go to the latest build page to see the thing.
Yes, there is Kindisoft obfuscation… I’m evaluating the software, and f I like it, Ill buy it, and get rid of the “ad”.
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. (more…)
Posted in December 22, 2009 ¬ 10:34 amh.admin
I managed to make saving items work. Now when you pick up an item, a sword for example, from ground, and then go away from the area (or quit playing even) and come back, there is no more that itemon the ground. Well, I can hear you sneering… “of cource there is no item anymore, it was picked already”. Yep, I know this is elementary… but making this happen was much more complicated than it appearared in the first place. But now it works, so the game world is persistent… almost. (more…)
Posted in December 15, 2009 ¬ 12:10 pmh.admin

So, some weapon designs. Si vis pacem, para bellum
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.

(more…)
Posted in November 27, 2009 ¬ 12:31 pmh.admin
Oh, I have been so busy! Coding, graphics production, animation… and there has been lots of Library cleaning, among other things. (more…)
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. (more…)
Posted in November 13, 2009 ¬ 4:16 pmh.admin
Some more stuff to decorate dungeons: sargophagus, table, pottery, and stairs. The skull on the table will have a candle on top of it, its still in WIP state…

Posted in November 6, 2009 ¬ 10:47 amh.admin

Hmm... what kind of stoneware would match well with my new curtains?
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 game. And some of the stones turned out pretty good in my opinion. Im using very subtle blurred drop shadow to give softness and fake lightning effect to give items volume.
It takes me something like 5-15 minutes to create a single item like this, so its quite fast process. Anyone interested in short tutorial about my workflow & tricks?
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 the inventory, and it does its magic. You drag it, and the item follows. You drop it on other slot, or on ground, and the item goes where you want it to go. Your inventory never fails you, it always works well, fast and logically. Its easy to use, fun beautiful!
Well coding one is not as simple as using one, I may tell you…

I now have items in the rows and columns, and they go there nicely, and using items works in non-inventory mode. But dragging items in inventory mode is bit challenging. Yes, I can drag and drop them, but snappping to slots, and swapping item positions when one item dropped over another is missing. I tried couple of different approaches, but didnt get it work completely.
But maybe I’ll give it a rest now, and get back to it later. There are lots of other things to work on, no fear of todo-list getting empty anytime soon.