Categories
Development Games Post

Yaay Death and Stuff

So while it’s only 2 new tasks complete, there’s 2 more that are 80% there and others are planned out.

Here’s a recap of new stuff:

  • PCs and monsters now shoot and damage each other with functioning ranged combat!
  • PCs can die!
  • Monsters can die!
  • Monster spawner behavior is 90% there
  • PC equip-able items / attacks are close to being there.
  • New portraits are almost done.. then we’ll have 3 different PCs
  • Project title finally announced:

And Here’s a new Screenshot showing some of the things that you can see:

Categories
Post

LOS Targeting

Minor but important progress. Holidays (and Skyrim) were not as conductive as hoped to progress.

Map entities (monsters and PCs) now scan for the nearest visible targets within their field of view and as within LOS on the level map.

Monsters now have a new behavior available on spawn which is to start stalking a Random PC.

The goal is to have several behaviors available for monsters to utilize what cna be mix and matched during levels.. (patrolling.. random walking, waiting,) and then have events and triggers switch them out asin-game events etc..

Next up.. either monster spawners or starting the prep work for combat mechanisms.

 

Categories
Code Development Post

More Progress

Good progress.. A little slow.. but progress nonetheless.

PC icons (as seen below as the Tokens with Wizard faces on them) can now be selected, and told to move to proper spots on the map and assigned a facing location.

Also good progress on the whole monster spawner Behavior.  Still some thinking to be done on how to do some of the details but I must say it’s really nice to be making tangible progress again.

Categories
Post

Progress Update

Categories
Art design Post

Third Time tis the Charm

Ok, needed a bit of a fresh mental break from typing and numbers for a day or two so I started the beginning of the large pile of character protraits that I’ll need to make (somewhere between 10 – 50)   That’s the joy of doing things as an indie developer.. I can put on whatever hat I want to today.  Granted at some point I’ll have to put on the businessperson hat and then it’ll not be so much of a joy.. and when time comes to put on that 400lb steel and barbed wire hat labelled accounting I’m sure it will be no fun at all.  But today… today I’m wearing a paint spattered cartoony beret.

Oh and I also got a large chunk of the UI implemented.

Looks a lot like yesterday’s post?  Well it should.. except this one works and lets you scroll the map etc etc.

 

Categories
Art Code design Development

Daily Progress update.

I know… updates two days in a row??!  What madness..

Manged to get A* following objects to automatically turn and adjust their facing while maintaing their portrait’s orientation.   Also increased the basic map tile size by one so things aren’t as cramped.  The remainder of the evening was spend working on the following Mocup UI:

As you can tell I’m targeting a baseline 1280×768 resolution.  (obviously.. doesn’t everyone count the pixels on every image they see?)  The different thing is that designing for widescreen (6:9 / 6:10) and then making it work in old school 4×5 instead of doing it the other way around, lets you make some design decisions that you usually probably wouldn’t do.   With Widescreen you can essentially forgo the old L shaped UI frame and just settle for a thicker | shaped sidebar.. and still have plenty room left over.

I think we’ll be seeing more and more of this as the old 4×5 proportion fades into obsolescence. ..

Categories
Art Code Development

The Fall Season!

Whoa.. after what feels like an absolutely morale crushing infernal heat wave that has more or less sapped all willpower for the last several months… it’s time to get the show back on the road.

Here’s a peak at what’s been worked on.  More details as soon as I get more gameplay things put in.  And after a break to Javaland  it’s back to good ol TGB.  The upside is that things make so much more sense now.   Many more thoughts on the matter later on.

Categories
Development Games General Post

03/03/2009

Well, some development progress.

The in-game map now reflects a proper mow branching randomly generated maze based on Prim’s Algorithm, the trickiest bit was adapting it to do without proper arrays Toquescript is a bit funny about that. After that, I created a basic start for a tileset etc etc and got it rendering properly in the engine.

Alpha 3 screenshot 001
Alpha 3 screenshot, Doors!

Tonight I got the tilesets to properly interpret the door and trigger tiles and render the proper animated tiles for them (after creating said animations of course). Spent a little time trying to figure out why shooting seems to crash the game on the tile based level but didn’t get much beyond making it not crash.. but not showing the shots either..

Alpha 3 screenshot 001

So that’s the next step, and after that activating the triggers and shutting the doors to indicate the start of a wave of enemies.

On the webby front, some minor tweaks galore to the theme with some more changes planned. Over the weekend I put up the site www.wenderflonia.com for GFW and she’s putting it to great use already.