Sunday, January 20, 2008

Week 29: More slimes, with reactions and attacks

I added a couple more battle features and cooked up two more test enemies to demonstrate them.

First, by popular demand and to honor video game tradition, red slimes. They react to the player's presence by attacking when you get close (rather than acting randomly as the original ones do).

Then I started adding the capability for combat creatures to "shoot," which encompasses short-range attack moves as well as projectiles. Demonstrating that, we have yellow slimes who make a sparky-looking attack but have no relationship whatsoever to Pika***.

(The shot should be aimed at the player, but it isn't yet. And I have more work to do getting the collision detection right, and the configuration data setting is a mess and needs to be cleaned up, but I'm out of time for this week.)


Dev 3: More Slimes from Griffin Knodle on Vimeo.

Wednesday, January 16, 2008

Week 28: More basics, now with knights

This week I got some good things done behind the scenes (i.e. they won't be obvious from the video, but they were important). The big one was tracking each character's orientation and using that in evaluating hits. The upshot of that is that now you have to actually run into the enemy to attack (rather than before where the slime would get hit even if it ran into you from behind).

I also created a second test enemy to show off the orientation functions: a knight, which you have to attack from one of the non-pointy sides. =)

(Also some small fixes, such as the slimes no longer killing each other.)

New video:

Dev 2: Knights from Griffin Knodle on Vimeo.

Tuesday, January 8, 2008

Week 27: Battle basics

I've been working on getting the basic battle system up and running. Right now, it's got endless hordes of cute slimes that you can fight (any resemblance to dangos is quite unintentional). One quirk is that currently they can hit each other as well as you. Oops.

I've also partly made spawn points -- spots on the field that generate new copies of enemies (hence the endless hordes). I still need to make them configurable for type(s) of enemies to spawn and conditions for spawning.

Feels like things are going slowly, but I have a good feeling that I'm setting up a good foundation that will let things go quickly once the basics are done.

Finally, I'm semi-proud to present the very first video of this very early stage of development:

Dev 1: Endless Slimes from Griffin Knodle on Vimeo.

Saturday, January 5, 2008

Week 26: Vision of the Golden City

(Late post here due partly to someone putting a backhoe through an important cable, knocking out the neighborhood's phone / DSL -- although to AT&T's credit, they had it fixed in just over 24 hours.)

Without further ado, the new and probably final title for this game:

Vision of the Golden City

In a certain country, many of the children start developing unusual powers as they approach adolescence, gaining powerful fighting skills and other abilities. This always begins with the children seeing a vision of a mysterious city of gold, opulent but empty under a hot sun.

The country often comes under attack by monsters or other nations seeking the power of the city, but the chosen warriors are always able to defend it. It seems as if the Golden City gives the children however much power they need to defeat any challenge.

However, many of the chosen children have noted that they change in strange ways after receiving the power of the city. They no longer feel themselves and some feel separated from the very people they are protecting. What is the truth of the Golden City and its power?

*****

The main character and her childhood friend are two of the newest group of chosen children. As they grow in power, Friend begins acting strangely, desperately seeking still more power because he thinks that he needs ever more to be able to protect the people. The main character will have to discover the truth about the Golden City and her world in order to save her friend and maybe more.

One helpful aspect of this plot is that the middle can be expanded or shrunk a great deal depending on how much time I have to put into it. There's a whole general arc -- exploring, fighting off dangers, gaining power, and Friend losing it -- that can take up pretty much any amount of time and attention, although it will become less effective if it gets too short.

This story takes place in the setting of Last Ancient, but some time earlier than that story. I was having trouble working out the details, and I clearly wasn't going to be able to do justice to the story I wanted to tell in the time frame I had, so it made sense to drop back to a simpler story. (Which is rapidly gaining complexity from some ideas for story elements that I've thought of and quickly gotten attached to. Oops.)

Even if I keep things simple, time is still very short. I think there's a good chance that for the contest I'll do something simpler still: a battle-only game with the battle system fully developed, and basic power development tacked on, but no plot, and with areas, enemies, abilities, etc. likely to change for the real game. My goal in this case would be to make a complete, fun game showing off the battle system, and post-contest filling it out into the complete game I have in mind.

OK, enough blogging for tonight, time to go do some more stuff.

Wednesday, December 19, 2007

Week 24 -- Basic fighting and more


I have a longer post to make at some point, but for today it's past my bedtime. This last week I got obstacles to block you and created a test enemy for you to bounce off of.


This dialogue window looks cooler than it is -- it's totally hacked together and hard-coded. Just a prototype.

I'm thinking about changing my concept for the battle system significantly. This is mostly because I've been on a kick with the old Ys games lately, and I'm intrigued by the idea of running into enemies to attack them. (But I'm not going to use the Ys combat rule of off-center = you win, head-on = you lose. I suppose that's a decent player skill mechanic, but it's just zonky.) I have a couple of ideas that I'm waffling over that I'll post more about soon.

(Digression: I can't believe that I've gone all this time without playing the Ys series. Oh wait, I remember why: My only previous experience with it was with renting Wanderers from Ys on the SNES, which by all accounts is the black sheep of the series. I quickly decided it was insanely difficult and not that much fun and resorted to a cheat code to plow through it. I did try Ys I briefly, but I think I ran directly out of town, died immediately because I didn't know the zonky combat rule, said, "Wow, this sucks," and forgot about it. Oh, little did I know!)

Coming as soon as I'm not too sleepy to write about it: New plot, new title, battle system ideas, and the lesson I learned recently. And a video, if I can get a decent one captured.

Saturday, December 15, 2007

Week 23 -- First look (ahem)

Brief and belated post from last week here. I've started on the game proper, and so far have the player running around and facing four directions. Woo! She's not bumping into trees yet, though; I'm missing something with the tiles.

More news to follow soon. For now, I'll leave you with the very exciting very first screenshot of the real game, with very pretty stick-figure/scribble placeholder art.

Tuesday, December 4, 2007

Week 22 -- Nothing, nada, nashi

Nothing happened last week. Too busy.

Well, I did have a general idea that I'm liking a lot. I may put my Last Ancient story idea on the back burner for now and instead make a game with a much simpler plot, in the same world and setting. Same gameplay design, but a smaller scope that I'll be more likely to actually finish for the contest (without having to totally butcher the story idea that I've gotten attached to).