Monday 1 October 2012

Friday 28 September 2012

On the engine end I've been working on a "message system" between the game objects and the engine. So now I can send messages to the engine telling it to "shake the screen", "create a projectile" or "spawn x enemy" etc. The engine can also send messages back, if requested. So the object can request to get positions of the nearest enemies, or the player.

One of the other few things I've done is to include a way to show how much damage you have dealt, as well as damage taken. Also I started working on some different spells and "skill moves". I want at least a couple of each, to see how to structure the whole level/attribute/skills/spells/items system.

Oh I'm also adding two new enemy types.

Thursday 20 September 2012

I added a new enemy type and 45 degree slopes. Also as you can see below a skilled artist made me some new tiles and a background.
The new enemy type is a golem that looks exactly like stone tiles, until you come close enough. Then it crawls out of its hide, while retracting his arms and legs. When he is all set up, he starts picking up big stones from the ground and throw them at you.

The new monster could use some art (other then programmer art)

Also if I wasn't lucky enough, a guy offered me to make some music for the game. I've gotta say, I have a lot to live up to, as he is a really skilled artist. Check out his his soundcloud:
 http://soundcloud.com/broken-mug/tracks

Saturday 15 September 2012

Uploaded another video showing the implemented particle effects. Animated tiles came along the way too.






Also a little more info about the project:
I expect this game to be cross platform when (if ?) released , whatever it will come on android and Iphone too, I have not yet decided. 

Thursday 13 September 2012

I have been working on rewriting the collision for the past week, mostly to make it more flexible. I am finally done! Without getting to technical, this method allows me to have multiple "hit boxes" for each object. And each of the hit boxes can be fully customized.

Next step will be something much easier to do - particle effect when enemies are slain! Also I will try to introduce a new type of enemy with a completely different AI from the current one and utilize the new collision detection.

Friday 7 September 2012

Uploaded a short gameplay video to show some of the things that are already done. Enjoy.
This will be a blog about my current game project, which I right now call "the magic sword". The game is inspired by classic adventure/rpg/platform/action games like zelda, castlevania, megaman and many others. Here is a list of features that I would like to implement:

  • Fast and intuitive battle system
  • Classic rpg attributes
  • Items
  • Abilities and spells
  • Some kind of world map
  • Trading with NPC's
  • Various monsters/bosses 
  • Random level generator for "random encounters" on the world map
  • "Permadeath"?
What is done so far:
  • Basic "physics"
  • Basics of the battle system
  • Dynamic lighting (needs some adjustments)
There is plenty of work but I hope this blog will help keeping me on track towards the goal.