Found a horrible bug which only affected people who downloaded the demo (everybody then!). Apparently Windows does not let you save files to the installed program folder, and unfortunately that's where I was saving a text file which holds the controls and the screen resolution information. The game didn't error when it tried to save the information, it just didn't save. So when you changed screen resolution, quit the game and restarted, it defaulted back to 1024x768.
This wasn't a problem when I was testing locally because I was the owner/administrator. Eventually figured out you can save it into the %appdata% folder, so I moved my ini files into this location. Hopefully this won't cause any problems for people with older OS's (eg XP, Vista etc.).
I also re-drew the inventory screen, looks much nicer now and fits in with the rest of the GUI.
Otherwise, feedback from the demo has been positive, thanks to everybody who has downloaded it and tried it!
Posted by r1ckparker,
19 July 2012 -
You lucky people! Get early access to the demo, available now on Indie City, the release date is still 2 weeks away but I want to get some feedback and find out what features people would like to see in the final version.
Posted by r1ckparker,
15 July 2012 -
I wanted to have a bit of a break from programming, so I decided to start promoting my game. I've set a release date and made a Facebook page, updated the web site and added a link on the 'Announcements' forum.
Any other suggestions as to where I can post a link to my game?
I've been doing a lot of bug fixing, it seems that every time I play the game I add another thing to my list of things to fix. I'm quite organised and I have a 'to do' list which I cross off every item I've finished but the list still seems to be getting longer!
I've added a 'look' function, if you hold down the right mouse button, you can look around using the mouse, in a 1st person view. Usually the view is locked to 90 degrees. The player will never use it in-game, it's just there as an added feature.
Posted by r1ckparker,
07 July 2012 -
Originally I planned for all the walls to be flat 2d polygons, with a plain texture placed on top. This means I don't have to worry about making 3d objects, texturing them, placing them in the world etc.
However my artist is amazing and he has made 3d models before. He has made some units which lock together and look really cool. Basically instead of a 'cube' to represent a wall, he has created a model. These models are duplicated and it was really easy to replace my primatives with his models.
It makes such a difference to have proper 3d, I might even implement a 'look' control which lets you look around (currently the view is locked to 90 degree angles).
I've just about got the magic spells implemented, all I need now is a levelling-up screen (where the player can increase his skills) and a shop screen, which will allow you to sell items you don't need, buy upgrades, new weapons etc.
I've spent this weekend updating the lighting and effects, I've added Normal Mapping to all the walls and it's looking good now. It took me a while to make it look right, either it was too dark or too bright but I think it's just about there now. These effects can be turned on and off by the player, in case they are playing on a slow laptop or something.
I've also noticed the dungeon is a bit 'static', there's not much movement. So I'm going to add some animated objects, things like torches, swinging chains, tapestries blowing in the wind etc. In the video you can see the 'torch' effect.
It's a flat polygon, which is rotated to the player, textured with a flame texture.
I've finished adding magic into the game, it's based on the character's current level, any character will be able to cast basic spells, but as you advance you can only cast higher spells if you invest in your 'magic' skill.
Magic spells are limited by points, so you can't go round the dungeon blasting monsters with fireballs! MP can be regained by drinking potions, eating certain foods or resting.
I'm not sure about how the player will select the spells yet, currently it's a menu where you can select from a list, but if the player knows 20 spells that might get a bit unwieldy! I will have to figure how the player can select their spells more efficiently. Note that everything is in real-time now, so more time spent navigating through menus is more time the monster has to hit you!
I've also been working on the title screen, there's a retro scrolly message down at the bottom for greetz! I'm happy with the way it looks and it fits the 'dungeon' aesthetic nicely.
I read about 5 essential tips from a guy called Reisuke Ishida who made a presentation at Game Developers Conference -
It's important to come up with a catchphrase that is 'easily recognisable', which in turn influences the game's direction.
Try to make elements like the menus reflect the core concept
Strive for controls that are as simple and as intuitive as possible.
Add a little quirkiness to the design.
Ask that developers consider basic questions like the player's environment thoughout development.
So I am hitting point 2 but failing on point 3! Back to the drawing board!
I decided to make a 'to do' list of what is still left, and I was kind of depressed to discover that I could list 18 items just off the top of my head.
So I'm making a start on some of these, which includes a title screen, logo and proper name. Up until now it has just been '3d dungeon' or 'my game' but now it's
Hope you like the logo. A nice, generic, inoffensive name I hope you agree. A quick Google search reveals no other games with that name, that's about as much in depth as I can go without a legal department.
I've been working on the combat, I've streamlined it to make it 1 character and 1 monster. It was getting too complicated, I had 4 characters and up to 4 monsters, trying to manage inventory and decide which character was attacking which monster was a headache.
I've put all the items into the game, all weapons, armour, misc items etc. Just need to finish off the combat and then I can start polishing and bug-fixing.
I've played Legend of Grimrock and it's exactly the same kind of game, it's very professional and mine won't be to that standard (unfortunately) but if I had the resources, that is the game I'd make. I highly recommend it, it's available on Steam now.