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Mobile RPG



Rumors of my death are greatly exaggerated (if not entirely unwarranted).

Posted by smo97, 08 November 2012 · 485 views

It's been quite a while since my last post. I am making progress, if slowly. Here is some of that progress.

Day/night cycles.
The game keeps track of time of day and, when outdoors, the ambient lighting adjusts to appropriate levels. Walking into a bed triggers sleep which will pass time. Sleep will reset spell cooldowns and recharge energy and...


Quick Update - Items & Skeletons

Posted by smo97, 19 April 2012 · 704 views

I haven't made a lot of visible progress recently -- I've been trying to nail down combat mechanics and item/equipment UI, as well as experimenting with some random dungeon generation.

I should have a substantive update ready within the next two weeks. However, since it has been a while, I thought I should post a couple of...


Spells, status effects, NPC conversation UI and new tileset.

Posted by smo97, 30 March 2012 · 1,065 views

Spells and status effects.

I finally got around to allowing the player to manually activate skills/spells. There are up to two rows of buttons across the bottom 5/6 of the screen that show the current selected character's skills. The appearance is not yet finalized, but the basic information is there: if the skill is available for use (enough...


Character classes and dungeons.

Posted by smo97, 04 March 2012 · 700 views

Progress has been slow but steady. A lot of work has gone to streamline the asset production process, and I think it's paying off.

Character classes

I bit the bullet and just animated the three additional character classes plus a snake-like monster. I'm getting faster at it, it helps that I can use existing sprites to build new ones from...


Preliminary gameplay video.

Posted by smo97, 14 January 2012 · 463 views

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After a long break from working on the game and a longer break from posting about it, I have some preliminary gameplay footage to show.


(Please excuse the graphical glitches, I'm sure everyone here understands!)


Some of the...


Artwork update.

Posted by smo97, 14 June 2011 · 188 views

I haven't had a lot of time lately, most of it has been spent on artwork. On the advice of my wife I toned down the saturation and I think it looks 1000 times better.

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I've started on characters and animations, which is much more difficult than drawing boxes. Here is my current laughable...


Fonts and incremental improvements.

Posted by smo97, 08 June 2011 · 268 views

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TL;DR

Graphics fixes.


Since the last update, I've fixed the visual artifacts appearing on the device/emulator. I originally thought it might be an alpha issue but after checking over everything that was not it. I went a little crazy...


Map Editor. Airplay emulator issues. iOS certs.

Posted by smo97, 30 May 2011 · 466 views

I've spent the past week improving the Map Editor. It's usability has improved greatly, but there is still a lot of room for more features to improve productivity with the tool further.

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The map editor now exports the map and tile meta-information to a binary format. Tile meta-data is read into the map...


Starting on a roguelike for mobile platforms

Posted by smo97, 21 May 2011 · 586 views

Inspired by the creativity of and deep gameplay behind many roguelike games, and the small population of tactical rpg's on mobile platforms, I've decided to start on roguelike-rpg for mobile platforms in my spare time.

I feel that turn-based is especially appropriate because, for me at least, it can be incredibly frustrating trying to play...





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