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arka80's Journal


Age of Rogues WIP: Day 8 - Prototype completed!

Posted by arka80, 20 November 2014 · 681 views
rpg, roguelike, ageofrogues and 2 more...
Mission accomplished! http://public.gamedev5.net//public/style_emoticons/default/ph34r.png

Prototype of this game is finished, and this is yet a very great success for me.

As last feature I introduced dungeons (not really a roguelike without them http://public.gamedev5.net//public/style_emoticons/default/smile.png ). Dungeons are not the ultra-deep thi...

Age of Rogues WIP: Day 7

Posted by arka80, 13 November 2014 · 250 views
ageofrogues, roguelike, design and 2 more...
Another update, with several improvements, new contents and a couple of things with heavy impact on gameplay. Let's proceed with order:

Content milestone reached
The prototype's goal for content creation was to have 3 social obelisks (in order to complete a collection) and a Scientific one. I added Social Organization: Tribe (social obelisk) and Agricu...

Age of Rogues WIP: Day 6

Posted by arka80, 06 November 2014 · 398 views
ageofrogues, roguelike and 2 more...
It took me almost a week to put together 8 hours of coding, but I ended up with the core mechanic done: obelisks!

While coding obelisks, I had in my mind Sean Bean's Boromir whispering "one does not simply hardcode a feature like obelisks! "... he was right. Obelisks and their discover change almost every game stat, starting from the various characters o...

Age of Rogues WIP: Day 5

Posted by arka80, 28 October 2014 · 280 views
rpg, roguelike, ageofrogues and 2 more...
Some updates here: you can now grab things from the ground. Currently, you can grab mushrooms (if you have the ability "gather plants") and pieces of meat (if you have the ability "hunt for meat" and you manage to kill something, which is a big if ).
Grabbing food increases the food counter, of course.

Along with this, I fixed some bugs of minor importan...

Age of Rogues WIP: Day 4

Posted by arka80, 24 October 2014 · 293 views
rpg, roguelike, design, prototype and 1 more...
I could name this entry "Monsters & Items" and stop writing. But I will not. I like to explain. I found that keep these records is a really useful mental help, since it gives me close milestones and act as a sort of progressive brainstorming. Cool. http://public.gamedev5.net//public/style_emoticons/default/cool.png


Age of Rogues WIP: Day 3

Posted by arka80, 22 October 2014 · 271 views
rpg, roguelike, ageofrogues and 2 more...
Focus of this session of work was to define the gameover condition and manage the death and reborn of the character. Mission accomplished, even if in a very rough state.

There are two ways for die: one needed , which doesn't end the game, and one to avoid, as it's the real, classic, game over: you lost.

The good way is when your current character dies....

Age of Rogues WIP: Day 2

Posted by arka80, 20 October 2014 · 320 views
rpg, roguelike, ageofrogues and 2 more...
At the end of 8 more hours of coding I've got the following:
some refactor
gui system started
transition between world and area map
minimal area map generator
movement in the wilderness

And a couple of screenshots:



In th...

Age of Rogues WIP: Day 1

Posted by arka80, 17 October 2014 · 273 views
rpg, roguelike, design, prototype and 1 more...
So project has started http://public.gamedev5.net//public/style_emoticons/default/rolleyes.gif .
First I setted a working environment, with all the linkage and the bitbucket repo working, and an empty-black-screen exe, then I started some actual coding.
Where to start? I decided to go with the world map , with the goal of having something to put on screen...

Age of Rogues WIP: Day 0

Posted by arka80, 15 October 2014 · 290 views
design, roguelike, rpg and 1 more...
Yesterday I had a very nice (and productive) ideas exchange with some of you gdnetters, which can be seen here .
It was about an idea for a pretty unusual roguelike. Don't want to rewrite all the brainstorming here, only to start a dev diary for a prototype of the game.

Day 0 is about some sketches and the choice of the wip title. After a couple of idea...

RedBox v0.2, spawn and melee

Posted by arka80, 10 July 2014 · 407 views
roguelike, rpg, redbox, d&d
Things are going quickly, and after a few days from 0.1, I completed the checklist for 0.2. Woah! http://public.gamedev5.net//public/style_emoticons/default/cool.png

The main feature was the ability of the engine to create monsters, put them in map and allow player to slay them in melee. A spawn system was also desired. A single monster to begin with: g...

November 2014 »

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