arka80's Journal

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Italy
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22 entries
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arka80
May 20, 2016
Let's make a Survival RPG

[color=rgb(0,0,0)][font=Arial][background=transparent]So I'm coding a survival rpg (uh, seriously? pretty original...). Well, at the beginning I didn't know of the survival element, only pretty focused on the rpg thing. But then I started to think to the story (I always need one), and it comes out …

2,095 views
arka80
July 31, 2015
Playing with OpenGL
I've done a lot of experiments in the last months. Tried a couple of prototypes for a 2d rpg in sfml, sketched some game design ideas, studied a bit of directx11 in opposition to my old love, opengl. Tried to learn something more in the shaders universe. Or just to understand a bit of them.

I did no…
1,845 views
arka80
May 22, 2015
Playing with terrains
The need

I thought for a bit to a method to render tiled maps (terrains) in a way that seems less... well, less tiled actually.

The brainstorming/idea

First idea was to have smaller tiles and different images for each terrain type: so instead of having one grass image for grass terrain, have a dozen …
1,749 views
arka80
December 02, 2014
Age of Rogues: Planning
So, prototype has been done and I received a few favorable comments about it, now it's time to decide what to do next, and I decided I want to make a game out of it. A real game, with a decent level of polish, if possible.

I ran the prototype and made a list of all the things I would like to change …
2,115 views
arka80
November 20, 2014
Age of Rogues WIP: Day 8 - Prototype completed!
Mission accomplished!

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 ). Dungeons are not the ultra-deep things seen in other roguelikes: they serve the sole purpose to hide once more obelisks…
2,964 views
arka80
November 13, 2014
Age of Rogues WIP: Day 7
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 S…
1,611 views
arka80
November 06, 2014
Age of Rogues WIP: Day 6
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 …
1,907 views
arka80
October 28, 2014
Age of Rogues WIP: Day 5
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 cours…
1,776 views
arka80
October 24, 2014
Age of Rogues WIP: Day 4
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.


Stats & Skills

Implemented factories metho…
1,755 views
arka80
October 22, 2014
Age of Rogues WIP: Day 3
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 lo…
1,660 views
arka80
October 20, 2014
Age of Rogues WIP: Day 2
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 the first one you can see the world map with the addition of some gui elements: the 4 te…
1,561 views
arka80
October 17, 2014
Age of Rogues WIP: Day 1
So project has started .
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. So, after a bit…
1,471 views
arka80
October 15, 2014
Age of Rogues WIP: Day 0
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 an…
2,303 views
arka80
July 10, 2014
RedBox v0.2, spawn and melee
Things are going quickly, and after a few days from 0.1, I completed the checklist for 0.2. Woah!

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: goblin, obvio…
2,087 views
arka80
July 08, 2014
RedBox v0.1, old fashion roguelike
So, after some prototypes and some adventures in the isometric universe, I took a step back to good old ascii roguelike.
I also switched from C++ to good old ansi C.
I kept SFML, in its C flavor, CSFML.

Why C?
I love C++, but simply it seems I can't get a whole game out of it... I always end wasting ti…
1,837 views
arka80
May 21, 2014
RPG wip: terrain generation
So I'm working on this sort of roguelike of mine. It will not be a dungeon-only roguelike, I also want wilderness, and cities, villages and so on... something like ADOM, but procedural (ADOM world map is static).

So first step is to generate some kind of overworld. I ended up with using a particle d…
1,878 views
arka80
March 18, 2014
RPG work-in-progress: maps!
First in-game screenshot for my RPG work, no mockup this time. I'm no longer scared by isometric draw!

It's all going quite well. Tiled is, as always, THE tool for maps, together with the simple tmx loader I wrote. The screenshot shows also the player character (a human male, but there's also the f…
1,676 views
arka80
March 07, 2014
Friday summary
It's friday, and it's been a while since last post, so the time has come.

What I've doing in these days? I'm still working on that rpg experiment, but leaved mocks for some actual programming.

What I've got so far is half of the character creation (screenshot), a kind of intro to the game and a bit o…
1,590 views
arka80
February 11, 2014
Mocking an RPG #2: going isometric
Last entry was about some ramblings about a possible RPG, something easy enough to be developed by me myself alone, with regard to my poor artistic skills.

It ended up with a mock of some faces in a almost-top-down view. As mentioned in the post, a night of sleep changed my vision (as often).

I neve…
1,906 views
arka80
February 06, 2014
Mocking an RPG
Occasionally I fall in the need of design some kind of RPGish stuff, so here we are.

I cannot draw, or at least I can draw to the level of a 6 years old baby, which is my greatest limit, because I love to do my stuff alone. That said, I'd like to make a game with mechanics similar to Baldur's Gate. …
1,971 views
arka80
January 28, 2014
IdraEngine Project overview pt.1
So I'm making a game engine. Wooah!

No, really.... I'm making a game engine. Not a public engine that will be used by a large community, or something that can compete with all of the monsters out there like Unity3D. I'm making an engine for my own.

Why? First, I have no hurry to get a game complete …
1,469 views
arka80
January 23, 2014
Dear Journal...
There's a new kid in town... so sang Eagles some years ago.

Hi all, I'm the new kid in town: C# programmer (mainly) in the day-paid-job, game dev wannabe in the free time, in love with C++.

This Journal will hold some ramblings about my free-time explorations. You know, something about games I'll nev…
1,415 views
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