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arka80's Journal

4: Adsense

Let's make a Survival RPG

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 a plot with you being tossed in this island, sentenced to exile for a crime you did not commit. Ok, but why an ex...

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 not put anything of this in the journal, don't like to an...

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 of grass images (with little color differences)...

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 in order to release a 0.1 version:
Major refactor: nothi...

Age of Rogues WIP: Day 8 - Prototype completed!

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

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

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

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

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

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....