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 …
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 …
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…
I should have a substantive update ready within the next two weeks. However, since it has been a while, I thought I…
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 ther…
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 ther…
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 e…
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 e…
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.
[media][/media]
(Please excuse the graphical glitches, I'm sure everyone here understands!)
Some of the additions since the last post:
- I've successfully integrated the…
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.
I've started on characters and animations, which is much more difficult than drawing boxes. Here is my current laughable walking anim…
TL;DR
[subheading]Graphics fixes.[/subheading]
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 thinking it was something I was doing (e.…
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.
The map editor now exports the map and tile meta-information to a binary format. Tile meta-data is read into the m…
The map editor now exports the map and tile meta-information to a binary format. Tile meta-data is read into the m…
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…
I feel that turn-based is especially appropriate because, for me at least, it can…
Advertisement
Popular Blogs
Advertisement