Untitled

posted in Beals Software
Published December 21, 2006
Advertisement
HarbingerWe didn't get a whole ton done today, but we did figure out how we're going to handle rooms, got the base of the scripting system done, and advanced the storyline a little bit. Hopefully there will be something to show soon.

MalykAILess MalykAI info and more map system info. I'm pretty much finished with the map editor. It's not the most fully functional thing and it'll be much better when I redo it for Crauss, but it's decent for now. All I need to do now is tie it into the console system that I've yet to write.

I also incremented the map version (up to 3 now) and added layers finally. They work really well and it makes things a lot easier (doing transitions and such) as well as added the extra functionality.

I'm going to do the entity system tomorrow and I'm finishing it by Christmas. SO, you should have a nice fat Christmas demo in your hands come Christmas morning (ok, so Christmas night since you'll all probably be playing with your awesome stuff and visiting with the family.)

Farming ProjectSince TrapperZoid requested it, I guess I'll put up a little info about my farming project/Harvest Moon clone.

First off, it'll be quite similar to Harvest Moon. There will be farm owning, animals, crop management(planting, watering, harvesting), cooking, fishing, and family making (spouse and children.) I MIGHT do mining, but I'm not sure at the moment. Instead of a basement I'll be doing a green house. Also, there will be resource collecting (for buildings.) Instead of Harvest Sprites I'll be doing a hired-hands system; as you advance through the game and reach milestones more workers will be available.

Now for the differences. Your family will help with the farm, you'll be able to own a shop, larger world with multiple towns and farms (you'll start out with a certain farm and then you can buy a new one and sell the old if you want), more crops (including cover crops like hay, oats, and wheat), grape VINES instead of grape trees, (possibly) more of a storyline, and (possibly) time control.

The game will possibly be mouse oriented (instead of using the keyboard for everything.) I say possibly because I don't know how well that'll mesh with the gameplay.

I'll be sticking with my RPG stuff; so it'll be somewhat of a medieval type era. You'll play as one of the main races of the planet. I might include small monsters like goblins and stuff that randomly wander onto your farm land.

There's a lot too it at the moment, but once I get started with development I'll probably tone it back a little. I like to pack all the features in to the design, that way I have them in mind while I'm designing things. It's a lot easier to remove something this way than it is to add anything.

Sorry about the spew =/; I'll clean it up and make a nice design document for it soon.

Back to work for me...


Btw, does anybody on here like trading card games?
Previous Entry Untitled
Next Entry Untitled
0 likes 7 comments

Comments

Trapper Zoid
Re: Farming game - it sounds interesting, although the way you've described it sounds fairly similar to Harvest Moon; I guess an overview would by necessity sound pretty similar and there'll be significant differences in the execution. Given you focused more on the farming aspects are you putting more of an emphasis on the farm management than the dating sim-lite and community events that formed the other half of Harvest Moon?

Quote:Original post by Programmer16
<edit>
Btw, does anybody on here like trading card games?
</edit>

I've played a few, but never really got into them. I love trading card game dynamics (would like to make one myself someday), but the games themselves have a bunch of problems from the commercial aspect:
  • You gain an advantage from the number of cards you own, making the game expensive to maintain
  • I prefer to play with friends, but if you don't have even decks it's both unfair and unfun
  • After a few editions every trading card game I know of ends up screwing up their rule set adding in daft additions in order to sell more cards


December 21, 2006 11:30 PM
Programmer16
Quote:Original post by Trapper Zoid
Re: Farming game - it sounds interesting, although the way you've described it sounds fairly similar to Harvest Moon; I guess an overview would by necessity sound pretty similar and there'll be significant differences in the execution. Given you focused more on the farming aspects are you putting more of an emphasis on the farm management than the dating sim-lite and community events that formed the other half of Harvest Moon?

Quote:Original post by Programmer16
<edit>
Btw, does anybody on here like trading card games?
</edit>

I've played a few, but never really got into them. I love trading card game dynamics (would like to make one myself someday), but the games themselves have a bunch of problems from the commercial aspect:
  • You gain an advantage from the number of cards you own, making the game expensive to maintain
  • I prefer to play with friends, but if you don't have even decks it's both unfair and unfun
  • After a few editions every trading card game I know of ends up screwing up their rule set adding in daft additions in order to sell more cards


I do plan on focusing more on the farming than the community or dating sim. The dating sim part will still be there, but I plan to do it differently. The way Harvest Moon did it was okay, but kind of odd IMO.

As you said, I do plan on focusing more on the farming and economic side of the game, but also the RPG side. I don't plan on having a long, drawn out RPG or anything like that, but something. Dungeons to explore and treasure to find and sell. Little monsters here and there (maybe 8 or so different monsters.) I don't know lol, I'm still working on the design at the moment. I'm always open to suggestions though.

@TCG: I'm thinking more of a virtual game rather than an actual TCG (I was speaking more of mechanics than the games themselves.) The second is a must and the last is what I'm actually thinking about. That and instructions that aren't the clearest. Pokemon is the only TCG that I've played that was actually clear on everything IMO. I still don't know how to play Magic: The Gathering right and there are a few things I'm not positive about when it comes to Yu-Gi-Oh (and playing the games isn't any help since they do things that are completely against the rules.) It doesn't help that the actual game rules are no where near the rules used on the cartoon.

Thanks for the reply!
December 21, 2006 11:57 PM
Mushu
Quote:Pokemon is the only TCG that I've played that was actually clear on everything IMO.

December 22, 2006 07:43 AM
ShoeStringGames
I played the PKMN card game, I actuially found it funner to play then MTG. I have a stack of around 80 rares I have been wanting to sell on craigslist.org
December 22, 2006 07:57 AM
Jesse Chounard
I used to be really big into TCGs. I've played Magic, Jyhad (V:TES), Netrunner, Overpower, Star Wars (Decipher's version), and Vs. There's probably a few more that I dabbled in, but never played much.

I even once got to play in a Magic Pro Tour event. (You can't find my name in the list http://www.wizards.com/default.asp?x=mtgevent/ptcol96/results. I didn't win anything. :)
December 22, 2006 09:08 AM
Jesse Chounard
I used to be really big into TCGs. I've played Magic, Jyhad (V:TES), Netrunner, Overpower, Star Wars (Decipher's version), and Vs. There's probably a few more that I dabbled in, but never played much.

I even once got to play in a Magic Pro Tour event. I didn't win anything. :)
December 22, 2006 09:08 AM
Programmer16
@SSG: Yea, I thought it was more fun than any of the games I've played (MTG, Star Wars, and Yu-Gi-Oh.)
@Jesse Chounard: Geez, I've never even heard of some of those lol.
December 22, 2006 02:13 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement
Advertisement