Dungeon Update

posted in r1ckparker's Journal for project Psy
Published May 13, 2012
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I've finished adding magic into the game, it's based on the character's current level, any character will be able to cast basic spells, but as you advance you can only cast higher spells if you invest in your 'magic' skill.

Magic spells are limited by points, so you can't go round the dungeon blasting monsters with fireballs! MP can be regained by drinking potions, eating certain foods or resting.

I'm not sure about how the player will select the spells yet, currently it's a menu where you can select from a list, but if the player knows 20 spells that might get a bit unwieldy! I will have to figure how the player can select their spells more efficiently. Note that everything is in real-time now, so more time spent navigating through menus is more time the monster has to hit you!

I've also been working on the title screen, there's a retro scrolly message down at the bottom for greetz! I'm happy with the way it looks and it fits the 'dungeon' aesthetic nicely.

I read about 5 essential tips from a guy called Reisuke Ishida who made a presentation at Game Developers Conference -

It's important to come up with a catchphrase that is 'easily recognisable', which in turn influences the game's direction.
Try to make elements like the menus reflect the core concept
Strive for controls that are as simple and as intuitive as possible.
Add a little quirkiness to the design.
Ask that developers consider basic questions like the player's environment thoughout development.

So I am hitting point 2 but failing on point 3! Back to the drawing board!

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Comments

cgpIce
I like what you have done so far! Good work, I like the old dungeon battles, though it seems like your monster is a bit out of place. Is it a temporary?
May 13, 2012 11:16 PM
r1ckparker
Hi, thanks for the feedback. These are the final graphics, unfortunately I don't have the budget for proper 3d models. I added a shadow, to make it feel more 'grounded' in the environment and I might add more effects later on.
May 14, 2012 07:22 PM
cgpIce
Possibly make the shadow more "blended" other then that I think it's good enough for the time being.
May 15, 2012 02:01 AM
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