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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Updating sprites and Grue progress

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I spent some time working on new versions of the sprites for the characters in The Mysterious Life of Aaron James. I'm honestly still not the biggest fan of them, so I'll probably just wait for an artist. Anyway, here's the new versions I created:

Originally my initial prototype for Grue was going to be running around and kill things. However, that is the easy part; getting items, shops, skills, etc all working is the hard part. So, dialogue came first:

Then we moved on to the inventory screen:

And I just finished up the skill screen:

With the inventory and skill screens, the buttons along the top change the filter for the list on the left. There are a few changes for the inventory screen that will need to take place, mostly for weapons (damage isn't the only stat), but it will work for now.

For now, I'm going to move on to the shop, book, and container screens and then I'm going to get crafting in place. I haven't decided whether or not crafting will need a separate screen from the skills screen.

Well, it took quite a bit longer than I wanted, but here is 90% of the shop screen:

It isn't actually functional yet (neither is the inventory screen; I should have stated that before.) Instead of working off of character, it is working off of inventories at the moment. Once I have characters tied to inventories, I'll be able to add the ability to actually buy and sell, use items, etc. Also, once characters are in the system I'll set it up so it shows their names and gold amounts at the top.

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[quote name='Black-Rook' timestamp='1352680224'] Looking good. Cannot wait to see the crafting!! :) [/quote]
Thanks! To be honest, crafting will probably be the section that gets the most attention; I absolutely love crafting XD

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