Jump to content
  • Advertisement
  • entries
  • comments
  • views

Age of Rogues: Planning

Sign in to follow this  


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: nothing user can see, but latest iterations of the prototype have made the code a mess!
  • Original art: I always thought that players deserve to find original art in a game. Games with ripped graphics are like songs made out of samples from other songs. Age of Rogues will born with original programmer art.
  • Better look for dialogs: seriously, they need...
  • Use of mouse: this implies the use of buttons and icons, not only keyboard shortcuts (that will remain)
  • Actual maps generators: at the moment world map is an empty grassy plain, areas are grass with trees tossed here and there, and dungeons are the same but with rocks. I want at least a world map with consistent mountains, hills and forests, and an area map that reflects the real world's tile terrain. Generators are a thing that I will improve at every release, but I really need to start somewhere.
  • Monsters in dungeons.
  • Obelisks in dungeons.
  • Titlescreen
  • Background music. A single track of original music (I am a sort of musician, luckily).

    At least, these are the elements that make me think at a game.

    I'm spending a bit of time making the art (and finding a consistent style), but with gameplay and contents already made I don't have the usual bad feeling of being wasting time. I opted for a cuboid-pixel art, keeping the same palette of the free tileset I used.

    Below is how the "choose your character" screen looks like at the moment (yes, clouds are moving). Bye!


Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!