Here's a quick demo of the current build:
Designing and building a Cutscene Screen - used to convey narrative, or even a loading screen between other gameplay screens:
Oldschool RPG
Tuesday, November 3, 2015
Switching Gears - A New Focus for the Month
We're getting really close to having an alpha of the Unity
RPG system. But right now there's really
no content for the actual game I'm planning on building. I have some character designs, world design
and a rough plot, but none of the dialog, character and sprites or
tilesets. Even the stats, items and
battles still need to be created.
So I want to switch gears to focus on the creative side,
instead of the hardcore bug fixing grindfest that we're in right now.
Building the actual content of the real game will lead to
thinking about programming problems that will arise. For example – if there’s an ability of an
enemy, player, or a boss fight with a scripting event and the current system
doesn't support it, I'll have to go and build that.
So I'm thinking of tabling the project for the rest of the
month, even the year, and really focusing on content.
I'll still be occasionally posting to this blog and youtube
channel, but it will be character and world designs, tactical battle puzzles,
art mock-ups and musings on RPG game design rather than hardcore programming.
Tuesday, October 13, 2015
Tiled - Terrain and Automapping
I finally figured out how to use the Terrain and AutoMapping features of Tiled with RPG Maker style spritesheets. I'm using the High Fantasy Bundle, which has a lot of awesome sprites, but was tough to get to play nicely with Tiled.
Examples:
Examples:
Battle Tile Highlighting and Projectiles
Tiles in the Battle are now highlighted, depending on pending action:
Dev Stream of Projectiles shooting across the screen (arrows, spells, etc):
Dev Stream of Projectiles shooting across the screen (arrows, spells, etc):
Saturday, September 19, 2015
Friday Night Gamedev Progress Report
Recorded yesterday - an update on the sprites, and showing off some of the new menus. Saving is also now functional!
Gamedev Timelapse!
I put together a timelapse of some gamedev from the other night. Turned out to be sort of fun to watch code and asset fine-tuning happen at 4x speed! Plus chiptunes!
May do this for some other long and boring coding streams in the future.
May do this for some other long and boring coding streams in the future.
Closer to Alpha
I'm still here, hacking away. Here's my update on the current progress towards alpha, along with a demo of the latest build:
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