Just pushed a test project I've been working on to GitHub: https://github.com/tdonlan/TreeTest/
I'll be writing another post that explains in more detail what this is, but the code is out there.
Friday, March 20, 2015
Pre-Alpha 0.0.2
Pre-Alpha 0.0.2
Play: https://dl.dropboxusercontent.com/u/53832568/GameDev/0.0.2.html
Release Notes:
-Upgraded project to Unity 5
-Mouse-Wheel zooming of game board
-Configuration timestep for battle (enemies vs players)
-Fix to Haste/Slow abilities
-End Battle / Restart Battle buttons
-View Battle Log on Battle End screen
-Bug fix to AI that caused enemies to not act.
-Additional entries to battle log
-Fixes to Passive and Active Effects for items and abilities
Play: https://dl.dropboxusercontent.com/u/53832568/GameDev/0.0.2.html
Release Notes:
-Upgraded project to Unity 5
-Mouse-Wheel zooming of game board
-Configuration timestep for battle (enemies vs players)
-Fix to Haste/Slow abilities
-End Battle / Restart Battle buttons
-View Battle Log on Battle End screen
-Bug fix to AI that caused enemies to not act.
-Additional entries to battle log
-Fixes to Passive and Active Effects for items and abilities
Tuesday, March 17, 2015
GameDev Session - Pre-Alpha bug fixes
Here's a recording of the gamedev session from last night.
Things covered:
-Mousewheel zooming
-Variable timestep of player / enemy actions
-Fixes to multi-scene transitions with DontDestroyOnLoad / OnLevelWasLoaded
-Passive / Active Effects are now working for stats (Attack Ring, Haste, Slow)
-Some other minor bug fixes.
-New build of Pre-Alpha soon!
Friday, March 6, 2015
March Goals
Onto the next month of game development! At the end of February I was able to hack together a rough battle-game demo (pre-alpha 0.0.1), which is playable below.
In March, I'm going to diversify my efforts. Unity 5 was released, so upgrading the project is key.
I'm still going to work on implementing features and fixing bugs in the battle game, but also starting to do some writing about the world, story, and characters.
Lastly, one of the key pieces of technology I still need to make is a tree-traversal engine that can incorporate conditional / scripted logic. This engine will be used to traverse the game map, dialog trees, and quests. Look for a separate project / blog post focusing on the design and implementation of this.
March Goals:
In March, I'm going to diversify my efforts. Unity 5 was released, so upgrading the project is key.
I'm still going to work on implementing features and fixing bugs in the battle game, but also starting to do some writing about the world, story, and characters.
Lastly, one of the key pieces of technology I still need to make is a tree-traversal engine that can incorporate conditional / scripted logic. This engine will be used to traverse the game map, dialog trees, and quests. Look for a separate project / blog post focusing on the design and implementation of this.
March Goals:
- Upgrade project to Unity 5
- Polish / Bug fixes for the battle demo
- Continue working on design of world, lore, characters, stories, quests, etc
- Design of tree-structure engine that will power the map, dialog trees, quests, etc
Pre-Alpha Release!
Here's the first rough build of the RPG!
Pre-Alpha 0.0.1
Build Notes:
- Improved Initiative List
- Color coding for character type.
- Scrolls to fit screen
- Current Player Avatar highlighted in Yellow
- Enemy characters - red highlight
- Player characters - green highlight
- Mouseover character tiles - display stats
- AP Count should be highlighted for Active Character
- Show Battle Log on screen
- Equipment Screen - Fixed to update for Active Character
- Buttons should only be enabled during Player decision state
To Do / Known Issues:
- Enemy AI - sometimes doesn't move.
- Enemy AI - only takes one attack, even if it has more AP
- Improvements to mouse over stats (better buff/debuff indicator. bugs with positioning)
- Group Heal - temp effect should show up on all chars?
- haste - not working?
- how are we adding additional AP? game needs to be more dynamic with 10AP
- Able to quit / end battle from battle screen.
- Some sort of end-battle stats (damage done, etc)
- Dragon battle - killed someone -> crash
- When you click a pending action (Move, Attack, etc), screen should indicate. Select box should change (gray -> green?) Red if move isn't possible.
- need to have service to return bool, given location, if possible.
- could also return patterns for Aoe effects.
- PCs should start in semi-close position on battle, near edge
- need to store extra data on board object for start locations - players / enemies
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