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Progress Report

Long time

I haven't posted here for a long time, I have still been working on the grimoire though.
I now have a seamless world(or at least the illusion of one) swimming off the east side of the world will take you to the west side of the world and same with north, south(actually creating a torus shaped world but that's still quite retro so I'm ok with it :P ) I now have basic random quests working. but they need a lot more work yet.
I still have a lot of work before I release a public demo but that day is getting closer

Miscellaneous

Rolling back some changes

I've decided to roll back some of the changes I've been adding lately. I didn't like the feel of the game any more it was going in a direction I didn't like.
My original design and intention was that the game felt retro, like a Gameboy/snes game. Some of the changes I've added lately has taken the game a long way from that feeling. So expect some screenshots soon showing an older design.

Progress Report

Coming together

Well I managed to eliminate one of my biggest bugs and improve performance at the same time :D
So I spent the last hour exploring a world and it was pretty great. The worlds feel a lot more realistic now. I started at one of the lowest points on the world and headed up one of the mountains and down the other end. It really feels high now when you go up a mountain :D
Now to fix up a few of the gameplay elements because they are really lacking at the moment(projects for the next week are to fix fishing, and add in simple quests, and a few more spells).
I need to do a lot of spriteing and really cant be bothered :/ and I have a problem adding in weapons and I still haven't figured a work around yet.

Progress Report

Stuffs wot ive dun

Well it would appear I'm a bit random at these blog things so anyway.....
Been writing a voxel styled engine for the game(as everyone probably knows because I've been posting the video everywhere :P )
Its not actually anything like a voxel engine it just looks like one on screen. Because of the nature of my world voxels were a little more difficult to get working nicely so this feature works a little differently. I'm also currently writing my own file format for saving them for editing later. When a creation is finished it is merged into a single static mesh, when you choose to edit the mesh it is deleted and reloaded as its original separate blocks. the plan is to have it so you can even build your own cities. when a house is built(having a door makes it a house) you can then add objects to the house(beds, work stations, ect) you can add a sign above the door(for instance item shop) to turn it into that type of building. anyway that's the plan for building.

Progress Report

Not very good at this

Well I'm not very good at keeping a blog it would seem but anyway......
So things I've been working on is making the worlds feel more real and different from each other. Ive added in wizards towers, tree houses, world crystals and roads. I'm also going to add in variations to cities models so when a city is created it will choose different props(city walls for instance)
Ive added in the crafting of portal crystals which is needed to activate the portal so you can move on to another world. Portal crystals are created by using four crystal shards which can be obtained at each of the world crystals you find.
This has given the game its first real element of objective and gameplay.
I might do a little video at some point soon of me exploring a world and finding the crystals and activating the portal.
Not really sure if anyone would want to watch a tiny lets play though.

Progress Report

1st Entry

Well seeing as how this is my first entry it seems fitting that I list what features the game has so far.
At the moment I can procedurally generate 3 world types, Standard overworld, The Hollow, and The Inferno.
The overworld has different Biomes(desert, forest and snow at the tops of mountains)
At the moment there are only five different enemy types, Slime, Ice Slime, Shroom, Cacti, Evil Eye.
I've actually lost count of all the plants that can be generated in world the list is huge. Plants can be gathered for crafting materials.
Fishing is also working. Each chunk has two types of fish to catch so its always good to try fishing in different spots.
I have finished drawing all the frames of animation for the Knight class but he hasn't been coded yet.
The only class that is coded at the moment is the Mage. His actions are attack with his staff, Energy ball(homing spell), Cure.
Other actions that can be performed are chopping down trees, Using a magic carpet, Fishing, Running.
I will be trying to finish off the Mage class soon.
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