Buffs 'n Stuff
I’m still alive and going strong!
Today I finished implementing a saving and loading system. It’s nothing I can really post screenshots of, being a saving and a loading system though. The attached screenshot is of the end of the dungeon as it is during one of my playtests. That grey box in front of me is stairs, sans art for them. They will lead to the second floor, once it exists.
I haven’t been making tumblr posts, since I haven’t really been working on anything I can show off. But I’ve been spending most of every day working on this game even so.
Stages are now loaded from XML. They are created in a dungeon editor and loaded easily into the game. You can save your game and load it. There is a title screen now, with a new game and a load game button. Also, you can quit the game without alt+F4 which is always good. 
Saving and loading works well. I also redesigned how game flags are handled, so game progress is saved accurately. 
There is now a town area, but it is very empty. 
There is now a dungeon object that is a healing well. There will be one hidden on every floor. It heals and revives your party. You will have to have completed the floor to access it in most cases though.
I need to redesign my locked door object to work better. It is super lame right now.
Before I get started on spitting out actual content I’d like to get a few more things working. For starters, fog of war on the minimap. Making it get revealed as you explore is kinda a big deal.
Secondly, equipment and items. In any dungeon exploration game, finding sweet loot is a big deal! Up until this point it has been a very minor concern, but I should really add it in before I get too much farther, because it will effect balance considerably.
Lastly, I need to decide on a few things involving game mechanics that I have left open until I had the opportunity to play around with it and see what I liked better. Namely, how much stats should actually effect the strength of your character. Also, while I like the already developed method of card picking with the letter code and such, if I want to change how that works at all, now is definitely the time. (I probably won’t, or if I do it won’t be very much. But I need to decide if I want to before it’s too late.)
I’m not going to post a demo yet, because I feel the art assets that I need to make a demo that I am actually comfortable posting to the public. But, if you are interested in playing around with it and want to give some feedback, then send me a message! I’ll get you a playable build to mess around with. The one person that I’ve sent it to already has been very helpful to get a bit of feedback from. I’d love to hear opinions and ideas.

I’m still alive and going strong!

Today I finished implementing a saving and loading system. It’s nothing I can really post screenshots of, being a saving and a loading system though. The attached screenshot is of the end of the dungeon as it is during one of my playtests. That grey box in front of me is stairs, sans art for them. They will lead to the second floor, once it exists.

I haven’t been making tumblr posts, since I haven’t really been working on anything I can show off. But I’ve been spending most of every day working on this game even so.

Stages are now loaded from XML. They are created in a dungeon editor and loaded easily into the game. You can save your game and load it. There is a title screen now, with a new game and a load game button. Also, you can quit the game without alt+F4 which is always good. 

Saving and loading works well. I also redesigned how game flags are handled, so game progress is saved accurately. 

There is now a town area, but it is very empty. 

There is now a dungeon object that is a healing well. There will be one hidden on every floor. It heals and revives your party. You will have to have completed the floor to access it in most cases though.

I need to redesign my locked door object to work better. It is super lame right now.

Before I get started on spitting out actual content I’d like to get a few more things working. For starters, fog of war on the minimap. Making it get revealed as you explore is kinda a big deal.

Secondly, equipment and items. In any dungeon exploration game, finding sweet loot is a big deal! Up until this point it has been a very minor concern, but I should really add it in before I get too much farther, because it will effect balance considerably.

Lastly, I need to decide on a few things involving game mechanics that I have left open until I had the opportunity to play around with it and see what I liked better. Namely, how much stats should actually effect the strength of your character. Also, while I like the already developed method of card picking with the letter code and such, if I want to change how that works at all, now is definitely the time. (I probably won’t, or if I do it won’t be very much. But I need to decide if I want to before it’s too late.)

I’m not going to post a demo yet, because I feel the art assets that I need to make a demo that I am actually comfortable posting to the public. But, if you are interested in playing around with it and want to give some feedback, then send me a message! I’ll get you a playable build to mess around with. The one person that I’ve sent it to already has been very helpful to get a bit of feedback from. I’d love to hear opinions and ideas.

  1. magnanimousman reblogged this from klutsycleric
  2. klutsycleric posted this