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2017 TOTDD Video Diary 2

For anyone who's interested in the newest version of the game you can see the current video diary here:


I'm very happy with the atmosphere of the game so far. I feel like it's something I can work with.

I've got a lot of ideas for the game, but for now I'm just going to keep slogging away trying to get a working gameplay demo.

The schedule so far is:

1. Item generation.
2. Basic player stats.
3. Inventory management.
4. Moving items between the screen and the inventory.
5. Using items to attack and trigger events.

I'm going to be working a lot with messages this time around. That should clear up many of the hurdles I was facing in past versions of t he game.

One problem I had before is that I had to complete both player mechanics, and enemy mechanics simultaneously. A player attacked a monster causing damage directly, the monster had to process that damage and so on.

With messages, I can just send a message and forget about it. It doesn't matter that the monster isn't processing it. I can work on player mechanics in isolation before bringing in working enemies.

Same with items, everything can be built as an empty framework of send and receive messages, then the message processing routines can be filled in.

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Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.


Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

Map screen designs

I've been working some more on the map window. Right now you can only see the base, it doesn't show items, enemies or even doors on the map yet. These would be decals.


In the top window you can see the modified result of last night's tile based map. It looks good but there are some visual artifacts related to the problems I encountered yesterday, and as well it takes much more code and time to calculate.

The second window uses a cheap trick to fake an beveled look from a smoothed version of the 32x32 map. It uses black to mask unexplored areas.

Finally the third version is meant to look like a had drawn map. I'm using a cross hatching texture to distort it and unexplored areas are shown as blank map paper.

There's going to be a mechanic in game where you need to use some paper every level in order to activate the map for that level. From there it will fill it in automatically. Paper will be pretty rare so it might be worth keeping it safe for the more complex level…