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Tumetsu
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« Reply #75 on: November 21, 2011, 02:46:50 PM » |
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Day 123 - 21.11.2011Hello! Project was suspended some time because of all school work I had to do but I'm back into it  There will be probably another pause in December due my million exams though. I have spent couple days porting the game to my new Android Google Nexus S phone, and it works rather well on it  I hope I can develop it for Android and release it in Android Market and later perhaps in iOS too. Depending on how things turn out I'll probably keep it as Flash game too (trying to make all touch spesific features on/off switchable). Now I have gotten game to run about 30 FPS on my phone with some random hiccups so I can delve into content again  Colored one new enemy, and sketched first frame for two new ones. Here is the colored one: Also brainstormed couple new cards to make. I'm also going to streamline the element system a bit. I think it is too complex right now. What's next?There is still few optimizing tasks to do for Android, like trying to find out what is the cause for random FPS decrease, hammer out lag in few screens etc. I also have to program shop system soon. In content wise I'll probably add some new features to battle system (status probabilities), draw new characters and cards.
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« Last Edit: November 21, 2011, 02:52:19 PM by Tumetsu »
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Tumetsu
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« Reply #76 on: November 22, 2011, 03:15:07 PM » |
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Day 124 - 22.11.2011I didn't had that much time today for the game but I still managed to get some things to do! Now player can view card information by holding them for a moment both in editor and battle. This is for touch screen control, I intend to keep mouse over code with computer versions (though they are disabled right now). Another touch screen adaptation was to invert layout of editor screen. Normally cards are on top, and info-box at the bottom of the screen. This was bad for touchscreen since player's finger would cover the text of the box. Now if game is played on touchscreen device, info-box is drawn on top of the screen and cards on bottom. I also did some other usability improvements for editor. I streamlined elementals a bit. I removed Void and complex relations with different elements. Now system is like this: Light <-> Dark Fire -> Nature -> Water -> Fire Where arrows indicate which element wins which. Finally I drew some lines for new enemy which goes under name "Chesstroll" for now What's next?I need to invent/draw some new cards and animations and craft stats for the Pineman. Some touchscreen specific UI mods are still left to do etc. and basically all in my last post I didn't made today 
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Tumetsu
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« Reply #77 on: November 23, 2011, 01:30:06 PM » |
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Day 125 - 23.11.2011Today I was busy with school, but managed to spare moment for the game  I added poison status ailment to the game. It still needs sound though. What's next?I think I have to draw some new cards so that I can finish Pineman. Also some new characters.
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Inanimate
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« Reply #78 on: November 23, 2011, 07:45:36 PM » |
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Chesstroll? Is it like... a big chess piece?
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Tumetsu
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« Reply #79 on: November 24, 2011, 10:46:48 AM » |
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Chesstroll? Is it like... a big chess piece?
 Chesstrolls live in caves of Gravel Mountains prying careless travelers to force them into endless chess matches. It is widely believed they were once humans which were cast away from "The Great Horse" chess club of Lascol due their provocative play-style, and later evolved into these strange, dangerous creatures.
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Tumetsu
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« Reply #80 on: November 25, 2011, 02:02:20 PM » |
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Day 126-127 - 25.11.2011 Mostly been working on with graphics. Especially with Chesstroll frames and drawing some new cards.
What's next? I'll finish Chesstroll hopefully soon, color some new cards and start drawing attack animations for them. However, my work amount might be rather low in near future since I have two large school projects to do before 2nd and 5th of December.
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« Reply #81 on: November 25, 2011, 03:51:14 PM » |
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You have some of the most hilarious enemies.
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Tumetsu
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« Reply #82 on: December 07, 2011, 03:53:03 PM » |
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You have some of the most hilarious enemies.
It is something I aim for :D I have always liked ideas of monsters in Mother series and Walter Moers' books with strange creatures. Day 128 - 7.12.2011Sorry for little pause! Schools has been keeping me very busy lately and I haven't had much time for my game. Unfortunately it will probably continue as so until Christmas. However, today I managed to color one new card, scan few lines and fix some bugs. I also have little to do list ready for Pineman and Chesstroll. What's next?I'll try to create all needed assets for Pineman and Chesstroll and then finish them. After that I'll have 6 different enemies. I'll either keep creating more content, or start making stuff like tutorial or shop. Probably tutorial and few story scenes. Also, if you like, you can check out the project's website I made for my uni hypermedia course: http://www.students.tut.fi/~salmi26/FtM_verkkosivu/index.htmlIt isn't too lively yet but I might actually start updating it and perhaps even buy domain if I can get things rolling a bit faster again 
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ANtY
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« Reply #83 on: December 14, 2011, 07:25:27 AM » |
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About the website, maybe try redrawing the girl on the left of the header because she isn't on the same level as the monsters on the right side, just my opinion. Anyway, good luck with the game 
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« Reply #84 on: January 18, 2012, 12:31:30 PM » |
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Decided to drop in to give some updating. First, I have been very busy last months, though I had a holidays, I couldn't develop much. Also, I have some motivational problems with attack animations. I find them very tedious to make since my skill with them is rather poor, and well I need to do lot of them. Now if anyone is interested to make few frames long flashes, spikes, etc. for a share of possible profit now is time to rise a hand  However, I still really want to make this game, my problem right now is combination of time and those animations  I have made some changes here and there, most notably I returned back to Flash platform for PC since I couldn't get the game run perfectly on my Android or iPod Touch.
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Tumetsu
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« Reply #85 on: January 21, 2012, 03:16:37 PM » |
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Day 129 - 22.1.2012As the title suggests, I managed to muster some motivation today and yesterday evening Website newsI decided yesterday that I would start nurture game's website a bit better. Bought domain and soon I try to come up some updates and content for it. Any ideas for that? Site should bring some interest for the game and inform people about it. I still probably keep devlog here due wide audience of fellow gamedevs Pineman is about to learn new move, what shall I do!?I made new attack animation for Pineman (yes, it is Pineman, even though it looks like a spruce! It is explained in the game) called "Pinerain". I really don't think I'm too talented with these animations but I think it will do  Added the attack to the game, but its stats are still unbalanced. Same goes to Pineman himself. I'm not yet sure which kind of enemy I want him to be. He can poison you though so he is a rather dangerous enemy. I also made some small extra features to the game engine related to attack animations. Still some left to do though. Other than that I should next balance Pineman and move on to Chesstroll. He needs some attack animations which are mostly drawn already but need some animating and coloring.
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« Reply #86 on: January 23, 2012, 02:08:07 PM » |
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Day 130 - 24.1.2012 Today I concentrated on handful of minor tasks which needed to be done. I removed last remnants of touch screen adapted features from deck editor view (or more precisely hid them, they can be switched on my one variable), crafted preliminary stats for Pineman and tested them, and updated my Excel tables of enemies and cards. Also made a new card graphic for "Herbal tea". Later I'll add new status now called as "refreshed" which enables player to play more cards than normally in their turn.
What's next? I think I need animate some new animations again and begin to craft Chesstroll along with finishing Pineman. I probably need to introduce some new cards too.
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Tumetsu
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« Reply #87 on: January 30, 2012, 01:33:03 PM » |
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Day 131 - 30.1.2012I got today more free time than usual and decided to use it for development  I revised some graphics, like hp bar. Added Chesstroll enemy to the game (needs cards and stats though), fixed some bugs, made "Checkerjaws" attack animation and added it for the Chesstroll and made some flexibility mods for battle system (like possibility to define the start of defensive animation when character is attacked). What's next?I need to make some attacks for Chesstroll which involves drawing and animating them. I also need to define stats for them and Chesstroll itself (and perhaps edit Pineman a bit).After that's done I have to start design new enemies, cards and plan out shop feature.
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Tumetsu
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« Reply #88 on: February 10, 2012, 01:08:38 PM » |
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Day 132 - 4.2.2012Added new attack for Chesstroll, new enemy lines drawn etc. Some tweaks. Day 133 - 10.2.2012Played around with Chesstroll's stats, tweaked money rewards of enemies, made some plans of how and what enemies are encountered and when. Fixed some of my stupidities on code side. Something which has inspired me recently greatly is finishing Mother 3. I had left it unfinished about year ago and finished it now when I figured out how to emulate GBA on my Android (I really hate emulation on computer) and the game made a great impression to me. For the Medicine was originally partially inspired by that game but I had almost forgotten it now. Now however the experience is still fresh in my mind and I'm very much wanting to bring FtM to similar direction as Mother series took in some respects  I think I'll dive into enemy designs once more and will make some crazy and hopefully humorous designs. At least those are what I enjoy most at coming up  I also have this vague idea of theme/story for the game. It isn't yet fully formed or even enough to be talked much about but I'll probably open up about it if I can develop it further. As of now I could say that I have something a bit "artsy" in mind mixed with Mother like silliness  Story will still be simple and mostly carried by dialogue between main character and various enemies. Btw, if you have played any Mother games (Earthbound) what do you think made them great? To me one part is their surreal humor. I also liked Mother 3's darker tones. I hope I could make something little like that with this game.
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Tumetsu
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« Reply #89 on: March 12, 2012, 12:01:00 PM » |
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Day 133 - 12.3.2012It's been some time. I have been really busy and stressed out with school leaving this project a bit neglected. I have done some minor work occasionally which didn't really warrant own log. Today I have made pile of small tasks. Most of the time I have been setting some to do lists, project management etc. I plan to kick some momentum for this project soon unless I get carried away with awesome small idea to use to rip sponsorship money off(which isn't likely). And I have a small design problem too. You see I have been thinking if I should remove exp and leveling altogether from game to remove possibility of level/exp grind. As of now I think removing that kind of stat growth method I might be able to shift the focus of game more into cards and deck building. Removing traditional rpg stat-growth isn't simple decision though. How exactly I could make player more powerful as game progresses? Attack, defense etc. stats could come only from cards, but increase of hp and defense should probably have another mechanic. Also, as most of the cards are got from beating enemies or buying from shops, player might need to still grind a bit to get required cards to beat next enemy. One solution for stat-growth could be that each enemy give level-up automatically when they are beat first time. This way I can know rather exactly what level player likely is before each fight and design accordingly. One wild idea I had is that each enemy gives some kind of "currency" as well as cards when beaten. This currency could then be used as either to buy new cards or level-up in shops. Kinda like Dark Souls' soul system. I wouldn't eliminate grinding per se, but it would force player to some hard choices over equipment and stat growth. Ideas for fate of the leveling system are welcome  FInally, here is sneak peek to newest enemy, "Angryhut" and its entry in adventure journal: This hut of northern people is forever jealous to beachside cottages of southern coasts. Easily provoked to unleash her hearth fire and northern winds on every stranger who apparently has had vacation in the sun.
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