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Franklins Ghost
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« Reply #15 on: October 27, 2011, 05:11:11 PM » |
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Definitely prefer Last Knight then Cash n Slash. Can't wait to try the new build.
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DGH94
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« Reply #16 on: October 27, 2011, 05:13:06 PM » |
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Day 5; 10.27.11 Today was great. Only expecting to start on a secret feature, but ended up finishing it. This'll be one of the few times that I actually finish something ahead of schedule.  Anyway, pressing Q over certain objects (coff,coff, BUILDINGS) allows you to enter them. For now they're empty, but bare with me; I want to finish other things first. Mainly getting dropped items completely working, and being picked up by the hotbar (and inventory- to be added.) Once that's in place, I'll hopefully start on the whole quest/shop NPC, bartering, and then it's just different monsters & AIs, finishing touches and viola. (sounds kinda short, doesn't it? Don't worry, I'll somehow make it last 4-5 months. ._.) Anyway, with that in mind, I'm officially declaring this project 10% done. YAY, milestone! If you guys find any bugs having to do with the buildings (or in general, but I'm more concerned with the buildings) post em here please. General feedback too.  Till tomorrow!  @ Franklin: New build is up 
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Check out my DevLog? What if I told you there was cake? (Not yet, well, maybe never, but cake is always enticing.)
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Linx
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« Reply #17 on: October 27, 2011, 06:51:10 PM » |
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I dunno why, but for some reason the tiny retro style appeals to me  . Keep up the progress man~
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DGH94
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« Reply #18 on: October 28, 2011, 03:42:18 PM » |
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Day 6; 10.28.11 Another great day. Added the scorpion and snake drops (scorpions drop a scorpion tail (to be bartered to make a dagger) and snakes drop poison fangs (to be bartered to make a potion)). Added hotbar pick ups, and counting! Was only expecting to get one of the two done today, but hey, why not kill two birds with one stone? Also tidied up the shop (so it's not eye-burning checkers) and squashed an annoying portal bug (if you pressed q anywhere after entering and leaving one of the buildings, it'll bring you back to the building tile). I also included a ReadMe with instructions and what changed from the previous version (basically what's written here, but in note form, for those tests  ) as well as controls. I also even added a custom font (Major, MAJOR props to Cthulhu32 for helping me out and teaching me about the debugger and how to work it. Too bad it can't teach me to speel properly. xD), which you'll hopefully see more of later. So ya, my entire to-do list is finished and I can finally start with the fun stuff! (Not that this wasn't fun.  ) You can test the inventory by spawning mobs with X, C, V, and B.  Anyway, there's some special things I'd like you guys to test as well as with some general feedback: -map size: too small, large, or just right? (imagine it filled with a good amount of complex enemies) -someone want to be my BFFL and spam mobs till you get to 100 of an item? Just to see what it looks like? :D -should there be an inventory as well? or just the hotbar? (I'll give my personal insight to this at a later time; want to see your opinions first.) Bug fixes: -odd "screen-getting-cut-off" bug should be fixed To-do list: -Who knows! Give me ideas on what you want next.  And of course, pics:  New and improved hotbar!  New and improved shop!
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Check out my DevLog? What if I told you there was cake? (Not yet, well, maybe never, but cake is always enticing.)
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Ashkin
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« Reply #19 on: October 28, 2011, 04:29:39 PM » |
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This is cool so far, looking forward to seeing where you take it! Can you tell us more about what the finished product will be like?
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DGH94
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« Reply #20 on: October 28, 2011, 04:33:45 PM » |
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This is cool so far, looking forward to seeing where you take it! Can you tell us more about what the finished product will be like?
Thanks.  And as for your question: My ultimate goal for this is to be a mix between a survival beat 'em up, with some side quests and customization (changing the look and of what is in your house.) In all honesty, with this being my first game and all, I'm not trying to have too high hopes, because I don't want to come crashing down if I don't reach them. So I'm kinda thinking of things as I'm going along; for now, I just want to get to the point of adding the shopkeeper/quests and a bunch of different enemies with a bunch of different AIs. Then I might think about the actual final product. Over-explanation? Probably, but hey, I ramble. 
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Check out my DevLog? What if I told you there was cake? (Not yet, well, maybe never, but cake is always enticing.)
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grayfox88
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« Reply #21 on: October 28, 2011, 08:00:43 PM » |
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I'm really digging the title 'The Last Knight', I'm downloading the latest build.
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DGH94
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« Reply #22 on: October 29, 2011, 04:29:06 PM » |
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Day 7; 10.29.11 Wow, it's been a week. On an aside, not sure how much I'll be able to get done tomorrow, so there may or may not be a Log tomorrow. Sorry.) Anyway, today, with the help of some good folk on the IRC, I was able to implement a new mob with a new AI. I also changed the spawn rates and amounts; pigs and rats spawn most often and in the largest amount, snakes and scorpions slightly less and in smaller amounts, and spiders and bats spawn the least and in the lowest amounts. Spiders and bats travel vertically and horizontally across the screen (respectively). Anyway, screenies:  Bat.  Bat skin.  Spider.  Spider string.  Improved hotbar.
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« Last Edit: October 29, 2011, 04:34:59 PM by DGH94 »
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Check out my DevLog? What if I told you there was cake? (Not yet, well, maybe never, but cake is always enticing.)
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DGH94
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« Reply #23 on: October 29, 2011, 06:30:15 PM » |
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Build updated.  (sorry for it being late; was having trouble with a class file).
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Check out my DevLog? What if I told you there was cake? (Not yet, well, maybe never, but cake is always enticing.)
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DGH94
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« Reply #24 on: October 30, 2011, 02:17:52 PM » |
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Day 8; 10.30.11 No physical progress, so no new build, sorry all.  Anyway, I was doing some thinking. Remember when I asked whether there should be an inventory (in the form of a backpack, super-duty pockets, etc) along with the hotbar? Although I didn't get any feedback, I think I'm going to go with a big no. (Unless I suddenly have 50 people up in arms at my front door about it.) Reasoning? Simple. Since it's such a small map, and you're usually not much farther than 15 seconds from your house (barring any monsters in the way), there should be a slight challenge/thought process in deciding what to carry, and then, when realizing that your hotbar is full, need to make your way back to your house to drop off your loot in a chest. Thus, having an inventory while in the field of battle would make the game a little too easy in my opinion (and also, what game DOESN'T have a knapsack for your loot when out and about. I wanna be different.  ) Secondly, I started thinking about the shopkeeper AI and how the resources for finished product thing would work and how in the hell I would be able to balance it all. In my mind I came up with a pretty ingenious (if not way over-thought) solution. Each day/night cycle is a minute. So that means to get a full hour of gameplay, one would need to play for 60 in-game days. (PS, I'm thinking of changing the day night cycle to 3 minutes, with a 2 minute night) So with a 3 minute day/night cycle, it would be 20 in-game days. Why not have a system that from day X to day Y, only mobs I, J, K, and L spawn, and only items needing those mob's (and any mob's before it) items. Then from days Y to Z, mobs I, J, K, L, as well as M, N, O, and P spawn (with the latter four being in a greater amount), and items from days X-Y and Y-Z are available in the shop. Well that's what I got done today in my limited amount of time. Opinions?
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Check out my DevLog? What if I told you there was cake? (Not yet, well, maybe never, but cake is always enticing.)
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kamac
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« Reply #25 on: October 30, 2011, 02:32:22 PM » |
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Hmmm. I like that design  ! An trailer/actual gameplay would be useful 
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DGH94
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« Reply #26 on: October 30, 2011, 02:35:23 PM » |
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Hmmm. I like that design  ! An trailer/actual gameplay would be useful  If you know of a good screen recorder for Mac (free preferable) without a hideous watermark in the middle, I'll surely throw one together ASAP. 
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Check out my DevLog? What if I told you there was cake? (Not yet, well, maybe never, but cake is always enticing.)
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DGH94
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« Reply #28 on: October 30, 2011, 02:52:16 PM » |
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Dang, $100. Well, next $100 I earn goes to it then. In the meantime I bought a little thing off the Mac AppStore. Expect an (audioless) video up soon. >_<
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Check out my DevLog? What if I told you there was cake? (Not yet, well, maybe never, but cake is always enticing.)
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kamac
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« Reply #29 on: October 30, 2011, 02:53:36 PM » |
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