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1076049 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:41:26 AM
TIGSource ForumsFeedbackDevLogsBodin's Tale - 2D Top Down Retro Styled RPG
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Author Topic: Bodin's Tale - 2D Top Down Retro Styled RPG  (Read 342 times)
JamesPattison
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« on: February 28, 2014, 07:29:23 AM »

Hi everyone.

I was sent here by a friend who has used this site a long time.  He is doing the art work for a game that I'm developing.

I have always enjoyed Role Playing Games, especially the old Zelda and Pokémon games; so last year I decided I would try my hand at making one.

The Tile Engine is complete, along with spawning NPC's, Monsters. I am now working on the combat engine which is a big project! Smiley

The team consists of 4 people so far:

  • James Pattison - Developer and drawer of terrible placeholder sprites
  • James Arthur - The music guy (Not the famous James Arthur obviously, but it's coincidental that he's doing the music!)
  • Damian Rogers - Pixel Artist
  • Nick Headland - Game Screen and Item Icon Artist

I answer any questions anyone has here, so please feel free to ask Smiley



Cheers!
« Last Edit: March 07, 2014, 04:36:25 AM by JamesPattison » Logged
Damian
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« Reply #1 on: March 02, 2014, 01:44:34 PM »

Hi, I'll be doing the majority of the art assets for this game Smiley I kinda have an idea of what I want the game to look like, but right now I'm struggling to realise it. I'm sure I'll get it down eventually.

Anyway, update:

Here's the current mockup. It's very early and unfinished in places (walls, fence, roof that kinda looks like a hard cover book  Shocked) , and after a nights sleep I can already see the flaws. Once I get this down 98% I'll move on to creating character sprites and then actually populating the world in "Bodins Tale".


James has been hard at work too! He's implemented basic melee attacks and has also reworked the collision system for a 3rd time! I must admit, it's feeling a lot smoother. He's also gone ahead and removed the 32x32 px restriction for sprites, for the better I think!
« Last Edit: March 06, 2014, 01:52:20 PM by Damian » Logged
JamesPattison
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« Reply #2 on: March 03, 2014, 07:45:34 AM »

Hi,

Yes as Damian stated, I have been re-working how the sprites are handled in the game. I have mostly completed the re-write, I just need to bring one last piece of collision detection up to date, and then I will make a new video showing what's been done.

Sprites can now be any size, and implement something called "Touch Dimensions"; these specify the width and height of the characters, which determine how close they can get to a wall, or how big their hit box is for projectile collision. This will obviously make smaller targets harder to hit (but that's part of the fun, right?!).

I will also be drafting up the main storyline soon, so any input on that once it's complete would be greatly received. I am very busy this week though as have started a new job and it's my partners birthday, so I probably wont be posting another update until the weekend... Something to look forward to Smiley

Until then,

Much love!
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