Sunday, December 15, 2013

Ludum Dare #28

I've been a little busy lately, so there hasn't been any progress with Heart Realm.

This weekend I participated in the Ludum Dare competition for the first time; Ludum Dare #28. I went in by preparing the days prior working on little warm-up projects using the various software that I planned on using for the competition.

For this project I used Unity3d writing the code in C#, using Paint.net for graphics, Audacity and Fruity Loops for audio.

This current competition had the theme "You Only Get One" so I decided to make a little game where you're driving a delivery truck, think Postal/UPS/FedEx type truck with the goal of delivering a heart for a transplant to a nearby hospital in a crowded city. You are given one minute (this is where the theme comes in) to reach said goal, but you have to avoid pedestrians and other vehicles on the road that get in your way. There isn't any difference in what happens at the end of that timer or upon reaching the goal except for a single Game Over message, questioning your decisions if you ran over some pedestrians and whatnot.

You can check out my submission HERE.

~ Rogue Templar

Wednesday, December 4, 2013

Heart Realm Update #009

Since the last update, I haven't had a lot of time to work on Heart Realm. I'm actively searching for work so that's been taking up a lot of my time.

This past week I've focused on reworking how data is imported into the game. I was using XML files to store all the necessary attributes of the various item/equipment types and enemy types but figured it was unnecessary to store any redundant data of similar objects. For example, there's no point in having multiple data objects of two similar Goblin enemy types when I could just make one Goblin base then create variations off that, inheriting all it's parent's attributes and simply changing whatever I need. Here's an example of what I mean:

Monday, November 25, 2013

Heart Realm Update #008

It's been a while... let's just leave it at that. Quite a bit has changed for Heart Realm since I've posted last; a change of location for one (in real life), change of job (had one, now I don't and I'm looking). Personal stuff aside, I've been working on this game on and off for the past few months so there's been a bit of change since I've last posted.

One major new thing is the inventory menu, it's very simple at the moment and don't want to go too complex with it at the moment.

Wednesday, August 28, 2013

Heart Realm Update #007

It's been a while since I've posted an update. First off, I started working on a board game version of one of my other games at the beginning of June. Then in June I started a second job so I was working two jobs and figured it'd better to spend my time developing a board game in the little amount free time I had so I continued doing that for a little while. Last week was when I finished working at my previous job so now I'm just working one job and so I have more free time to develop. Since I have more free time I continued working on Heart Realm.

For the past week or so I worked on a few things. For starters I worked on line-of-sight based vision where it basically just blacks out anything outside the player's line of sight where objects can block the sight. Currently it's in an early stage so the game does take a little bit of a performance hit. The game doesn't run really slow or anything, but there's definitely a big difference in performance with it compared to without it.

Wednesday, May 22, 2013

Heart Realm Update #006

This week I decided to focus my time on combat. In doing so I started figuring out what happens when an enemy/the player is hit by an attack, and all necessary calculations that came with it. I also worked on the combat layer, which included some kind of AI for the mobs as well as a way for combat to actually start. To finish off the week, in keeping with the theme of combat, I added health/mana bars to the player and enemies (just health bar) and damage numbers when hit.

I'll go into detail about how the attack effect works first. When trying to solve the problem of what happens when a character, be it player or enemy, is hit, I need to come up with some formulas that calculated what happens in that instance. What came with that was figuring out all necessary calculations that needed to take place for whether you actually hit, how much damage you deal, and how critical hits work. The formulas took a little bit of time to figure out. I had to come up with a way that made sense in the context of this game and so it took me a few weeks figuring this out. Ultimately I came up with some formulas that I liked, which is what matters, and I felt were balanced, though we'll see as time goes on. Rather than just going through some long in-depth explanation of all the calculations, I think it'll be easier to just list them here as they're fairly straight forward.

Sunday, May 12, 2013

Heart Realm Update #005

So it's been two weeks since the last post, I just never got around to posting earlier because I felt that the progress I made wasn't worth posting about too much as it wasn't too glamorous.

Over the past two weeks I've been working on ways to implement enemy mobs and some of the various things associated with them.

Sunday, April 28, 2013

Heart Realm Update #004

This past week's focus has been on getting weapons into the game. Like the previous update where I focused on importing armor items into the game, I did the same this week but with weapons. Weapons were a little different in that I also had to come up with a way to import animations and store them in memory while the game was running.

So far I've got a data set of armor, weapons, and animations as far as content that I've loaded via XML files and stored for easy access during run-time. Like the armor, I also had an overlay on the player's sprite for the weapon. Unlike the armor, the weapon overlay also animates with the body, while the armor overlays are just a single frame, though that may change as I introduce more animations for the player. Other than that weapon importing wasn't too bad as I had the armor importing as reference so not too much extra work.

Monday, April 22, 2013

Heart Realm Update #003

Another week has gone by some progress has been made. This past week or so I've focused mainly on ways to import data files, particularly for the armor item types. I initially tried just trying to create my own format in a text format, but ended up just using XML as it was what I was most comfortable with. The first thing I did once I actually got the data files working was create a few pieces of armor to mess around with. I constructed a few basic pieces of armor with all the necessary stats that I knew a piece of armor could have. I added in a way to also attach sprites for both the icon which you would see in the inventory and other menus, as well as the sprite that would sit on top of the character's sprite, drawn in the world, if applicable.

While these sort of additions weren't all that particularly new from a player's perspective, they are necessary to the game's overall structure and will allow for actual content to be made in addition to just art assets and maps.

Thursday, April 11, 2013

Heart Realm Day 4... 5? I Don't Know What Day It Is. I'll Just Start Labeling These As Updates Instead. Update #002

So it's been a week since I last posted anything in the subject of Heart Realm. To be honest I was going to, except I felt that the progress I made over the past few days of actually working on the game wasn't too significant. It turns out trying to program while watching various youtube videos or movies on the second monitor can sometimes be distracting. Despite the distractions, I still spent a decent amount of time programming a bit and drawing a few sprites.

The reason there wasn't a post earlier was simple, there wasn't much visible progress. I pretty much spent the past few days laying out the Character, Item, Weapon, and Armor classes that are used for handling the player's stats and the various item types, respectively. Basically I felt it was too boring to really talk too much about as one day I spent just creating a few of those classes and naming some variables, that's it. Aside from that I also worked out how I'd like to handle the weapons in the game. Like many new designers, or just a lot of designers in general I suppose, I took inspiration from one of my favorite games, Dark Souls. I decided I wanted the weapons to work in a mix between Dark Souls and Dungeons & Dragons; version 4.0, I'm not too familiar with older versions as I've never really played D&D in general, plus the weapons are more straight-forward in 4.0 compared to 3.5 I believe.

Thursday, April 4, 2013

Heart Realm Day 01

While this may say Day 1, it's technically Day 3 or 4 of development. I started writing down the concept of the game the other day, but didn't actually start programming or anything until today. So, the game, as of right now, is called Heart Realm as you'll start off in this single hub type place and be transported to other various locations and dungeons which will primarily being procedurally-generated as most Rogue-Like games do. I decided to go with the name "Heart Realm" because you will always have this central hub-type realm you visit for shops and whatnot and can transport yourself to various locations via portals or whatever. I'm not 100% sure of all the details of the game. As far as the character goes, I'm also not entirely sure what I want to do, but from what I've decided so far is that you will play a generic player character which as you proceed through the game will evolve in whatever way you may see fit through the equipment, attributes, and spells you build into this character.

New Project And Happy Fun Time

Since it's been a while since I've last posted here, I figured it'd be a good idea to post something of this sort. Reason it's been so long since last post? I just forgot to come back, really. I'm not one for writing something frequently, I tend to write longer essays than shorter blurbs. That being said, I've started and put on hold many projects since I've last posted here.

One of my more recent projects being a local multi-player game where you and another player build a team from a list of fantasy units and fight it out in 2D, turn-based combat, similar to the Gameboy: Advance game Advance Wars, minus the building/conquering. It had a decent variety of units, some ~25 units (planned out twice that) with their own pros/cons and castable spells and abilities. The game was planned to be made in a month for a little challenge I wanted to try out called OneGameAMonth. I ended up continually coming up with more and more units so I decided to extend the length of development an extra couple weeks to accommodate it and as a result I held off finishing it within that first month. Ultimately I spent maybe 5-6 weeks on it. There are plenty of things I would like to go back and change or add, but that's for another time, for now I'll just stick to what I started today.