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: