As mentioned in my last blog post I have returned to Heart Realm, I'll be moving the game over to Unity, away from Java and all that. Along with that change I'll be making some changes to some systems, some of which were never really set in stone.
The reason for the change to Unity is partially due to my desire to work on the game more than the engine and the game, something I was doing when writing everything in Java. I've been using Unity now for the past 5 years now, working with it on and off on various smaller projects and so I feel comfortable enough with where it's at for me to work on this type of game using it.
A blog detailing my adventures with anything relating to game development, game design, and occasionally gaming.
Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts
Sunday, January 31, 2016
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.
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, 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.
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.
Labels:
AI,
armor,
combat,
damage,
enemies,
heart realm,
hud,
sight range,
ui,
videos
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.
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