Here's a video of the game's current progress after 1 weekend of work. Art was done entirely during the game jam 1.5 years ago, so this weekend was spent entirely on current functionalities and design.
A blog detailing my adventures with anything relating to game development, game design, and occasionally gaming.
Showing posts with label videos. Show all posts
Showing posts with label videos. Show all posts
Sunday, August 28, 2016
Project Axe Fight Update #001
Started a new project, sort of, it's really just a continuation of a game I started over 1.5 years ago with a friend as our attempt for the Ludum Dare #31 game jam. We started off writing the game in C++ using SDL, but that didn't work out so well as I was a bit rusty with both C++ and SDL at the time. Recently I've decided I would try to actually make the game but just using something simple, i.e. Game Maker Studios.
Here's a video of the game's current progress after 1 weekend of work. Art was done entirely during the game jam 1.5 years ago, so this weekend was spent entirely on current functionalities and design.
Here's a video of the game's current progress after 1 weekend of work. Art was done entirely during the game jam 1.5 years ago, so this weekend was spent entirely on current functionalities and design.
Sunday, January 31, 2016
Heart Realm Update #013
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.
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.
Labels:
abilities,
armor,
attributes,
combat,
design,
equipment,
equipment weight,
heart realm,
items,
rework,
skills,
stats,
videos,
weapons
Tuesday, March 4, 2014
Heart Realm Update #012
There's been a decent amount of progress since the last update including some minor changes to the damage/armor system and some basic spell casting functionality. That being said, this post is going to be quite wordy as I cover these things in detail.
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
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