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.