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.
A blog detailing my adventures with anything relating to game development, game design, and occasionally gaming.
Thursday, April 11, 2013
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.
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.
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