Concept artist and amateur coder.
Archive for the ‘LD #16 – Exploration – 2009’ Category
- I spent too much time on enemy variants. I should have gone for more variants of the terrain tiles instead, to make the exploration more fun. Terrain tiles are faster to draw since they don’t rotate. A snow area and desert area could have been cool.
- The title/splash screen has a very flat landscape. I didn’t add any shadows or foggy background mountains.
- I could have avoided combat altogether and focused on stealth exploration, sneaking by and grabbing the loot. It’s difficult to do a satisfying combat system in just a few hours. I had no time to make fun AI either.
- The game gets too easy mid-end. I didn’t have time to play through it even once. Anyways, this means that it’s mostly laborsome to find the last treasures.
- I should have made a few sounds. Without sound, one feels detached from the game. It’s harder to understand what is going on (especially taking hits in combat). Music adds atmosphere too, of course. I had an idea where the tile map drawing routine would generate ambient sounds.
- I flipped two of the squid frames wrong. I didn’t notice because I had put most of them in a maze with high walls.
- The main character looks like it is ice skating because of the scroll focus, but drawing 2 walk frames * 4 angles * 2 stances would have been too much work for me. I suppose it would’ve been less of a problem in a game where you move less.
- Speaking of which, tapping the movement buttons is straining on the hand after a while.
- Str(ength) should have been Att(ack) in the sidebar. I was thinking of drawing a background for the sidebar, but had no time left. The treasure were supposed to do things, but I didn’t have time for that either.
- If Health = 0 Then FGameOver() … I guess this made sense at some point, but it doesn’t in the current version. I’m generally careful and put less than checks in because I know I might change stuff around or lose control of value ranges.
- It would’ve been simple to couple the stats-up mechanic with the player’s current def/att mode, giving the player a bit of a choice for stats development.
So, I’m done. While I did finish something, it’s not much of a game. I spent far too long on graphics. The characters just skate around and do simple damage. The source code quickly turned into a mess as I approached the deadline. I haven’t even played the game myself, so I’ll give it a go tomorrow. I think I need to do more unique landmarks, i.e. more graphics to make the exploration worthwhile… and an actual game of course. Although, I think I will still consider it a game for the sake of my new year resolution (promised I would finish something).
Like many people here, I’ve been awake for far too long. Good night!
I think I wasted too much time on this. I need to do a game over and victory screen too, although they can be simpler. Thankfully they are easy to integrate into the program, since they are just single images.
No progress on gameplay… I’m past bedtime too, head is getting woozy. I can do art when I’m tired (well over the 30hr mark if needed), but not code.
I only have 2 hrs until super tiredness assaults me, but hopefully I can make the enemies move, do a rudimentary combat system, some GUI cleanup.
Pronably no time for sound. My idea was that each tile when drawn has a small chance of making an ambient sound. This would make a huge on screen forest go fooosh, a grave yard wooo aaaaaauuh… I have no sounds for that though. Trivial to add the code though, I think.
Also, I only have the gameplay and editor mode now. Maybe a big non interactive splash screen is doable as a title screen, but I also need a game over and a victory screen (panties). For now I was thinking the game is over once all of the treasure bits have been collected.
Here I’m trying out the new more silent terrain bits (less dots) in conjunction with the more busy ones.
I might skip making instances for the enemies and just make them terrain objects of sorts. They wouldn’t have any real stats this way. Instead they could die based on a dice roll. The player would have health though. This is a cheap way out just in case I don’t get to making the buckets and linked lists for the enemies.
I surprised myself and actually got some code done. I have made a simple Editor where I can select, draw, draw randomly and clear. Scrolling isn’t done yet. The map might be 128×128, I don’t know yet.
I’m thinking of replacing the shadow ellipse with a selection ellipse for the enemies and items. Or, I can do several shadows which work for different sizes of things.
Overall, the environment is a bit noisy and hard to read, but that’s partly because I crammed so many different objects onto one screen.
So what about exploration? I’m a fan of Zelda 1 where you could basically go pretty much anywhere on the overworld map right from the start. Here I’d like to do something similar to Dragon Quest 1 where the enemy difficulty partly limits your progression.
I might get the map drawing and scrolling done tomorrow. Perhaps player movement (and buckets). Probably not enemy instances or items.
Mr Magical wand will have to do the transparency mask for me. I haven’t really ordered the graphics in a sensible order. I don’t know if the stuff tiles well either.
Now I’m mighty tired. My slow start aside, I’ve been drawing all day and got a decent amount of graphics done.