Posts Tagged ‘text’
Oh, man, I’m a little disappointed that I’ve raised a whole $31. Skullgirls proved it takes sex to sell something, apparently. Very depressing… it’s so hard to start new IPs or launch any kind of original project! I wish publishers were more understanding!
I would much appreciate some feedback on my Ludum Dare entry. You play as an angry Video Game Reviewer and get points for Negative words. It was entirely made in Batch.
For future updates and more games, follow me on Twitter; @MrNashington
Or go to www.VintageGamesCo.wordpress.com
Game mechanics are finally coming together, plus I’ve cleaned up a lot of the interface. Still haven’t really worked much on actual content though Let me run through real quick and list off everything that is currently working…
Start a new game, travel around the map, initiate battle, use attacks, flee, deal and receive damage, move use counters being limited and depleting properly for you and enemies, kill/die, win/lose battles, gain item drops based on drop rates, use items from inventory, view inventory…
What are the key things still missing, mechanics-wise? Switching active Evomemes in battle, Save/load game, attack accuracy/evasion, exp gain if it’s not item-based… that’s all I’m coming up with. We’ll see how much I can get done with ~3 hours remaining. A lot of stuff I could try to show you, but… no screenshot for now. Sorry!
Well, today got off to a rough start. Low energy, lots of distractions… Still, I’m making progress. I’ve got the core combat mechanics done with, and I’ve finally gotten my damage formula tweak’d to something that seems right to me. Needs a lot of messages to the player so s/he can know what’s going on, but the functions themselves are working.
Next up, exp gain, item drops, and the whole inventory system! Eek! That’s a lot for roughly 7 hours. GO GO GO!
Also, have a screenshot of a functioning battle:
I can feel myself slipping away as I type these words, but I am sticking to my plan and posting a screenshot before I pass out. I’m about half-way done with combat… still need the actual damage calculations worked out… might do it half-way for now, and come back and implement elements/weaknesses/whatever later, if time permits.
But actually, first thing’s first. Screenshot and sleep. I’ll have about 12 hours left tomorrow, plus or minus… who knows how much content I’ll get to add… not nearly so much as I’d hoped, but… ah well! Good night, LD Crew, and good luck!
So, we’re half way there already, huh? Alright, I can live with that. I got hung up for a while and didn’t make much progress for since the last update. I’ve got the transition into battle ready. I generate the enemy’s evomemes and deal with pre- and post-battle dialog. Battle itself should be hard to implement… it’s mostly some numbers games, right? Anyway, I’m gonna try to get a couple more hours’ work done tonight in case I’m interrupted tomorrow. I still wanna get all the main mechanics done tonight if possible. We’ll see what happens. I’ll try to put out one more update before I go to bed if I can manage not to suddenly crash.
Also, next time I’ll have a screenshot, I promise!
Just trying to build a habit of checking in every few hours. Still plodding along, but no major breakthroughs yet. I’m building up the infrastructure for my critters – I’m calling them Evomemes. Figured out what stats they’ll have… working on figuring out formulas for leveling them up… then I’ll put a couple attacks in, and build up a combat system.
Did I mention in the last update, I can’t remember… my goal is to get ALL of the game mechanics working and tested TONIGHT, which’ll leave me all day tomorrow to fill out the game with actual content! One of my personal goals for this LD is to get enough content that I can personally consider it a “Full Game”, or close to it. Usually with LD you end up with one or two tiny levels, and that’s it. I want more! I want full RPG goodness! I’m not honestly expecting something on that scale this weekend, but I’m at least striving to push my game in that direction. GO GO GO!!!
Hopefully by the next update I’ll be able to show you a stat screen and/or a battle screen!
Another short update – Making slow but steady-ish progress. I’ve got the very basics of displaying and moving between rooms working. I would post screenshots, but… it’s a text based game! I figure there’s only so much of that sort of thing anyone can handle, so I’ll wait until I have a lot to show until I use up your patience. Next step is to allow for rooms to add context-based commands to the prompt, such as talking to a person in the room, or battling something, or… whatever? After that, it’ll be time to tackle actually creating the ‘mons and building the inventory, status, and battle systems! Eek!
Gooood morning, Ludum Dare!!!~
So, my first act of last night, after the unveiling of the theme, was to go to sleep. Sign of being old? Perhaps. Nonetheless, I’m awake now and the juices of creativity are percolating up into my brains.
For those just tuning in, my self-made restriction for this LD is to use a base install of Python and NOTHING ELSE! I’ll be sticking with very simple programming techniques as well. The idea behind this is to show my students that you can make a fun game with only a couple weeks of programming know-how. I guess that means my game better be fun!
So what am I making then? Well, text-based, for sure. Evolution, hmm?
Well, my first idea, and the one I’m sticking with, is something at least loosely based off of Pokemon. I know from a quick scan of other people’s posts that this is by no means a unique idea, nor would I expect it to be… but it’s something I think my kids can relate to even in text form.
Now… how to translate the traveling, and collecting of ‘mon into a non-tedious text game? We’ll see… I’ve gotta start somewhere though!
Started at local midnight, two hours ago. I had grand plans of making a generic scriptable text adventure engine when the compo started, but couldn’t find the inspiration and energy needed to get on with it. Instead I stalled and waited for the very last moment to get something half-assed out the door. It ended up completely hard-coded and very simple, but at least I got to write a text adventure. Last one I did was probably in AmigaBASIC twelve years ago.
Download and poke around a bit. You might have a minute or two of frustration fun: drpetter_ld12.zip
So here it is. I began writing the story for this game at 11:30PM on 04-19 and started writing the code at 4:00AM 04-20. I have never coded before in my life. I have no previous knowledge of coding but I have spent time around people who do code. I came into this contest with 22.5 hours left and wanted to have a text adventure completed before the deadline. I came close. I did not have time to finish writing the story but I did implement quite a bit and learned alot. So, as far as I am concerned Mission Accomplished.
There Is No Screwdriver.
Text Based Adventure written in Python.
1.19MB contains source .py file.
I had some hosting issues, hopefully I am not too late.
While trying to think of a decent game to make for the Weird/Unexpected/Surprise theme (a theme I had voted for, but never expected to win, so I never thought about any real game ideas before start), I sat down at wrote Banana Ship.
It’s not meant to be a real entry, but yet follows the theme quite well. If anything, it lacks in that it’s not much of a game, you just have to figure out what to do, and it’s not much of that either. It’s more like a short story, really, but you might enjoy it for a minute or so before it ends.
You materialize out of nowhere, and have no idea who you are, or what you are expected to do. You are wearing a pink sheet cut into a really ugly robe. All around you are filled with nothingness, except for a small, yellow banana, floating in the air right in front of you. >