What I have left to do, and some of what has been done
I still have to copy+paste the generic enemy template and apply it to the Aberrant enemy I created. It's going to be a sub-boss of sorts, with high-defense, low-speed, and (as mentioned previously) a tendency to drop golden keys that just happen to be required to progress. No, I'm only planning on using it once or twice at most.Some of the features I've added to the framework include disguised doors that look like walls (Hidden areas ahoy!). I'm contemplating my menu design; how to incorporate it into the main loop efficiently for the most part.Contrary to myself stating otherwise, I can't resist giving you a… teaser screenshot of the first level I'm building…-accidentally couldn't help myself and took 9 screenshots instead-:SThe first level - under constructionMany things are shown here, though not immediately apparent. Firstly, that building is demonstrating the variable height, now fixed to support proper collision in the third dimension (Meaning you can now drop down a pit, no problem).I have the wand equipped, and as can be seen I have a gemstone of sorts selected in my inventory. This is the spell system; you have to actually carefully decide which spell to carry with you into battle before just waltzing into a room.Think of it like this: You hold the staff in the right hand and whatever is selected in your inventory in your left. The Runes act as magical power-sources, giving you the elemental control required to cast the spell.Those red bottles on the floor are Health Potion Flasks. You can pick these up and use them later. They have a cousin, the Health Vials. Those can't be carried around and are activated on the spot if needed.The first level - Rune demonstrationI just fired off a Darkfire Bolt. This is one of the (currently, and perhaps only) two offsensive spells I created. It looks much better when in-game, as it animates.The first level - Stairway to ???This is my elevation system working perfectly. I can climb up the stairs, and can fall off. Previously, though not exactly mentioned, I had to encase elevated blocks like these in walls, or else you could walk through them.The first level - Some room or otherHere's a room at the top of those stairs. Note the lava on the sides. It is now fatal, killing you instantly (I've always been a fan of Immediate Death Inducing Objects/Things. unintended acronym there… IDIOT…The first level - A step too farJust proving the lethality of the lava. I need to 'center' the collision a bit more.Note the random message printed at the top, in the new font I made just for this.World of Swag - Drink aplenty!This is one of my debug levels, where I test out items, and enemy combat. The blue flasks are the MP restoring equivalent to the HP flasks.The orange vials boost attack strength by 1 point for 5 seconds apiece.The purple vials increase attack speed by 1 point for 5 seconds each (Sense a pattern yet?), and ditto for the lime ones, 'cept they increase your defense.Debug Room - Down the hatch Drank a Magic restoring potion. There's actually a 'flash' on the screen when you drink a potion, but I couldn't quite catch it with my screenshot…Debug Room - Something lurks in the shadows (again)Zoom in if you want. Ignore the fact that it looks strange at this distance (That's the mip-mapping taking effect). No, I'm not showing you a closeup.Debug Hub - Tripped…Took a wrong turn down the stairs…Anyway, some stats so far…- Locked doors (And their keys)- Hidden doors- Proper Y collision (That's vertical, because OpenGL).- Two killable enemies and the spriteset for a sub-boss.- No more goblin (Yay!)- Some sound effects- Some music- Deadly lava- Respawning- Inventory- Item use- You can clean your ears with a keyAnd this is on my to-do list:- Implement the sub-boss- Create two boss characters- Create at least four new enemies- New offensive spell?- Main menu- In game menu- Save/Load system, once I work out the data involved and required.- Some more BG tracks.- More sound effects required.- Complete 10 levels.Of these, the one I fear the most is the save/load system. It requires a lot of data and state juggling. I basically need to save the literal state of each object involved in the game at the time to a file. Then on load, I need to load the level without filling in the enemy lists, player information or item data. Then load the file saved previously and initialize those lists from the data contained therein. Order is important, of course. So Player->Enemies->Items->Doors (So unlocked doors don't lock again when you load, which might be highly amusing).Of course, most of the items in that short list actually involve art. Because I still need the art for the boss characters, enemies, the new spell, the volume sliders for the menu, a 'selector' sprite for the menu, a background for the save/load window, and a bunch of extra textures (I've only got a handful at the moment).Criticize, suggest, and … good luck to all the other competitors; I'm watching your progress blogs veeeery carefully… *rubs hands together*Actually, I'm watching them freaking nervously. Kilin's game looks like it's going to be as fun to play as Little Witch Sayuri was, Yaru's game -is- fun to play, being a fan of tactical RPG's, and who knows what all the other 210 competitors are up to? I'm most nervous of the progress blogs in which people post pictures, and Imageshack refuses to let me view them… I feel cornered.Minor update, added just after the late night GIT commitNote, firstly, that the currently selected inventory item now displays it's name in the inventory box.Secondly, note that I've filled out the stats box. Those are the three most important stats besides your Max HP value (Which is increased by collecting.. something. You'll see).These three stats can each be boosted permanently in-game by 1 point by acquiring a special (And hidden) item. Finally, I'm trying to think of a simple yet creative way to add some story to the world. Some background information, perhaps (Bookshelves, maybe?).NPC interaction would have worked if it wasn't for the fact that you're literally in a world filled with evil beings hell bent on trying to eliminate all humanity.
Oops. Screenshot naming went awry. Let me fix that. (Old goblin screenshots are showing D:)
Man, this is starting to look good. I love the textures.
Minor update that I'm not blogging about. Made the main menu, and an in-game pause menu (Which was so easy I laughed). The only menu-related operations I need to implement happen to be the monoliths: Save and Load. For now, random insults are flung at the player if he tries to use them.
damn this is looking aweeesome. only complaint is how incredibly dark it looks. can barely see anything xP
also nice work on the texturing. i can't see any enemies though, they're going to be the most important part of the project since it's an action game. gotta make them interesting and challenging with a variety of them so you don't get bored.