GameGame Blog 8

Posted by KaBob799 on Aug. 25, 2010, 11:28 p.m.

GameGame progress has been somewhat good, though not great due to me being distracted by other projects and real life stuff. A lot of my work has been glitch fixing and refining features I added from previous blogs. I also made a custom "pop up" box for the "are you sure you want to quit" message. It took me a while to figure out how to rotate the collision rectangle, until I realized I could just leave it unrotated and rotate the mouse location instead.

Random Screenshot:

It's actually been so long since my last blog (10 days) that I can't even remember all the progress I've made =p

Anyway, something I haven't posted here yet is the idea I finally came up with for single player.

Quote:
For the single player mode, I've finally put some more thought into it. It's going to be where you explore through a whole bunch of "dungeons" fighting bosses, solving puzzles/mazes and gathering treasure. You'll be able to earn money and items to place in a custom "home" level, which is where you will start all your adventures as well as acting like the lobby when hosting a co-op game. I'm also going to add some levelling aspects and an inventory. There will be some minor levels that you can gain for minor bonuses which will last forever, as well as major levels like HP which get reset with every adventure. I'm thinking it would be cool to implement a little bit of random generation in the levels, but that might have to come later on.

The full idea came to me when I realized that the ideas I had for single player were kind of similar the new Dungeoneering skill in RuneScape. That realization helped me take the various ideas floating around my head and form them into an actual game idea. I'm not really basing the game off of anything else, but the comparison helped me choose which ideas were worth keeping. Though I will admit the custom home level thing is partially inspired by a variety of games including Animal Crossing, Pokemon, RuneScape and Project Scarlet. But I chose it because it is a good way to encourage people to play without resorting to an MMORPG style xp system.

Outside of GameGame, Fall semester starts tomorrow. I'm taking 4 classes total from 2 different colleges and one of the classes is online o.O I finished my summer Geology 2 class with an A =]

I've also been working on Pokemon Twilight because Game Fortress finally gave me the latest gmk. I've added a basic AI which is designed to make opponents less likely to use stupid attacks without completely removing the chance of using that attack. It works on a system where all attacks start at an equal chance then it raises and lowers that chance based on a variety of things. For example, a Magikarp that knows Tackle and Splash will use tackle 75% of the time, which is probably smarter than a magikarp in the official games =p

Comments

RC 14 years, 4 months ago

I'm trying to figure out how boss battles would work, unless the gameplay in single player mode is going to be much different than the multiplayer gameplay (weapons? D:).

KaBob799 14 years, 4 months ago

There will be a way to attack, I haven't completely decided on the specifics yet. Anyway, I got bored and designed a test boss:

It's not finished yet. Can't be hurt and although the lazers do damage your characters health just goes negative. The map itself is probably about like the final design, but with less stuff lying around.

As far as boss AI goes I'd say it's about 50% complete.