[color=rgb(0,0,0)][font=Arial][background=transparent]So I'm coding a survival rpg (uh, seriously? pretty original...). Well, at the beginning I didn't know of the survival element, only pretty focused on the rpg thing. But then I started to think to the story (I always need one), and it comes out …
I've done a lot of experiments in the last months. Tried a couple of prototypes for a 2d rpg in sfml, sketched some game design ideas, studied a bit of directx11 in opposition to my old love, opengl. Tried to learn something more in the shaders universe. Or just to understand a bit of them.
I did no…
I did no…
The need
I thought for a bit to a method to render tiled maps (terrains) in a way that seems less... well, less tiled actually.
The brainstorming/idea
First idea was to have smaller tiles and different images for each terrain type: so instead of having one grass image for grass terrain, have a dozen …
I thought for a bit to a method to render tiled maps (terrains) in a way that seems less... well, less tiled actually.
The brainstorming/idea
First idea was to have smaller tiles and different images for each terrain type: so instead of having one grass image for grass terrain, have a dozen …
So, prototype has been done and I received a few favorable comments about it, now it's time to decide what to do next, and I decided I want to make a game out of it. A real game, with a decent level of polish, if possible.
I ran the prototype and made a list of all the things I would like to change …
I ran the prototype and made a list of all the things I would like to change …
Mission accomplished!
Prototype of this game is finished, and this is yet a very great success for me.
As last feature I introduced dungeons (not really a roguelike without them ). Dungeons are not the ultra-deep things seen in other roguelikes: they serve the sole purpose to hide once more obelisks…
Prototype of this game is finished, and this is yet a very great success for me.
As last feature I introduced dungeons (not really a roguelike without them ). Dungeons are not the ultra-deep things seen in other roguelikes: they serve the sole purpose to hide once more obelisks…
Another update, with several improvements, new contents and a couple of things with heavy impact on gameplay. Let's proceed with order:
Content milestone reached
The prototype's goal for content creation was to have 3 social obelisks (in order to complete a collection) and a Scientific one. I added S…
Content milestone reached
The prototype's goal for content creation was to have 3 social obelisks (in order to complete a collection) and a Scientific one. I added S…
It took me almost a week to put together 8 hours of coding, but I ended up with the core mechanic done: obelisks!
While coding obelisks, I had in my mind Sean Bean's Boromir whispering "one does not simply hardcode a feature like obelisks!"... he was right. Obelisks and their discover change almost …
While coding obelisks, I had in my mind Sean Bean's Boromir whispering "one does not simply hardcode a feature like obelisks!"... he was right. Obelisks and their discover change almost …
Some updates here: you can now grab things from the ground. Currently, you can grab mushrooms (if you have the ability "gather plants") and pieces of meat (if you have the ability "hunt for meat" and you manage to kill something, which is a big if).
Grabbing food increases the food counter, of cours…
Grabbing food increases the food counter, of cours…
I could name this entry "Monsters & Items" and stop writing. But I will not. I like to explain. I found that keep these records is a really useful mental help, since it gives me close milestones and act as a sort of progressive brainstorming. Cool.
Stats & Skills
Implemented factories metho…
Stats & Skills
Implemented factories metho…
Focus of this session of work was to define the gameover condition and manage the death and reborn of the character. Mission accomplished, even if in a very rough state.
There are two ways for die: one needed, which doesn't end the game, and one to avoid, as it's the real, classic, game over: you lo…
There are two ways for die: one needed, which doesn't end the game, and one to avoid, as it's the real, classic, game over: you lo…
At the end of 8 more hours of coding I've got the following:
- some refactor
- gui system started
- transition between world and area map
- minimal area map generator
- movement in the wilderness
And a couple of screenshots:
In the first one you can see the world map with the addition of some gui elements: the 4 te…
So project has started .
First I setted a working environment, with all the linkage and the bitbucket repo working, and an empty-black-screen exe, then I started some actual coding.
Where to start? I decided to go with the world map, with the goal of having something to put on screen. So, after a bit…
First I setted a working environment, with all the linkage and the bitbucket repo working, and an empty-black-screen exe, then I started some actual coding.
Where to start? I decided to go with the world map, with the goal of having something to put on screen. So, after a bit…
Yesterday I had a very nice (and productive) ideas exchange with some of you gdnetters, which can be seen here.
It was about an idea for a pretty unusual roguelike. Don't want to rewrite all the brainstorming here, only to start a dev diary for a prototype of the game.
Day 0 is about some sketches an…
It was about an idea for a pretty unusual roguelike. Don't want to rewrite all the brainstorming here, only to start a dev diary for a prototype of the game.
Day 0 is about some sketches an…
Things are going quickly, and after a few days from 0.1, I completed the checklist for 0.2. Woah!
The main feature was the ability of the engine to create monsters, put them in map and allow player to slay them in melee. A spawn system was also desired. A single monster to begin with: goblin, obvio…
The main feature was the ability of the engine to create monsters, put them in map and allow player to slay them in melee. A spawn system was also desired. A single monster to begin with: goblin, obvio…
So, after some prototypes and some adventures in the isometric universe, I took a step back to good old ascii roguelike.
I also switched from C++ to good old ansi C.
I kept SFML, in its C flavor, CSFML.
Why C?
I love C++, but simply it seems I can't get a whole game out of it... I always end wasting ti…
I also switched from C++ to good old ansi C.
I kept SFML, in its C flavor, CSFML.
Why C?
I love C++, but simply it seems I can't get a whole game out of it... I always end wasting ti…
So I'm working on this sort of roguelike of mine. It will not be a dungeon-only roguelike, I also want wilderness, and cities, villages and so on... something like ADOM, but procedural (ADOM world map is static).
So first step is to generate some kind of overworld. I ended up with using a particle d…
So first step is to generate some kind of overworld. I ended up with using a particle d…
First in-game screenshot for my RPG work, no mockup this time. I'm no longer scared by isometric draw!
It's all going quite well. Tiled is, as always, THE tool for maps, together with the simple tmx loader I wrote. The screenshot shows also the player character (a human male, but there's also the f…
It's all going quite well. Tiled is, as always, THE tool for maps, together with the simple tmx loader I wrote. The screenshot shows also the player character (a human male, but there's also the f…
It's friday, and it's been a while since last post, so the time has come.
What I've doing in these days? I'm still working on that rpg experiment, but leaved mocks for some actual programming.
What I've got so far is half of the character creation (screenshot), a kind of intro to the game and a bit o…
What I've doing in these days? I'm still working on that rpg experiment, but leaved mocks for some actual programming.
What I've got so far is half of the character creation (screenshot), a kind of intro to the game and a bit o…
Last entry was about some ramblings about a possible RPG, something easy enough to be developed by me myself alone, with regard to my poor artistic skills.
It ended up with a mock of some faces in a almost-top-down view. As mentioned in the post, a night of sleep changed my vision (as often).
I neve…
It ended up with a mock of some faces in a almost-top-down view. As mentioned in the post, a night of sleep changed my vision (as often).
I neve…
Occasionally I fall in the need of design some kind of RPGish stuff, so here we are.
I cannot draw, or at least I can draw to the level of a 6 years old baby, which is my greatest limit, because I love to do my stuff alone. That said, I'd like to make a game with mechanics similar to Baldur's Gate. …
I cannot draw, or at least I can draw to the level of a 6 years old baby, which is my greatest limit, because I love to do my stuff alone. That said, I'd like to make a game with mechanics similar to Baldur's Gate. …
So I'm making a game engine. Wooah!
No, really.... I'm making a game engine. Not a public engine that will be used by a large community, or something that can compete with all of the monsters out there like Unity3D. I'm making an engine for my own.
Why? First, I have no hurry to get a game complete …
No, really.... I'm making a game engine. Not a public engine that will be used by a large community, or something that can compete with all of the monsters out there like Unity3D. I'm making an engine for my own.
Why? First, I have no hurry to get a game complete …
There's a new kid in town... so sang Eagles some years ago.
Hi all, I'm the new kid in town: C# programmer (mainly) in the day-paid-job, game dev wannabe in the free time, in love with C++.
This Journal will hold some ramblings about my free-time explorations. You know, something about games I'll nev…
Hi all, I'm the new kid in town: C# programmer (mainly) in the day-paid-job, game dev wannabe in the free time, in love with C++.
This Journal will hold some ramblings about my free-time explorations. You know, something about games I'll nev…
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