Wednesday, 5 February 2014
Skeptic Master Alpha V0.2a
Get the new version here.
Patch notes
- Added in-depth dialogues (v1.0)
- Upgraded naming system and categorisation (v1.0)
- Improved title screen etc.
It may not look like much but this is actually a major update.
Tuesday, 4 February 2014
Dev Blog - Roaming Death Alpha V0.85
A much needed patch for Roaming Death is coming soon... next week in fact. I've been making steady improvements today, so the following will be a brief list and discussion.
- Health and mana GUI rework (again)
Yes I have improved it again. This time it will have a nice textured look to it, and a border that isn't glitchy. Even the accuracy of the circles, and the font have been updated.
- Ability GUI border added
The abilities were looking pretty plain and boring, and there was a gap for the ones that haven't been made yet, so now there will be a background and border for the whole ability bar.
- Font and button touch-ups
The main menu buttons were terrible I admit, so I fixed that little problem and tidied up the font so it all looks the same.
- Improved menu background (again)
Speaks for itself this one... I improved it with some more gradient tool.
ETA on this update is 10th February, so I'll see what else I can get done this week and do another Dev blog if needed.
- Health and mana GUI rework (again)
Yes I have improved it again. This time it will have a nice textured look to it, and a border that isn't glitchy. Even the accuracy of the circles, and the font have been updated.
- Ability GUI border added
The abilities were looking pretty plain and boring, and there was a gap for the ones that haven't been made yet, so now there will be a background and border for the whole ability bar.
- Font and button touch-ups
The main menu buttons were terrible I admit, so I fixed that little problem and tidied up the font so it all looks the same.
- Improved menu background (again)
Speaks for itself this one... I improved it with some more gradient tool.
ETA on this update is 10th February, so I'll see what else I can get done this week and do another Dev blog if needed.
Monday, 3 February 2014
Dev Blog - Skeptic Master v0.2a
Some very significant changes coming to Skeptic Master soon as I approach version 0.2a. Lets go over some of the improvements in the latest alpha test.
- Added NPC categorization, which improves naming and adds variety
There are now 4 distinct types of person to talk to, each with unique (hidden) stats that change their behavior. More types planned for future updates. I have also added many new names and removed some of the old ones.
- Improved topics and topic selection
More topics and more in-depth dialogue for topics, custom topics for different types of person. Different sources for topics coming next patch.
Skeptic Master V0.2a ETA: Feb 4-5
- Added NPC categorization, which improves naming and adds variety
There are now 4 distinct types of person to talk to, each with unique (hidden) stats that change their behavior. More types planned for future updates. I have also added many new names and removed some of the old ones.
- Improved topics and topic selection
More topics and more in-depth dialogue for topics, custom topics for different types of person. Different sources for topics coming next patch.
Skeptic Master V0.2a ETA: Feb 4-5
Thursday, 23 January 2014
Skeptic Master 2014 V0.1a Screenshots & Demo
I finally have a demo to show! (.exe, windows only)
Here's a link to the HTML5 version (only use if not running windows)
Dev Blog - Update
I have been experimenting with backgrounds in photoshop for the menus and screens in the game and I'm happy with the results so far, just a bit more tinkering and I'll have a demo ready.
I still need to clean up some graphics and add the leveling system. Although it will be a text based game I want to make the few graphics I have look good.
Sunday, 19 January 2014
Dev Blog - Update
-19/01/14
My new text-based project has been started and some initial progress has been made. It is not yet ready for a first alpha v0.1 demo, but maybe it will be soon.
If this project is successful, I can reuse the code to add better dialogues to roaming death or any other project I may start.
-20/01/14
More progress, some GUI added, it is starting to get some interaction but still quite dull so far. More work needed to get a demo that is playable. First screenshots on the way once more progress has been made.
-21/01/14
I ended up getting quite a bit done last night, and I continue to make progress today. The latest noteworthy feature is the quote system I added to the title screen. It shows a random skeptical quote from the ones I have put in it's database (around 20 so far) at startup, with a button to reroll for another one.
My new text-based project has been started and some initial progress has been made. It is not yet ready for a first alpha v0.1 demo, but maybe it will be soon.
If this project is successful, I can reuse the code to add better dialogues to roaming death or any other project I may start.
-20/01/14
More progress, some GUI added, it is starting to get some interaction but still quite dull so far. More work needed to get a demo that is playable. First screenshots on the way once more progress has been made.
-21/01/14
I ended up getting quite a bit done last night, and I continue to make progress today. The latest noteworthy feature is the quote system I added to the title screen. It shows a random skeptical quote from the ones I have put in it's database (around 20 so far) at startup, with a button to reroll for another one.
Wednesday, 1 January 2014
Dev Blog - Update
I have been thinking about the future of my game engine and some fresh ideas for games...
I may or may not continue to develop Roaming Death in the future, but I will be making more games soon using some of the same code.
I was running out of steam with Roaming Death, as I couldn't really animate the sprites without making them all 3d models and taking screenshots (that is what I would need to do if I wanted to continue the project later). I tried working with 3d modelling but I am really useless at it and as with a lot of things the best software is far too expensive.
The main idea right now is an educational topic in the strategy-simulation genre. The player must confront a believer of some sort of nonsense, and convince them to re-examine their belief. This would be a text-based game with lots of dialogue, but much more realistic in scope than a fully animated ARPG. More details in future dev blogs as I start development.
I have other ideas but first things first.
I may or may not continue to develop Roaming Death in the future, but I will be making more games soon using some of the same code.
I was running out of steam with Roaming Death, as I couldn't really animate the sprites without making them all 3d models and taking screenshots (that is what I would need to do if I wanted to continue the project later). I tried working with 3d modelling but I am really useless at it and as with a lot of things the best software is far too expensive.
The main idea right now is an educational topic in the strategy-simulation genre. The player must confront a believer of some sort of nonsense, and convince them to re-examine their belief. This would be a text-based game with lots of dialogue, but much more realistic in scope than a fully animated ARPG. More details in future dev blogs as I start development.
I have other ideas but first things first.
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