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.

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.

Saturday, 21 December 2013

Dev blog - Alpha 0.85

This is the second dev blog, and I'll be talking about the changes coming to the next version of the game. We've already had the 0.8 update this week but I thought I'd do another one to introduce the first version of the boss of the tutorial. I'll either do multiple small updates, or multiple dev blogs building up to a bigger update.

I have just put in the code for the boss object, it's movement (following you), and it's spawner. I have only a basic attack on it right now, with 50 range. It only has a few sprites so far and it carries a large maul or greathammer. Current heath value is 900 but that may be increased in future versions.
I'm now working on getting the attack for the boss working with multiple animations.

I've made some other minor improvements which I'll leave for the full patch notes in a day or two.
Patch Alpha V0.85, coming soon™

Thursday, 19 December 2013

Game Update - Alpha V0.8

Patch notes

Added
- Quests 1 & 2 added text and GUI
- Graves now have a destroyed sprite

Modified
- Current level and XP GUI improved
- XP needed to gain levels increased by 50 per level
- Dungeon textures updated (not final)
- Mana regen now increases when low on mana
- Skeleton sprites improved slightly
- Range and damage of skeleton casters increased to (300 from 250, 7 from 6)

Bugs fixed
- Fixed random teleporting glitch in the dungeon

Download V0.8

Sprite and GUI updates in 0.8

Wednesday, 18 December 2013

Dev blog - Alpha V0.8

In this first edition of the dev blog I'll be talking about some of the additions coming to the game in the near future. This week I introduce the tutorial quests along with the usual minor changes.

Firstly, I am making some modifications to the GUI concerning the level counter and the xp counter. The level counter will now be at the bottom of the screen with  the xp counter, contrasted with a box.

The other thing I did was write the tutorial quest system. The first quest will be cleansing the infestation of the first dungeon. Only then will the teleporter allow access to the next area.
The second quest is to destroy the 10 skeleton spawning graves. Once that is done you must face the boss.

I have yet to start work on the boss or his lair and the quest code that goes with it, however I can reveal that I am planning to make the boss use melee attacks and have the ability to chase you, which I hope will make fighting him interesting and challenging.

Patch Alpha V0.8, coming soon™ (probably tomorrow)