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Friday, December 19, 2014

Indie Day 54 - Slightly More Appealing Yellow



now it doesn't sting my eyes. it's great.

also made a bit of a change in the friction code to better allow for the sprinting.

if (speed > maxspeed) speed = maxspeed;

it used to be 8, the set running speed, now it's a variable that can be changed to the desired speed of fast.

Wednesday, December 17, 2014

Indie Day 52 - Gotta Go Fast


putting in a sprint button.


right now, it's mapped to the control key, but that can be a bit awkward. if i can find a way to make it activate by double-tapping the movement buttons then that would be great.

i also need to make it linked to a stamina bar (similar to the health and mana bar).

Tuesday, December 16, 2014

Indie Day 51 - Dark Souls is a Really Good Game


and i was thinking about its game design philosophies, like how a harder challenge, while making your game a bit more niche ultimately increases the feeling of reward and achievement.

i was also thinking about how it organizes its map. every area is accessible from the hub area (the firelink shrine) or from another area connected to it, and there are shortcuts everywhere, most of which have to be unlocked.

i was thinking about how a hub area might be a good asset for our game, so if there's a way i could make lillim city interesting enough so that no-one minds having to go back there, than that would be great.


..............................................................

more about the actual design of the city.

i want it to introduce a lot of key features, and have places to get most of your stuff, like a vending machine that sells potions.

i also want it to have npcs going in and out of the city, but that might be way beyond my skill level as an indie dev.

i've also sort of got a paper-copy layout of what i want the city, more of a town really, to look like.

Monday, December 15, 2014

Indie Day 50 - Couple of Changes to the Code


This is in the player's step event.


now instead of just re-loading the room, it restarts from the last save point.

this is the new game function, when pressed it will over-write the previous save file.


since we're having the least problems with save files by using drag-and-drop functions, we'll continue to use drag-and-drop, but only for saving.

Wednesday, December 10, 2014

Indie Day 49 - Lillim City Under Construction



i used this website to make a cool sounding name.

i've gone on google images looking at city maps to get an idea of what it should look like, and i've decided that the city needs a river.

i may need to get justin to make a river tile-set.

Tuesday, December 9, 2014

Monday, December 8, 2014

Indie Day 47 - I Found an Alpha Tester

"The game was cool.
I had problems finding the controls.
That was more fun.
I slayed mad bitches. YOLO"
- Howie.

i'll get him to test the game after each new major update.

from observing his play i learned some important bits of info

- the controls are not obvious;
they aren't completely intuitive, a popup would be a great benefit to the player.

- the map is easy to navigate;
the signs and paths make finding the right direction easy, but not boring.

-combat is simple but enjoyable;
in the alpha tester's first run, he did not die, so it's not difficult, but he did have fun with it.

Friday, December 5, 2014

Indie Day 46 - Fixed Some Issues the Sword Pickup Was Having With Changing Rooms


for example, if you picked up the sword, went out of the room, and then went back, the sword would re-spawn.

this sort of fixed it.


now instead of an 'instance_destroy();' code, the object is persistent, and just goes invisible.

Indie Day 45 - Made a Way to Get From One Area to the Next.


here's the code.



and that's what it looks like, except that it's invisible.




All it does is change the room (specified in the creation code, see variable; roomname), and then moves the player (variables target_x/y).

Tuesday, December 2, 2014

Indie Day 44 - Road Sign



invisible walls bordering the room.

and a new road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

Indie Day 43 - Branching Out a Bit


this picture shows that i'm working on a new room that will act as a transition period between the tutorial level and the main area.