As I mentioned in a previous post the game had to go on the 'backburner' as such for a few weeks while I worked on other things. I’ve delayed the overall release of the game to late April, however this is a firm release date with no compromises!
Allot of the work I have been doing is more on the 'back-end' side of things. Understanding the constraints of the mobile platform and overcoming them has been a huge learning curve for me and I have learnt a lot of great new programming concepts along the way. In-turn I have learnt a few painful lessons about the scope of the game, limitations terms of time and resources and also how to and how not to manage a project!
All in all the game is now allot more stable than before. Performance has increased a noticeable amount across all my testing devices. With the new optimisations it has also allowed me to increase the world size to over 300% more without impeding on the games performance (although a little slower generation time). Also map items are now stored alongside the resource data which allows a near infinite amount of items to remain on the ground without slowing the game down significantly.
I have gone back and re-developed the character creation screen. There are now several new options including body type, hair, eyes and nose customisation. As-well as the original hair colours and world generation options.
The game now features over 100 unique items.DOT and HOT items with indicators. Fully randomised dungeons and dungeon entrances with unique items, enemies and loot. Several armour sets. Several weapon types. Around 40 crafting recipes. 20 different enemy types.
My core focus at the moment is the finish up allot of the survival elements. Hunger and thirst need tweaking so that they are more meaningful to the gameplay. I need to implement some kind of ai for night time which makes specific enemies much more deadly and aggressive once the sun sets.
Okay that is my ramblings done for now!
*edit -
I just thought I would mention the character creation screen is still missing the text that indicates the specific sprite or hair type etc you are using (hence all the un-used space!)
Ahh unfortunatly I went the other way around and let the player equip anything and everything! A nightmare when it came down to organising all the sprite sheets!
The engine I am using is game maker, only because the cross platform functionality it proved by default is exactly what I need! However the paper dolling system has the exact same functionality no matter what you are programming in.
The way I work my paperdolling is something like this -
Determine the frame that the player (attacking/walking etc) is currently being drawn
Find the corresponding frame for the item you want to paperdoll (in a loop of all currently equip items)
Depth sort those items, so armor is drawn before a weapon is etc
Draw the items over the player sprite
win
I dont know if that was what you was asking? Maybe I read the question wrong. If I can be of anymore help please just ask or if you want me to explain better. Thanks!
Unfortunately I am going to be pushing it back a few more weeks William! I have been extremely busy at work lately so regrettably the project time-frame got thrown out the window. However on the bright side the time away from the game really gave me a better perspective on the project as a whole and I feel even more inspired now than ever to get it finished.
Over the weekend I went back and completely re-wrote my paper dolling system so that it works with every LPC asset, meaning I could quickly implement all existing weapons and clothing/armor assets!
I also fixed up allot of the bugs with the tile generation and was able to increase the overall size of the generated worlds by 300%. Skills such as mining and fishing have been fleshed out and implemented as well a lot of essential things added such as a pause menu, anti-aliasing options and v-sync .
Despite my previous estimations with the game I have put a fixed date for the initial public release to be on, or before April 30th!
I will update this post later tonight some new screenshots of content! Thanks for the interest and please let me know if you have any ideas or criticism!
When I first checked out this set I had a little trouble figuring out exactly which frame belongs to which animation set. I am sure it is obvious and I was just being a moron but if anyebody gets a chance maybe they could put labels over an example set for future reference.
Haha that 404 page is awesome
Hiya guys,
As I mentioned in a previous post the game had to go on the 'backburner' as such for a few weeks while I worked on other things. I’ve delayed the overall release of the game to late April, however this is a firm release date with no compromises!
Allot of the work I have been doing is more on the 'back-end' side of things. Understanding the constraints of the mobile platform and overcoming them has been a huge learning curve for me and I have learnt a lot of great new programming concepts along the way. In-turn I have learnt a few painful lessons about the scope of the game, limitations terms of time and resources and also how to and how not to manage a project!
All in all the game is now allot more stable than before. Performance has increased a noticeable amount across all my testing devices. With the new optimisations it has also allowed me to increase the world size to over 300% more without impeding on the games performance (although a little slower generation time). Also map items are now stored alongside the resource data which allows a near infinite amount of items to remain on the ground without slowing the game down significantly.
I have gone back and re-developed the character creation screen. There are now several new options including body type, hair, eyes and nose customisation. As-well as the original hair colours and world generation options.
The game now features over 100 unique items.DOT and HOT items with indicators. Fully randomised dungeons and dungeon entrances with unique items, enemies and loot. Several armour sets. Several weapon types. Around 40 crafting recipes. 20 different enemy types.
My core focus at the moment is the finish up allot of the survival elements. Hunger and thirst need tweaking so that they are more meaningful to the gameplay. I need to implement some kind of ai for night time which makes specific enemies much more deadly and aggressive once the sun sets.
Okay that is my ramblings done for now!
*edit -
I just thought I would mention the character creation screen is still missing the text that indicates the specific sprite or hair type etc you are using (hence all the un-used space!)
These are amazing! Great job. Will try and implement them into my game and somepoint.
Ahh unfortunatly I went the other way around and let the player equip anything and everything! A nightmare when it came down to organising all the sprite sheets!
The engine I am using is game maker, only because the cross platform functionality it proved by default is exactly what I need! However the paper dolling system has the exact same functionality no matter what you are programming in.
The way I work my paperdolling is something like this -
I dont know if that was what you was asking? Maybe I read the question wrong. If I can be of anymore help please just ask or if you want me to explain better. Thanks!
Unfortunately I am going to be pushing it back a few more weeks William! I have been extremely busy at work lately so regrettably the project time-frame got thrown out the window. However on the bright side the time away from the game really gave me a better perspective on the project as a whole and I feel even more inspired now than ever to get it finished.
Over the weekend I went back and completely re-wrote my paper dolling system so that it works with every LPC asset, meaning I could quickly implement all existing weapons and clothing/armor assets!
I also fixed up allot of the bugs with the tile generation and was able to increase the overall size of the generated worlds by 300%. Skills such as mining and fishing have been fleshed out and implemented as well a lot of essential things added such as a pause menu, anti-aliasing options and v-sync .
Despite my previous estimations with the game I have put a fixed date for the initial public release to be on, or before April 30th!
I will update this post later tonight some new screenshots of content! Thanks for the interest and please let me know if you have any ideas or criticism!
I like these, good job!
When I first checked out this set I had a little trouble figuring out exactly which frame belongs to which animation set. I am sure it is obvious and I was just being a moron but if anyebody gets a chance maybe they could put labels over an example set for future reference.
I am pretty sure they are just for demonmstration purposes, which makes perfect sense.
Heya, awesome pack! Thanks for sharing. Out of curiosity can you share what the game was that you made them for?
Thanks!
It is a known bug, It will fix itself after a few hours to the actual count.
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