That sums it up. I have the decent working I need to have the system place traps and other items that play out in the game. Pretty much from here on out it is tuning and polish…then add in the extra content which is pretty much the same play and tune.. good stuff.. until it is done.. I just hope all the time invested is profitable… ;).. argh….
TIER 1 WEAPONS LEVELS 0-10
These are the LOWEST and SHABBIEST weapons in the game.
Axes, Mauls, and Swords. All with different bonuses. Just a quick movie grab in my debug room. Back to work!
Reposting video as people link right to the story and do not see the simulation at work…
Today I am just bug hunting and getting the transitions to levels down. When you leave a level due to memory constraints that level will be remade by the necromancer. But it will warn you and there are no needs for town portal scrolls in this game since it is a mobile game you can return to town at anytime using a prayer in your menu. So no back tracking I have ALWAYS hated that =).. So far the bugs on the list are the random blockers just sitting gin the middle of the room. I just need to find out why. I am going to change it to where swords are randomly made and their names do not account for their blade. This will help to have more variety in the store. So off to play test and fix as I go =)…
Good times Happy Monday =)..
Only nine views on the video in 3 days. I think I will hold off on videos for a while as they consume to much time and no one seems to show any interest for them 😉
O the headaches of physics and linear algebra. I have the rooms in local space to conserve memory with their sets/collision/models and so everything must first be converted to local space then check to see if the point is in inside an AI triangle via a crossing test. Then if it is not I need to take the triangle I am in and glide it along the edge so as to not just STOP when you hit an edge. Not a big deal all by itself but tying it all together can be a headache when one mistake in several pieces of code cost you 3 hours ARGH… 😉 still it is working .. back to work.
DEV VIDEO VERY EARLY SHOWING THE TAKING AND COMPLETION OF ONE QUEST.. COmbat has a LONG way to go and some weird stuff happened on the run. Needless to say long way to go but I am getting to the all down hill point finally =)…
This was recorded on a mac mini while the dev package was open so the frame rate is actually much better on the device just harder to film. 😉
O and playing with a mouse is a DOG… but we cannot tilt the developer simulator ;)..
And it is still not done! =)… Today I will get a movie out representing where I am. I am hoping for what I am calling a zeta build. Its not alpha meaning feature complete. Or Beta meaning close to RC or release candidate. But it is close to feature complete for the first tier. This will be the lite version of the game for free. The first 5 levels or so down to the first boss Rot Gut. Back to work so I can get to the movie. I have to finish the breakable doors. The first tiers puzzles will be simple only to get more complex with lever opened doors and traps and the like. All (intelligently) randomly generated =).. 😉
The game is fully playable now all the major systems are in. Today I am going to just start bug runs. Cleaning things up on the first 5 levels. That is what the free lite version will contain. I will try to post a video of a game play session today depending on where I stand at the end of the day.
Update: Video tomorrow =) GOT A TON DONE now time to go on a date with my girl =)
The Quest system is made up of a story arc that you are fed at times along the quest chain. In between a story quest you will be given random quests that have to be accomplished first. You will be rewarded with items. You can sell or disassemble them to create or sell other items. All quests are spoken and written text. I like the personal feel when they are spoken to me and not read off a page…..Of to work. =)
I forgot to mention the drawing will be Friday for the contest. 😉
Argh.. Refactoring time.. I had some functionality that GREW inside the game state. The inventory graphical management system is now being re-factored into its own pretty little C file. I am tossing Objective C whenever I can. Here is another chance. I finished the store system. You can do it all now as far as buying and perusing the items. I have to re-factor the inventory system now so hopefully it will not eat my whole day. I need to add the ability to sell your collected items then I am finally on the last step the Quest manager wrap up. I still could be done this week we shall see.. With tier one that is. Then on to making it all look even better. It is still a screamer as far as frame rate goes!.
Contest still going read other posts to enter!
Have a great day!
Update DONE! Wow that was fast and it is so much nicer now not being in Objective C Good Stuff -)..Now I just need to rip it out of another mode and done. Then I need to implement selling to move on to the final MAJOR goal… Finishing the Quest Manager.
5 copies of cursed slots are up!
Today I need to finish the store as tier on assets are complete. I need to fix the icon gen. It needs to use the same scratch texture space to generate icons that the character gen does. Then it is on to the final system the quest manager. Woohoo then alpha testing it
. After alpha a huge polish phase and retest. While tiers 2 through 5 are completed. The final stage is polish polish polish 😉