Monday, August 3, 2009

2. HUD

2.1 Permanent On-Screen HUD

The onscreen heads up display (HUD) will be a quick way to see all of the characters vital information. This includes: Health, Magic, Experience, and Equipped weapons. It will also have buttons to open up various windows including inventory, equipment, and stats.

2.2 Nonpermanent HUD

The nonpermanent HUDs and menus will all be movable and having them open will not freeze the game.

2.2.1 Inventory window

The inventory window will have 20 spaces for items and equips. You can use an item by clicking on it and equip an item by dragging it to the equipment window. You can drop an item by right clicking on it.

2.2.2 Equip window

The equip window will show all of your current equipment. Mousing over an item will display its properties. The equip window will have 4 spaces (helmet, body, weapon1 and weapon2)

2.2.3 Stat window

The stat window will store the character information including: Health, Magic, Experience, Strength, Dexterity, Luck, and Intelligence. You will also be able to spend your ability points (AP) here when you level up.

Wednesday, July 29, 2009

Movement

1. Movement

1.1 Over-world and Battle Movement

You can move your character using the WASD keys. The movement will be 8-directional, where each direction moves you the same speed. To move diagonally you would press 2 keys (any combination of W, A, S, or D) and to move in a straight line you press only one key (W, A, S, D).

1.1.1 Obstacles

Solid Objects - There will be various objects of every shape. The engine should be able to handle pixel perfect collisions.

Water – You cannot swim or walk on or through water.

1.1.2 Objects

Jump Down Blocks – You can jump down from certain cliffs and ledges that are 2 grid spaces or less. You cannot move back up these blocks.

Ladders – You can climb up certain objects (ladders, vines, etc) to get up on ledges.

 

We are not sure about mud or ice yet. (Mud makes you slower, Ice makes you have less friction) We cannot think of a reason that they would make the game more fun, instead of being just plain objects. SO if you have any idea let me know :)

Saturday, July 11, 2009

Screenshot

Well I decided to post the first screenshot of the alpha build. The screenshot is taken from Apple Island(which is level 1). You can see it along with my other current projects at the rocketeer makes games.

Friday, July 10, 2009

Day #Enemy

I finished the main part of the first dungeon a couple of days ago. I was playing through and it got a little tedious. At first I thought it was because the way the dungeon was laid out. Then I realized it wasn't. It was the way you fight the enemies. You just do the same thing over and over again.


I was chatting with the Game's Designer (The guy who posts but isn't me :) ) over MSN and we were starting to think of different enemy types. While talking we realized that a lot of the enemies could compliment each other. For instance we could have a healer enemy and a tank enemy. You would have to take out the healer before you could damage the tank. This is a simple idea but with the right amount of enemies and combinations I think we could add an element of strategy that would make the battles a bit livelier.


I'll let you all know how it turns out as we go. But as a parting question: What kind of enemies/combinations would you like to see?



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Oh and coincidentally,

Have you ever wondered how to hunt a lamppost?

Monday, July 6, 2009

Day #7

We have updated the blog look a little.

Hopefully I will get back in the habit of real posts soon.

Friday, July 3, 2009

Day #6

Hermellie

<Queen of the Dead>

<Enchantress Queen>

<Empress of Lotte>

Hermellie was not always cruel. Long, long ago she fought for the benefit of the under-species. Only once she was banished to her kingdom of Lotte that she had saved several year prior did she slowly turn against  the world. To escape she began to experiment on her own servants, turning them into malformed monsters. She began to trick her citizens into working harder by setting them into social classes. She stole all happiness and color from Lotte, only rewarding them back to those who worked endless and without question.

Eventually Hermellie began to wonder how exactly her curse worked. She decided that she would have to experiment to an even greater degree. She began sending her own citizens on trips only to find out that once they too left Lotte, they too would perish. Now knowing that her citizens had the same fate as her, she decided it was time to make a new island, Apple Isle.

Channeling much of what was left of her magic, she opened a portal over the sea just south of Montrifia. She ordered that her servants start removing the land that made up Lotte and throwing it through the portal. After countless weeks of shoveling, the new island was created. Lotte had been cut in half and was now slowly decaying.

Hermellie hastily had her servants march through the portal to the new island. To her surprise, they lived. At one point, she attempted herself to go to Apple but  once she left Lotte, felt her power draining and immediately went back to Lotte.

To this day, Hermellie still plots and experiments  on her servants to find a cure to the Curse of Kal’ar. Everyday Lotte sinks more and more into the ocean as it slowly becomes a swamp. All of the once proud cities are now abandon as their paint fades away. All of the grand trees are now gnarled and the wildlife left long, long ago. Only Hermellie’s Palace remains standing, following the same fate as the rest of Lotte as Hermellie searches for a cure.

Tuesday, June 30, 2009

Day #5

Sorry I have not been posting recently. I will try to fix that.

I have been busy with the engine. The current features include:

  • Text engine(Including Questions)
  • Movement
  • Battle Engine(with multiple wepaons)
  • Stats
  • Leveling UP
  • First Dungeon
  • First Boss

and thats it.... hmmm... It seemed like more when I was working... >_<