Decided to make a blog update on my game making progress :D
For those who want to skip some parts of my blog, I've summarized the contents of the blog for you in bold so you can go to that section directly.
Contents of blog:
- Short history of my game making progress
- Previous blogs about game making
- Game making status
- What will I do after the battle engine v1.0 is ready?
Previous blogs about game making
If you are interested to read my previous blogs about my game making progress then here is a summary of my previous blogs:
(From newest to oldest)
- Game making progress, almost done 2012-02-07
- Game making progress 2012-02-04
- Game making progress, school 2012-02-02
- School & game making progress 2012-01-31
- Math genius needed for game making 2012-01-11
- Making a game, progress 2012-01-06
- What makes a game interesting? 2012-01-03
- A new beginning 2011-12-31
(Note: damn so many blogs about my game making progress)
Short history of my game making progress
Slowly but surely I can see the light at the end of the tunnel :p
At the start of reading a game making book to all the way finishing my school assignment to where I am now (in 2.5 months) I've learned so many things about making 2D games.
It's really absurd that I actually managed to get this far. At the start I really would've thought at the end of the year I'd be where I am now but with so many hours spent learning/programming and just asking stuff I managed to speed up the progress.
Anyways enough blabbering about me, this blog is about my game :D
Game making status:
I've managed to complete almost everything basic for my battle engine.
Things my battle engine can do right now:
- Physical attacks on enemies
- Magic spells to use on enemies (damage or healing on own party)
- implemented AOE feature, for those unfamiliar what AOE in this context means. It means you can now attack/heal multiple targets. This was an unplanned implementation as the code basically allowed me to implement this easily when I was cleaning code (yay for clean coding).
- Animations to walk, cast, attack
- Use items
- Select spells,items from a menu
- Pause function (although not fully workign)
- Algorithm for spell/item damage/healing in combination with different elements. I have made up 6 elements (did not think of names yet). This could be more or less.
Things left to implement for battle engine (some are for the future but not urgent).
Major things:
- AI for my enemies.
- a Run action, as in flee the battle
Minor things:
- performance issues (cleaner code for future updates)
- animation issues (having characters animated constantly, death animations etc)
- more battle options like having items to do damage/buff or debuff targets
What will I do after the battle engine v1.0 is ready?
Well I wanted to make a adventure/RPG like the oldschool Final Fantasies so I'll focus on levels and puzzles after this. I'll have to get some artist to draw for me. The artists I have now don't have the time and are asking too much (over 2k euros for a student lol).
I've already documented a few puzzles and so I need to write up a story and somehow think about implementing these puzzles into the storyline. (For the anime followers among us, I was inspired by Hunter x Hunter so you will see familiarities which you will like.)
For the first public release I documented that I wanted to have 10 levels spread out over 2 dungeons and 1 puzzle for each level making it a total of 10. This could change of course.
Note: I wonder if people are interested in testing my app soon? Apparently it's possible to send links of the app for beta testing. I will have to find out about this later but I'll have to know if people are interested in this first
Pretty long blog post without screens sorry
Stay tuned for more blog updates (soon :D).