It's time for a new update on my game making progress after 5 weeks of no new blog updates!
It's going to be a very big blog but I'll try to make it easy to read for the dear readers and / or followers
I didn't have much time to work on the project as I'd like to and planned. Spent about 80 hours a week on work and every spare time I spent it on programming the game because there has been extra work.
My motivation is still as high as ever though. I enjoy programming every part of it
Previous blogs about game making
(From newest to oldest)
- Game making progress -part 10-2012-02-18
- Game making progress -part 9- 2012-02-13
- 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
Contents of blog:
- Data storage
- Level structure & Text alerts
- Player controls
- Battle music and sound effects
- Upcoming implementations
- Gallery
Data storage
In my previous blog (game making part 10 see above for link) I said that I'd use property lists (Definition: A property list is a structured data representation used by Cocoa and Core Foundation as a convenient way to store, organize, and access standard types of data. Link).
I've managed to load data into battles / save the game and more using these property lists.
I've also implemented new functions that makes use of the property lists (more of this later).
Level structure & Text alerts
I've made a test level which you can see below in the screenshots.
I've implemented a customized joystick which the user can control the player (red dot/character in later screenshots) on screen and also implemented a way so that you get to see text from talking to NPC, opening treasures or other text alerts.
Here are some screenshots of the level which was for testing purposes.
First level with some basic tiles and a customized joystick.
The same level as above except this is with a text box. After clicking the screen.
This one shows text after touching the blue textbox.
This is a new level with treasures and items/gold and even a surprise battle in them! Also used standard joystick.
Used a random startup screen with text fading in and out on screen.
Might use some animation on the startup screen in the future but for now I've only implemented a background I found on the internet.
After touching the mainscreen buttons will appear.
For now I haven't put any text in the buttons.
For some clarification, the 1st button is the button for new game and the second button is to go back to the mainscreen without buttons (see previous image).
The new level with treasures and an action button! You need to press this button in order to talk/open treasures and activate events etc.
Look! After going to the first treasure and clicked the action button you get to see what is in the treasure
Player controls
As you have already noticed in the above screenshots, I've implemented a joystick and an action button. Right now I've only implemented 2 buttons but more buttons could be implemented (although I don't know why I would for this game).
The player controls animates the character on the screen and moves the player across the map.
It's movement is a bit like blocky and I'll be refining the movements later on.
Battles, music and sound effects
That's right! What's a battle without any music and sound effects
I've managed to implement music and sound effects.
The music will be played according to the data that is stored on the property list files (see data storage section). I can set up as many songs I like for a specific battle and/or a random battle.
The only sound effect I have right now is that of touching the buttons.
Future sound effects will be for casting spells / opening treasures / game over / winning a battle / level up / outside battles etc.
Also implemented the text alert for in battles. See below image.
Battle screen with text! Info on the screen speaks for itself I think
Furthermore I've now also made it possible to have random battles when you step into a certain type of area (in the screenshots it's the grass but it could be anything). Also battles can be spawned from opening treasures / talking to NPCs.
Upcoming implementations
What will I be focussing in the upcoming weeks:
- Story
- Cutscenes
- Randomizing text chat from NPC's
- Item shops
- Class trainers with skills
- Puzzles for in and outside dungeons
- Implementing puzzles to select a player class (a player will not choose his own class rather the class will be determined by the way the player *solves* the puzzles he gets thrown at him in game).
- Refining player movement and formulas.
- Coming up with spells / items / NPC's
- Coming up with beta test
So far I think I've got the biggest hurdles behind me now.
My first game is slowly becoming a reality
Judging from the progress so far I can release the game in the summer which was originally planned
Gallery
Here's the gallery of all the above screenshots if you wish to see them again (Link).
If you have any feedback, please don't hesitate to leave them here or PM me if you'd like