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Amadan's prototype development

Blogs > 0x64
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0x64
Profile Blog Joined September 2002
Finland4615 Posts
January 31 2015 23:24 GMT
#1
[image loading]

Prototype development is a very special skill.
One in which you have to learn to stop tweaking useless stuff.
A prototype serves only to try if the mechanics are good, all the rest you can leave to the imagination.

Why and how it happens then that I always end up polishing strange stuff:
-The sunrise/daytime light, rises in the morning from the East.
-The time indicator is now in the correct layer (UI instead of game)

Since my last blog post. I added functionality that was useful too:
-Marauders are blocking roads during day time, and cities at night...
-You have multiple resources Gold, Food, and clovers (Clovers are basically lives)
-There is a small pool of quest from which it draws randomly.


What needs to be done to make quests more interesting:
-Main quest line mechanics (Each level will have a main quest line to complete and unlock a new story/adventure). The idea is to keep that short, to one session of 10 minutes or so.
Quests need:
-Affect the movement speed (If you are given something slow or heavy to move around)
-Spawn/Unspawn marauders
-Have potential time constrains

Next, I'll produce a lot of small quests and events that can happens when you arrives in a city.


Currently ideas that I am not sure I will add to the proto:
-Friendly soldiers (Go to a fort to report marauders)
-Dig (Buy somewhere a shovel, then dig around for treasures)

Try the latest version at:
https://dl.dropboxusercontent.com/u/12835591/Amadan/Amadan.html

Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
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