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Active: 2007 users

Game making progress, school

Blogs > shannn
Post a Reply
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
February 02 2012 00:29 GMT
#1
Hello all welcome to a new part of my game making progress!

So last blog (here) I've told that I passed my school assignment for making a basic game (rpg 1 world level to walk and 1 battle to play).

I'm currently making a new RPG which will have more levels / battles.
I can't use my old code since I don't have it anymore (it's on the school's server).
But I don't really need it since the code was pretty bad (but working though).

So I've made a new template and since I don't have any artist so don't mind the artistic skills of mine LOL!

What I've done so far:
- Character selection
- Button activation
- Target selection
- Menu popping up and down when a character has been selected
- Attacking works (but haven't done the calculating of damage yet)
- Structural design (using MVC) with loose coupling
- Performance enhanced (compared to the first game riding barely at 30fps. Now it is 60 constant.)
- Progress bars added for each character
- Names and stats added on screen of characters
- Randomize an amount of monster ranging 1-9 each battle.

Anyways here are screenshots in order of my game making progress (might have some that are in wrong order).

[image loading]
This was the original layout of the new game.
I managed to have most working like this layout but due to some programming limits I wasn't able to complete everything as in this screenshot.

[image loading]
The new layout(V2.0) of the game. Used the layout of FF 1 from the iPhone as inspiration (wonder if this will get me into trouble).

[image loading]
Added buttons and a static status bar on the screen.

[image loading]
Made the status bar bigger and progress bars on it.
The buttons now have the ability to pop up and down when a character has been selected.
The buttons are now down due to no character being selected.

[image loading]
Same as last image except a character has now been selected thus buttons have popped up.

[image loading]
[image loading]
Progress so far. Added some new images to make it look a bit better.
Names and stats added to screen.

Thanks for reading and I'm open for feedback

****
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
February 02 2012 01:30 GMT
#2
Besides the character/NPC graphics (which are of course placeholders), I'd say for a UI it looks pretty fucking good.
Roe
Profile Blog Joined June 2010
Canada6002 Posts
February 02 2012 02:36 GMT
#3
actually I like it with the graphics like that. reminds me of those really old school games where it was more about gameplay than fancy looks. overall looks pretty cool! what are the steps to making this? what programming language do you use?
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
February 02 2012 02:56 GMT
#4
Make a game blog right after I make a game blog?!?!?! What are you trying to prove!?!?!?

Seriously though, this looks really neat. Obviously, not too spectacular from the graphical point of view, but the programming looks really solid. And you can always get someone else to do the graphics
Grndr101
Profile Joined March 2011
Belgium125 Posts
February 02 2012 06:13 GMT
#5
yeah, looks good. If you're looking to improve the UI, look to other games for inspiration. A ton of JRPG's out there that you can check out. But if you have adaptable code, replacing the UI shouldn't be much of a problem if you decide to, even last minute.

So if I were you I'd ask myself 'Is the battle engine complete?', if so you can move to another part of the game without even worrying about graphics.
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
February 02 2012 08:14 GMT
#6
On February 02 2012 11:56 ClysmiC wrote:
Make a game blog right after I make a game blog?!?!?! What are you trying to prove!?!?!?

Seriously though, this looks really neat. Obviously, not too spectacular from the graphical point of view, but the programming looks really solid. And you can always get someone else to do the graphics

Your blog actually reminded me that I should blog about my own progress as well :D

And yeah I'm not planning on doing the graphics as you can see :D
On February 02 2012 11:36 Roe wrote:
actually I like it with the graphics like that. reminds me of those really old school games where it was more about gameplay than fancy looks. overall looks pretty cool! what are the steps to making this? what programming language do you use?

It's quite a long process actually.

I had 1 day of planning and setting up a document.
In this document I've written what functions I want, how my game structure should look like. What design patterns I will use. This is to keep me on track and not go offtopic as in doing things I shouldn't be doing.

As for programming language, this is for the iOS. So obviously Objective-C is the programming language
On February 02 2012 15:13 Grndr101 wrote:
yeah, looks good. If you're looking to improve the UI, look to other games for inspiration. A ton of JRPG's out there that you can check out. But if you have adaptable code, replacing the UI shouldn't be much of a problem if you decide to, even last minute.

So if I were you I'd ask myself 'Is the battle engine complete?', if so you can move to another part of the game without even worrying about graphics.

Not really going to improve the UI unless an artist thinks it should.
I've used the MVC and if you looked at the 1st screenshot the UI was so different Took me a day to get everything to the new version (couple of hours). So yeah replacing UI isn't going to take much time.

Battle engine isn't complete yet :D I only have a couple of things left like spells / items / popups for victory etc.
I'm not focussing too much on the UI as it isn't a priority. I only designed the basics so that I actually am able to measure the size and positioning of images.
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
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