Brockleblog. |
The ever-so-slightly interesting ramblings of a game designer & illustrator. |
“Big and Small”
Trying out a new shading effect, really impressed with this one.
Haven’t speed painted in ages. Really like this one, s’cute.
Full implemented!
Little preview of the quest screen (all implemented)
Added:
- Sword
- Purple Worm enemies you can kill with your sword to give bread. (placeholder drop for now)
- Energy decreases when you generate land, eat bread to bring it back up.
Fixed:
- Level generation code. Much, MUCH cleaner now, also generates 2 blocks ahead of you now.
- Turn speed increased.
Bugs:
- If any mobs/items in ungenerated land it classes it as ‘not empty’ and doesn’t generate. Should be an easy fix, just need to re-write a few things.
I appreciate any feedback and comments, the level generation code is my main priority at the moment and will be getting a complete re-write.
As for updates to the game, completed a system for inventory! This is my first real go at serious coding, so to get it working is a real achievement :)
As for what I plan to add now, I’m more or less primarily working on the initial parts of the story (which you’ll find out about more in later updates ;) ) other than that I need to build some menu systems (quests/pause/initial) and sort out the intro into the game, which I plan to have a short tutorial type thing.
HUD is pretty much finished, things like HP/XP/etc are implemented but have no use as-of-yet. Loving the progress of though! Working on an inventory system now, then I want to sort out a few bugs and extra things, sort out a few quests then I’ll release it for testing!
A sketch design for a series of watercolour/pen pieces I plan to create called “Wilderness”. Should hopefully be selling them too.
Okay, so I’m working on a game at the moment with randomly generated terrain. It’s going well so far, few engine tweaks here and there at the moment, but I should be adding in some proper gameplay soon.
I’m hoping for it to evolve into some sort of rpg-type game, with quests/exploration/levelling, but we’ll see what I can implement!