Competition Worklog (Yonni) (yonni's Worklog)
Development suspended
Unfortunately I've been forced to suspend the development of this game until further notice, which means (unless I state otherwize) it won't be finished in time for the competition deadline.
I really didn't want to do this, but excessive workload has forced me to. I should also have posted this earlier as I haven't done anything on the game since my last post.
I do plan to finish the game, I just don't know when yet.
However, I am still interested in testing other people's games/etc, and maybe able to judge (Depends how much time I have after the deadline, and if Rince wants me to ofcourse).
Sooo... unless I can magically double the ammount of hours in a day, no more game.
For future reference (when I finally get this game finished) it will be an RTRPG (real-time RPG). And yes I did just make that genre up.
I really didn't want to do this, but excessive workload has forced me to. I should also have posted this earlier as I haven't done anything on the game since my last post.
I do plan to finish the game, I just don't know when yet.
However, I am still interested in testing other people's games/etc, and maybe able to judge (Depends how much time I have after the deadline, and if Rince wants me to ofcourse).
Sooo... unless I can magically double the ammount of hours in a day, no more game.
For future reference (when I finally get this game finished) it will be an RTRPG (real-time RPG). And yes I did just make that genre up.
(Posted on November, 20th 2006, 01:00)
2 comments
2 comments
Screenshot
I was gunna wait until I had a bit more of the engine done beofore this screenshot, but I thought I'd give you all a taste of what my game will be like:
I have done many more graphics than what is shown here (including a set of icons for the menubar, which I am implimenting atm; other mouse icons for different commands; islands; a small number of characters for the boarding battle; and a title screen).
I'm still a bit worried about music. I was planning on scoring it all, but that is a lot of time-consuming work that is both technical and creative. Does anyone know a tracking/mixing program that has samples of classical instuments (stings especially) which I could use to make piratey music?
Anywho, there's a little update for you.
(Click thumbnail to enlarge) |
I have done many more graphics than what is shown here (including a set of icons for the menubar, which I am implimenting atm; other mouse icons for different commands; islands; a small number of characters for the boarding battle; and a title screen).
I'm still a bit worried about music. I was planning on scoring it all, but that is a lot of time-consuming work that is both technical and creative. Does anyone know a tracking/mixing program that has samples of classical instuments (stings especially) which I could use to make piratey music?
Anywho, there's a little update for you.
(Posted on November, 1st 2006, 00:47)
3 comments
3 comments
Making (slow) progress
I have started coding with my graphics which, due to various reasons (mostly non-game related), has been annoyingly slow, however now I have a ship that sways in the wind and moves on command, a menu, and a nice set of icons.
Currently I'm working on the cannonballs that shall be the primary means of killing people. After crippling an enemy ship/town with this method, the idea will be to board the enemy and take out the remainder of their crew. For the boarding I'm currently flirting with the idea of having an RPG-style turn based battle where your crew fight untill all of the enemy have scuttled/jumped overboard/been killed/been captured. This boarding process will also work in reverse if you're unfortunate enough to be boarded yourself.
I don't think a rigid storyline will suit this kind of game to be honest. So I plan to have it open ended with a (large) number of trigger-events/quest-type-things that can happen when you have fullfilled their requirements so that you kinda make your own story in a quest to become the greatest and most reveared pirate of all time.
This is all being done in top-down 2D in fenx.
Currently I'm working on the cannonballs that shall be the primary means of killing people. After crippling an enemy ship/town with this method, the idea will be to board the enemy and take out the remainder of their crew. For the boarding I'm currently flirting with the idea of having an RPG-style turn based battle where your crew fight untill all of the enemy have scuttled/jumped overboard/been killed/been captured. This boarding process will also work in reverse if you're unfortunate enough to be boarded yourself.
I don't think a rigid storyline will suit this kind of game to be honest. So I plan to have it open ended with a (large) number of trigger-events/quest-type-things that can happen when you have fullfilled their requirements so that you kinda make your own story in a quest to become the greatest and most reveared pirate of all time.
This is all being done in top-down 2D in fenx.
(Posted on October, 15th 2006, 19:03)
2 comments
2 comments
Change of plan
Ninja's are too hard. Well, not really, because I couldn't get N Ninja out of my head and I'd have just ended ep making a near remake (my first graphics we're near identical).
So. Pirates it is. Pirates in ships. On a big watery map. Blowing each other up for rum/pieces of eight and the like. Network play looks like a nice place to focus the game if I can get it to work well, however in the mean time I shall concentrate on getting a decent 1 player mode working.
Graphics are going well and I'm well pleased with my seamless water texture (wot I made myself from scratch) and the pirate ship is looking pretty fit too at the moment.
On I go with more graphics...
So. Pirates it is. Pirates in ships. On a big watery map. Blowing each other up for rum/pieces of eight and the like. Network play looks like a nice place to focus the game if I can get it to work well, however in the mean time I shall concentrate on getting a decent 1 player mode working.
Graphics are going well and I'm well pleased with my seamless water texture (wot I made myself from scratch) and the pirate ship is looking pretty fit too at the moment.
On I go with more graphics...
(Posted on October, 10th 2006, 20:49)
2 comments
2 comments
Chosing a theme (5/10/06)
At the moment I'm thinking ninjas, and lots of them. Internet play is a very much secodary goal if i have time for it. A god element may be introduced also, it all depends on how my mind will work things out. I'm being forced up to Norfolk this weekend (fri to mon) and there I aim to work on a story, functionality and concept art.
The genre will probably platformer with RPG elements. It will also be made in fenix as I'm not yet confident enough in C++/SDL to make a competition game out of them.
I'm not even sure If this game will realistically get started/finished with my huge workload as it is at the moment, but obviously I hope it will get finished and win.
The genre will probably platformer with RPG elements. It will also be made in fenix as I'm not yet confident enough in C++/SDL to make a competition game out of them.
I'm not even sure If this game will realistically get started/finished with my huge workload as it is at the moment, but obviously I hope it will get finished and win.
(Posted on October, 5th 2006, 20:22)
1 comments
1 comments