Competition Worklog (Yonni) (yonni's Worklog)

This worklog will track attempts (if there are any) of making a successful competition entry RSS Feed

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.
(Posted on October, 15th 2006, 19:03)

Comments


Rincewind said:
A bit of freedom in a game is better indeed. I really disliked the story as it was done in Half-Life 2, it was way too rigid.
(Posted on October, 16th 2006, 01:01)


DTM said:
Cool. The boarding battle could be pretty intense.
(Posted on October, 16th 2006, 01:26)

Post New Comment

You must log in or register to post comments.

Copyright © 2005 Booleansoup.com
Questions? Comments? Bug reports? Contact us!