Tuesday, October 21, 2014
Things are as busy as ever. School is back full force and I spent most of the day either in class or in a textbook. I used my few hours of gamedev time sprucing up the save script and rechecking it for important data values I overlooked (there were a few). As of tonight the save system works great and is easy to edit. It' important to get this down now because my mobile project is going to have a ton of variables to keep track of.
Hopefully more gets done tomorrow!
Monday, October 20, 2014
Yesterday was all about fixing bugs and testing the data save features. I made another disembodied script called Saves to go along with Globals that handles all the save info in a central place. With this I can focus on saving the game at certain points rather than on the fly like I did with DragCore which caused some minor performance issues. I was surprised that there really wasn't much data to keep track of for this game. I hope my future games have data this easy to manage.
I also got to try out Lightworks which I will now be using instead of Windows Movie Maker. Unfortunately I'm not able to transfer the edited file project to it and remaking the whole thing is more trouble than it's worth. I'll just take it as another lesson learned and make future videos with this free professional tool. For now, I just recorded some gameplay (using my phone as a controller instead of a trackpad) and played around with some ideas for the official trailer.
Sunday, October 19, 2014
I could spend a couple paragraphs explaining all the details and things I added to the game overnight, but I think a gameplay video will work better.
This video is actually a recording of an edited project in Windows Live Movie Maker so there are a lot of skips, blurry visuals, and some lag throughout. If I can get the file to compile into an uploadable form without Movie Maker crashing I'll reupload a higher quality version. Until then...
(Click YouTube Link!)
Saturday, October 18, 2014
|I'm accomplishing a crazy amount of stuff this weekend!|
Look at all my business stats after the page break!
Friday, October 17, 2014
A file select screen exists! Players can have their save data occupy one or all of the available slots. Player will select a file then push the forward arrow to act or push the back button to return to the previous screen. In the end, it's a lot more elegant than what I had in mind a few weeks ago. I scrapped the idea of custom file names to save time on a virtual keyboard even though my school maze project had me make a keypad with similar behaviors.
Thursday, October 16, 2014
I spent a lot of time looking at a bunch of Pokemon theories (non-creepypasta ones) that explained a lot of logic games in the game's world. things like how the world came into existence, how one monster can become another through generations of breeding/mutation, and why there is a limit to how many moves can be used. It's a way to get me thinking about how to make my own world full of characters that don't feel like generic stand-ins.
You can see a few standout videos I saw on Gnoggin's YouTube channel and catch what I took away from the experience as a gamedev below the break.
Wednesday, October 15, 2014
I finished up another pretty big piece of the game, the way players choose which dungeon to play through. Now the global variables that control that stuff are accessible in game. I added the ability to quit and be taken back to home from the pause menu or death menu.
When players approach the crystal ball the action icon changes and pressing it brings up the choices of Dungeons, Bosses, and Random. Dungeons brings up all the dungeons you can play in any order, bosses brings up the boss fights you can do again, and Random makes it so that each dungeon room you enter is randomized based on ones you've beaten before.
The diamonds are colored in for the dungeons you already beat while the others are grey. Pushing the page buttons shifts between the 9 dungeons so players can choose to play any level they want from the start.