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Thursday, January 9, 2014

Big Change of Plans


     A big wave of conflicting feeling hit me a few days ago. It make me take a look at myself and realize what I am doing. Long story short, I'm making a practice RPG instead of the board game I had planned. I want to see what I am capable of at my current level. If I can produce an awesome RPG now, I know I can produce an outstanding one later. I want to make something simple, just to test out mechanics and get experience making that type of game. It gives me a chance to get a feel for some ideas I'm putting into my dream game. Most notably, the adaptive difficulty system I thought up.

Wednesday, January 8, 2014

Gushing About: Banjo-Tooie


     I'm talking about the sequel to Banjo Kazooie! Mostly because I didn't play the first one until 5 years later but whatever. Banjo-Tooie blew my mind and was a favorite game of mine, rivaling Smash Bros. in my little gamer heart. This game had it all. A huge world to explore, perfect controls, tons of secrets, memorable characters, amazing multiplayer, my favorite bosses, great humor, and unforgettable music that I still have on my iPod today.

    I freaking love Banjo-Tooie, and here's why...

Tuesday, January 7, 2014

DragCore Mechanics


     You may be a bit curious as to what DragCore gameplay is like, so I'll show what I wrote in the design document. These are based the mechanics that I had in the prototype I made in 11th grade. I altered them a bit to better fit a long lasting mobile game broken into small pieces rather than the endless arcade style game I originally planned. Some are subject to change as the final product starts to evolve, but it's basically what I'm going for.

Take a look at the stuff DragCore does.


Monday, January 6, 2014

DragCore's Challenge Menu


     The challenge menu for DragCore is basically the level select screen. It's where you pick a level, check how many crystals you have, see what rewards await you, and what each level will have you face. The image above is a screenshot of the challenge menu I'm currently testing. It's very close to final, but the real version will look move lively with moving enemies on the upper half of the screen and a few changes to the buttons on the bottom half.

I'll explain what everything does after the jump.