Ok, so I'm shitty at updates, I know, I know. Holidays, work, uncertainty, an infant and all the other excuses.
The real reason I have been avoiding an update is because I've been struggling with a core feature of the game, the card system. Originally I thought using cards instead of buttons would add a unique way to mix up the simplistic combat you normally find in these games. Well, that and add another way to sneak dirty pictures into the game. The problem was they just ended up making everything more complicated. I'm not a big fan of repeatedly running into brick walls with my designs. I find it's better to reevaluate if you feel like you aren't getting anywhere. So after some rethinking I've come up with a combat system that splits the difference (not quite as cool as the cards but much simpler) and a way to add some simple pictures. This also solved some UI layout issues I was having as well.
There isn't much in the way of progress to show at this point. I've made all the code changes to switch to the new system and remove all the old code for the cards. I also did a UI pass to simplify and pretty things up a bit. I'm not in love with the new look it but it's clean and cohesive and a fair step up from what I had before. System wise, all the buttons function accept for the special attacks simply because I haven't created any. You can attack the enemy and be attacked. I'll be done with the "combat over" screen within a few days or so. We are also working on getting the text done for the first encounter and nailing down our style/feel. Once we can get one down we won't be too far from releasing a tiny little proof of concept demo.
Stay tuned, I'll try to be better about these updates.
-Terrordoll
P.S. Here are a few screens of the new UI. Feel free to leave comments, thoughts, etc.
Location Screen: http://i.imgur.com/iD9OFKt.png
Combat Screen: http://i.imgur.com/XdClxXb.png
Saturday, November 29, 2014
Monday, November 10, 2014
Late Update;
I told myself I would stick to updates every few days or once a week at the latest. It's turned out to be not as easy as I had planned. I don't always have enough time to code and write an update and lately I've been choosing to get something done rather then post. No more excuses though, I'm going to be better about posting these, even if for no other reason than I said I would.
On the positive side, I've been pretty busy. I created a few new controls from scratch which was a bunch of work up front but will save some time and add more flexibility down the road. I also got combat working in a rough state. The goal was to get the flow staked out so we can begin building on that functioning skeleton. So as of now you can draw a hand of cards, inspect those cards, choose a card to play and see the result of that card damage wise. I'm pretty happy with the progress so far.
The goal for this week is to get the combat text working. In order to get this really working I'll need to implement sub-types into card suits. A punch would be a sub type of a physical attack. As of right now, you can only play a physical card as an attack. Once sub types come in you'll have a variance in physical card types you can choose to play. I'll also need to get in victory conditions in order to implement all the text. This needs to get done soon anyways so that you can actually explore.
Hopefully I can have this all done by Friday if I don't get distracted. I'll hop back on when it's done and post an update. At some point I'll post more info about the game and figure out how to upload pictures so you can see the UI and the progress.
Until then!
Terrordoll
I told myself I would stick to updates every few days or once a week at the latest. It's turned out to be not as easy as I had planned. I don't always have enough time to code and write an update and lately I've been choosing to get something done rather then post. No more excuses though, I'm going to be better about posting these, even if for no other reason than I said I would.
On the positive side, I've been pretty busy. I created a few new controls from scratch which was a bunch of work up front but will save some time and add more flexibility down the road. I also got combat working in a rough state. The goal was to get the flow staked out so we can begin building on that functioning skeleton. So as of now you can draw a hand of cards, inspect those cards, choose a card to play and see the result of that card damage wise. I'm pretty happy with the progress so far.
The goal for this week is to get the combat text working. In order to get this really working I'll need to implement sub-types into card suits. A punch would be a sub type of a physical attack. As of right now, you can only play a physical card as an attack. Once sub types come in you'll have a variance in physical card types you can choose to play. I'll also need to get in victory conditions in order to implement all the text. This needs to get done soon anyways so that you can actually explore.
Hopefully I can have this all done by Friday if I don't get distracted. I'll hop back on when it's done and post an update. At some point I'll post more info about the game and figure out how to upload pictures so you can see the UI and the progress.
Until then!
Terrordoll
Subscribe to:
Posts (Atom)