Wednesday, January 15, 2014

Work Continues

Things continue to progress in the game.  Sadly, I don't have any screenshots to show off; because, everything I've been doing has been code-based.  I'm nailing down the skill system, working on transferring the game from scene-to-scene so that the party can travel and explore areas and starting to put together skeletons that might become the combat engine.

Some things are still fluid.  For example, I'm still not sure what kind of combat engine that I want to pursue.  I could do one similar to the original version of the game, or I could go after something different (tactical like the Gold-Box games or blobber like the Might & Magic games).  Not really sure what's the best option.

But things are starting to come together.  Each system that ties in with another system is a step in the right direction toward getting something put together for a demo.  I get a little bit closer every day.

Thursday, January 2, 2014

Home-Brew RPG

As it turns out, trying to shoehorn the Basic Fantasy RPG system into the game was a big mistake.  Sadly, it was the kind of mistake that I didn't discover until after I had already tried to do it.  So, count it toward the experience gained while creating this project.

I've rolled the project back to the point before I started to change things over (thank goodness I keep backups), and I'm pushing forward with my own home-brew RPG system, which is built specifically for the game and won't have anything in it that it doesn't need.  In the end, that was the best move.

In addition, there were some tricky parts to the OGL (Open Gaming License) that I didn't want to deal with.  Creating my own system will keep me from dealing with any of that.  For my own stable state of mind, I'm glad for that.

Mistakes have been made along the way...more than once, but the project continues.  Hopefully I'll reach the point where I can release a demo soon.

Friday, December 27, 2013

Basic Fantasy

Big changes are in store for Lands of Adventure, and those changes involve the RPG system that the game will be using.  Initially, the game was using a home brew system that I was developing.  However, thanks to Chris Gonnerman, I have been granted permission to use the Basic Fantasy RPG system in my game.

Basic Fantasy is an old-school style RPG that uses a lot of familiar rules and ideas from the Basic version of Dungeons & Dragons and mixes it with some updated rules from the 3.5 edition of the game.  So anyone who has played an older version of D&D will find some things they recognize.

Information about Basic Fantasy can be found here:
Basic Fantasy Homepage

Here's a screenshot of one of the splash pages in the game that provides information about the system:

Basic Fantasy is really a fantastic RPG system.  I've used it to run a few games.

In case you're wondering why there haven't been many updates to the blog recently, it's because I've been working to implement this system into the game.  I'm not done yet, but it's coming along nicely.  Since the system has changed, this means that some important parts of the game have changed as well.

For starters, there are different classes.  There are now only ten instead of twelve, but I think it's something that people could probably live with.

The new selection of classes.

Classes now include:  Fighter, Paladin, Barbarian, Thief, Ranger, Assassin, Druid, Cleric, Monk and Magic-User (all classic classes that most RPG fans will recognize).  Some of the classes in this screenshot are not available only because the character didn't meet the minimum requirements for those classes (Paladin, Ranger and Monk).

Other changes in the game include the addition of a Saving Throw system, Hit Points and the removal of Mana Points (since spellcasting works different in Basic Fantasy than it did in my home brew system).

Some players may be upset to learn that the skills and perks system has been completely removed from the game.  This is unavoidable, as they don't exist in the current system.  Instead, skill rolls will be handled by attributes and perks simply won't exist.  

Here's an updated screenshot showing the starting town with the new character information off to the side and how it will appear in the game.  Below the name is the class of the character, their number of hit point and their current status (which will show when a character is dead, diseased, poisoned, etc).

Wandering around town, Basic Fantasy style.

Finally, this character sheet will show many of the changes.  (Note:  Saving Throws aren't currently implemented, so they will show up as a static number in this screenshot because I haven't coded them yet.  Everything else is working):

The new and improved character sheet.

Big changes are coming.  I'm excited about it and I hope you are too.

Per the agreement I made with Chris Gonnerman (creator of Basic Fantasy), this game will be released as freeware upon completion (that was the original intention when I started this journey anyway).  However, I may still create a Kickstarter simply to purchase assets for the game (buildings, models, UI elements, etc).  Even free, I want this game to be the best that it can be.  I'll let you know when that happens.

Wednesday, November 13, 2013


A few posters from the RPG Codex forums pointed out that the game might look better if there were shadows on the terrain.  I hadn't realized that you could do shadows in the free version of Unity (that's probably because I started this project with an older version, and I don't think they were available...or at least, I didn't know about them).

Here's the result.  It's a bit subtle, but the shadows do add something.  The nice thing is that they're baked onto the scene, so they don't cause a hit in performance (real-time shadows are probably not going to be worth doing in a game like I'm not shooting for ultra realism).

You can see the shadows on the buildings, which is kind of cool.

Definitely let me know what you think of that.

Monday, November 11, 2013

Adventuring Journal

Obviously, my experimentation in the last post didn't work out.  So, I'll be sticking with the nice graphics that I'm already using.  While the debate about the graphics has been going on, I've been working on the Adventuring Journal that the player will use to track their quests.

It's a work in progress, but here's what it looks like:

Go warn the Mayor!

It's pretty straightforward in how it works.  Like a lot of things in the game, I'm trying to keep it simple.  I think it looks pretty nice.

Saturday, November 9, 2013


I had a few minutes today, so I've played around a bit with the idea of creating graphics that look like they are hand-drawn or sort of cartoon-like in nature.  Some people think it could add to the abstraction of the game.  I'm not sold, but here's a screenshot anyway.

Not sure that this works.
I guess when the realism becomes too high, there are certain expectations...and in order to reduce the expectations, I have to reduce the graphic quality?  Yeah, that confuses me too...

Friday, November 8, 2013

Graphic Update

I got some feedback regarding the screenshots I uploaded last time.  A couple of people indicated that they didn't care for the way that the graphics were done.  I had a few days to think about it and decided to approach them a different way.

For comparison, here's what the NPC interaction looked like originally:

Also pay attention to the dialogue, which changes dramatically in the next screenshot as I tightened it up somewhat.

I liked it when I first worked with it.  But, after a while, I realized it didn't sit right with me.  So, thanks to RPG Watch forum user "Sacred_Path" and a few users on RPG Codex, I got pointed in a different direction.  This is where the graphics are headed now:

A lot easier on the eyes, I think.
Anyway, feel free to leave feedback about it.  Making mistakes is just a part of the process.