Tuesday, June 14, 2016

Day/Night Cycle

It's been quite a while.  I haven't updated this blog or the game itself in almost a year.  For a while, I was starting to think that the game might be dead.

Over the past year, I finished school and got my B.S. in Software Development.  I joined a group of other developers in the hopes of creating a video game.  That group fell apart rather quickly, and I joined another group of developers who I have been working with on two different games.  That group has potential, and I hope we see the game to completion.

In the past six months, I also did some work on another video game just for fun.  And a lot of the things that I developed for that game are things that I am going to put to use in Lands of Adventure.

So, I'm back now, working on LoA.  Hopefully, I won't get derailed again.

One of the things that I developed while working on the other unnamed game was a day/night cycle routine that tracks the time of day.  When appropriate, it changes the sky color and the light settings and makes it possible for torch light to operate.

Here's a daytime scene:

Notice the blue sky.

During the daytime, the sky is a bright blue, the ground and the buildings are brightly lit and the torch lights cannot be seen.  Compare this to the nighttime scene below:

Now the sky is black.

There is a huge difference. 

The walls I'm using are very Gold-Box like in style.  I developed them for the other game, but have moved them over to this project, as they fit the art style I want to utilize.

So, things are starting to move again.  Let me know if you have any comments.

Sunday, July 12, 2015

Combat Video #3

Here's yet another combat engine video.  This one shows the engine as nearly done:


Saturday, April 18, 2015

Updated Combat Engine Video

Another video of the combat engine that I threw on YouTube earlier this week.  In reality, the engine is further along than even this video shows.  But, I realized I hadn't posted a link to this here yet, so I figured I should update anyone who might be checking this blog out (all two of you).

Wednesday, April 8, 2015

Combat Engine Video

The combat engine continues to come along nicely.  Here's a video, which I hope will give you all a feeling of the classic Gold-Box style combat:

More updates later.

Friday, April 3, 2015

Evolution of the Combat Screen

Work on the combat screen continues to proceed at a very fast pace.  You can compare this screenshot to the one I posted a few days ago.  Players can now move their characters in 8 different directions using the number keypad (or in 4 directions with the arrow keys).  Monsters are being rendered, and there are attack actions being taken whenever the program detects a collision between a player icon and a monster icon.

The party versus goblins

That's all I really have for the moment.  I think it's kind of exciting.

Wednesday, April 1, 2015

Tactical Combat - The Journey Begins

It took me a couple of tries, but I finally managed to get the beginnings of a tactical combat engine working for the game.  It's in its real early stages, but I'm going to provide a screenshot for future reference.  That way, years from now, I can look back and remember when it all started.

Here's the screenshot.  It isn't much to look at.  Ignore the empty blue space around the combat field.  Those will later be filled with information about characters and buttons that allow the player to do things.  For now, it's just empty blue area.

Moving around the battlefield.

There's lots of changes to come.  Should be interesting to see where it all ends up.  This will put the game a little closer in style to the original Gold-Box games, which is kind of what I want.

Monday, March 30, 2015

Gold-Box Version Returns

The Gold-Box-like version of the game was apparently really popular.  There was a lot of positive feedback to the video I posted last time.  So, I have returned to working on that version.   I have to say that I'm glad I did.  The development time seems to be moving along much faster now.

My first order of business was to get rid of the odd corruption that had plagued that version of the game and forced me to go back to the full 3D version.  That required me to rewrite the inventory screen, which I did.  I don't have screenshots of that to show off yet, but it is mostly done.

However, I do have some screenshots of the main exploration panel.  The panel now has life points and mana points that change color as each character loses them.  They will turn yellow when they are below the maximum value.  This is so that the player knows that a particular character isn't at full health or mana at a glance.

In addition, the armor rating of each character is now also shown on the main screen.

Notice that some characters have been damaged.

I've also been making sure that I keep the game workable in multiple resolutions.  The above screen is in the 16:9 aspect ratio.  Here's the same screen at 4:3 in the lowest resolution available in the game (1024x768).

Different aspect ratio.

There's a lot of "behind-the-scenes" work going on.  Some dabbling into the combat engine, for example.  The handling of the equipped items (those Armor Ratings in the screenshots above are fully working; because those characters have armor equipped).  So, a lot of fun things happening.