Sunday, July 27, 2014

Corruption...Destruction...and Rebirth

Something terrible happened to the game.  Some kind of weird corruption destroyed a lot of the work I had done, and somehow the backups I'd kept went missing (still not sure what happened there).  When I found out about it, I was completely devastated.

But, I realized that I had another version of the game that I had been working on before my last restart.  The main reason I hadn't stayed with that version was because it didn't scale right to different screen sizes.

I pondered whether or not I could actually work with it and get the scaling to work the way that I had done with the new version.  And the answer was a resounding yes...

The game scaled to a 16:9 resolution screen.

After a few days of work, I have the previous (and I think superior) version of the game going again.  I've made a few changes along the way as well...such as removing the borders from the screen (they really aren't necessary).

I'm excited to be returning to this version, even though there were things I really loved about the new version.  At the very least, the project is still moving forward.  I really thought the corruption was going to be the death of everything.

The screen in the lowest possible resolution (1024x768) and the 4:3 aspect ratio.

This time, I'm keeping a lot of backups just to be sure...

Here's a bonus picture of the party wandering through some hills with the sun peeking in just under the trees...

There's quite a lot you can do with Unity.

I hope you all enjoy.

Monday, July 14, 2014

Fonts - A Return

After spending several weeks messing around with different fonts (and even settling on the Gold Box font for a while), I've come to the conclusion that the best font was the original one.  Some people don't like it, but they'll have to get over it.

Honestly, I've never passed on a good game because I didn't like the font (unless it was so ridiculously unreadable that it killed the experience).  In this case, the font isn't's just not "medieval" enough for some people.  I think it looks fine.

It's not like it's hard to read.

I'm not going to change it again.  Little things like this slow down my progress, and it got so bad when dealing with the whole font situation that I almost put the project aside to start working on something else.

I'm several years in on a project at this point, and it keeps getting knocked backwards by people complaining about the dumbest things.  So, I'll likely stop listening to those little complaints and keep going.  The best advice I got recently was to "build the game you want to play."  That's what I always did in the past with my other projects (in both Unlimited Adventures and Neverwinter Nights), and I'm going to do it here.  If people want to knock it because they don't like the font, that's up to them.  At least I'll have something finished.

Saturday, June 28, 2014

Triggering Events

One of the benefits of building a game for the fourth of fifth time is that you can reuse some of the code that you had previously developed.  Luckily, I had already taken time to work out a decent event system all the way back in early 2012 when the first version of the game was in development.  Transporting that into Unity turned out to be fairly simple.

So, the game now has a method by which it can trigger events.  These events can include text messages to the player, encounters with hostile creatures, ways to do damage to the party, etc.  Here's an example picture of an encounter with an angry goblin:

He looks upset.
As you can see, the game is progressing in bits and pieces.  Now that I've gone back to the original vision I had for the game, I have a clear path to get the game back to where it should be.  Instead of needing to reinvent everything, I'm finding ways to improve what I already figured out several years ago.

Once I get a couple more systems in place, I'll probably be ready to tackle the combat system again.  I've already tried it twice, but can't get it the way that I want it.  I'm sure it's just a matter of time, really.

Tuesday, June 24, 2014

Fonts, Fonts, Fonts

Things have slowed down a bit; because, I have to put a lot of work into studying for my Oracle Java Professional certification.  So, I haven't had as much time the last few weeks to put into the game.  That's not to say that nothing is getting done, though.  I still poke at it and work on new things a couple of hours a week when I'm not doing other things.

Here's a work-in-progress screen with an updated font.  A couple of folks thought that the game needed a more "archaic" looking font.  I'm curious what everyone thinks about this one:

Different from the original.

It needs to be readable.  I'm hoping that it is.  Anyway, I await feedback, as always.

I could also attempt to pursue a font that looks exactly like the one that was used in the later Gold Box games...

Strangely hypnotic.

Actually, the Gold-Box style font is working out quite well.  Here's a revised version of it, looking more like an actual Gold-Box game might have looked:

Gold-Box Goodness

Monday, June 9, 2014

Border Artwork

Big thanks goes to Alchemist, who provided some nice border graphics for the game.  To give you an idea of what having nice borders does for the game, here's the original graphics:

Gray borders as far as the eye can see.

And here is what the game looks like with the added borders replacing the dull gray that originally surrounded everything:

Still some gray in there, but much improved.

So, big huge thanks to Alchemist for putting in the time to make Lands of Adventure that much better. 

Monday, June 2, 2014

View Change

Based on some feedback I've gotten, some people would like to see a UI that's a little less ancient in style and that utilizes the screen better.  So, with that in mind, here's what I'm thinking of using:

Work in progress.
If anyone has any feedback, let me know.

Monday, May 26, 2014

Fourth Time is a Charm

At this point in the project, I have rebuilt this game four times from scratch (not including the early versions I highlighted in the last post).  This will, I hope, be the last time.  It's no easy feat to scrap everything you've done and start over again...especially when you've done it multiple times.

This last time, it needed to be done.  And there were two reasons for that.

1)  REASON ONE: The Gold-Box Factor

The first reason was that the game had become something I didn't want to build.  While I appreciated the feedback I got from some folks on the Internet, their opinions swayed me away from the kind of game I wanted to build.  As I kept listening to them and doing what they suggested, I was getting pulled further and further away from my original vision.  After a while, I realized that I was an idiot to allow this, and I withdrew from the public for a while to quietly scrap everything and start over.

This game started as an homage to the SSI Gold-Box style games of the early 1990s.  Nobody is making games like that anymore.  You can find a ton of Bard's Tale and Wizardry knockoffs, but you don't find many games that try to copy the style of Pool of Radiance, and I think that's a shame.  That series of games was awesome.

So, I returned to that.  This screenshot (which is a work in progress, so keep that in mind) clearly shows a return to that form.  Anyone who has played those games will quickly see the same style and will notice that it also is closer to my original version of the game from two years ago (when this crazy ride started):

Work in progress screen.

The game now has step-based movement (free movement has been removed), allows for six characters (one thing that a lot of people have asked for) from a total of 12 classes and will hopefully have more tactical combat.

2) REASON TWO: Scaling Issues

The other reason why the project needed a reboot was that I had locked the game into one screen mode (1280x720) and had built around that.  Players would have no choice but to play in that screen mode.

After a while, I came to see how horrible an idea that was and realized that I was going to need to figure out how to scale things properly in order to allow players to play in any screen mode from 1024x768 (minimum) and up.   Now, the game should play in a variety of screen resolutions and scale properly.

For example, the above picture is in the 16:9 aspect ratio.  Here's the same screen in 4:3 at 1024x768 (the lowest possible resolution):

Same screen, different resolution.

You'll notice now that everything scales dynamically.  Folks playing in a 16:9 or 16:10 resolution will have more breathing space, but even folks playing at the lowest resolution will not feel cheated.  Fonts, buttons, etc...they all scale as required.  I test everything in multiple resolutions to insure that everything works.  It adds to the workload, but I think it's worth it.

Overall, I don't have a lot to show, since I'm rebuilding many of the things I've already shown off in the past.  But, I don't like to have nothing to show for my work, so here's a few more screenshots.

The first one shows how the game handles text and pictures when you encounter enemies or friendly folk.  As mentioned above, if you're familiar with the Gold-Box games, you won't see something here that you're not familiar with:

This is an old screenshot.  Notice how buttons aren't properly scaled yet (compared to the above screenshots).

Finally, I tend to always show how the character screens are evolving.  After attempting to use the Basic Fantasy RPG system and realizing that it wouldn't work out as I'd hoped (despite how close to the Gold-Box system it would be), I started working out the details on my own RPG system.  A lot of thought has gone into it.

This screen won't show you everything about it, but just know that I want it to be simple enough for anyone to play.  If you're looking for a game with deep character building options, you're not going to find it here.  This isn't that game.  This game will have tactical combat and exploration options, but characters will be pretty straightforward in the same way that they were in any of the Gold-Box titles this game is paying homage to.  That's just reality.

Anyway, here's a character screen:

This character screen isn't 100% working.  The scores aren't showing up right yet, and bonuses aren't calculated correctly either.

So, I hope some of you are still out there and haven't given up yet.  I don't plan on building this game for a fifth time.  This is it.  This is the final version.  I know what I want to build now, and I'm not going to let people steer me away from my goal.  If they don't like it, they are free not to play it.  It's not going to appeal to everyone, and I can live with that.  I'll just focus on making it the best game I can make, and I'll be happy if even one person likes it.

Until next time.