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.

EDIT:
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.


EDIT:
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.