Tuesday, July 16, 2013

Going Back to Square One

I spoke in another post about scope creep.  In the last few months, this project has started to succumb to that very issue.  The more new things I wanted to add to the game, the more overwhelming the project became.  While everything was looking great, in reality it was becoming a mess and I started to realize that I had gone far, far away from what I had originally intended for this game.

So, I have gone back to square one.  The beginning.  I have started over.  Using the Unity engine, I am going to rebuild the game in the same style as before.  I will save all the stuff I want to add like additional classes, skills and perks and other things for a sequel or an updated version.  Rather than make the game a complicated mess that might not get finished, I would rather build it the way that I want and see it completed.

And, you know what?  I'm fine with that.  I think the game will still be good and will showcase what I can do.  Everything else can come later when I have more help or funding or whatever.

There will still be some updates, though.  I'll be using the 3D engine in Unity to render dungeons and locations versus the hand-drawn style I used in Visual Studio.  And I am still considering trying to make the combat engine work more like a Gold-Box game (like "Pool of Radiance") versus something like Phantasie.

Anyway, here are some comparison screenshots of the way that the game looked originally and how it is shaping up in Unity (which is also allowing me to create the game so that it can be played in full screen versus a little window).  Let's start with the Title Screen:

The original title screen.
The new title screen.  Look familiar?

Here are the main menus:

The original Main Menu screen.

The Unity version of the Main Menu screen.


When generating a character, these are what the attribute screens look like:

The original screen used to generate attributes.

The Unity version of the screen used to generate attributes.

Obviously, the screens are all similar.  This was done purposely.  And it may not be obvious here, but the screens in Unity look nicer.  Not only are the graphics and fonts better, but it's also in widescreen format, giving more space to lay things out on the screen.  Clicking on the pictures might make it more clear.

The original game ran in a window that was 1000 x 700.  The Unity version runs full screen at 1280 x 720, giving far more real estate for items on the screen.  This is all a good thing and I can't see myself going back to doing things the hard way.

So, these last few months have been a learning experience about what I wanted to do with this game.  In the end, I still have a lot of things I'd like to do, but they really need to go on the back burner for the moment.  Let me get the new version of the game caught up to the old version first.  Then, I can enhance it a lot.  It's what I should have done from the beginning.

As always, I'll be glad to hear any feedback you want to offer.




Friday, June 14, 2013

Combat Screens

I've been thinking a lot about how I want to approach combat in this game.  There are a couple of different options.  The one I wanted to pursue was to do the combat in a manner similar to the old Gold-Box style games (Pool of Radiance, Curse of the Azure Bonds, etc).  But, the amount of work involved might be more than I want to undertake at this point, since the project is already so large.

There's a term called "scope creep" that's appropriate here.  You start off with a project that is simple, but you continue to add new things to it and it gets larger and larger and takes longer to finish.  Eventually, you add so many new things that you just lose track of what you're doing and the whole thing sinks.

Let's take a look at the original way that combat was presented in the old version of the game:

Fairly simple

Some of the feedback I got was that this kind of combat wouldn't be as "tactical" as other combat options.  I took this to heart, but I'm starting to think that those people don't understand my vision for this game.  I wanted it to have combat similar to the SSI game "Phantasie," and that's exactly what I accomplished.

So, even though I haven't made up my mind 100% yet, I'm starting to work out how the same combat system would work in Unity.  So far, this is what I have come up with (this is a staged combat between a party of female adventurers and several goblins and giants in the forest):

Same simplicity

This is an early version screenshot that I created just for layout purposes.  It isn't a working system at this point (but that will come soon enough).

Perhaps, instead of trying to replicate what has already been done, I should just stick with the combat engine I already created and update it.  It's different from what you usually see in western style CRPGs.  And even though it is similar to combat systems you sometimes see in eastern JRPGs, it's not quite the same.

It's still a toss-up at this point.  I originally pursued the type of combat I did because it was better than the "text-only" style of combat that appeared in games like "The Bard's Tale," but still simple enough for someone to pick up pretty easily.  I think that combat like this can still be "tactical," even if you don't involve yourself in a lot of moving around.  You still have to know when to cast precious spells or hold on to them, when to heal members of your party, and which opponents to strike to do the most damage and bring them down before they can hurt you.

It's a tough call.



Saturday, June 1, 2013

Building Characters

It's been a while since I've had time to update the blog.  Since my last writing, I have started school again to pursue a bachelor's degree in Software Development.  So, I've been quite busy with school work and prepping for certifications.

However, work has not stopped on the game.  In fact, I have increased the number of options available for characters.  In the old version of the game, you got four randomly rolled stats (Strength, Intellect, Agility and Willpower) and you got to choose your from four different classes.  And that was it...you were stuck with those choices.

The new version of the game is a whole different kind of beast.  I've already mentioned that the number of classes has gone from four to twelve.

Part 1: Selecting your character's class

In addition to changing the number of classes you get, I have also removed the random elements from the attributes.  You are no longer stuck with fickle dice routines to figure out how strong or smart your characters are.  Now, instead, you can use a point-buy system to decide that for yourself.

The numbers are much lower now, but the outcome is the same.  Having a 5 or 6 is a really good score to start with, and there will be opportunities to increase them as the character goes up in level.

Part 2:  Figuring out your attributes (is it just me or does this screen need work?)

But, I really wanted to make the game do a whole lot more than represent classes and numbers for the characters.  I wanted to find ways for the player to tailor their characters to be individuals and to have whatever strengths that the player wanted to build towards.

So, I devised a working skill system:

Part 3: Buying skills using skill points


Skills increase a characters chance to do something.  Obviously, having a "One-Handed Sword" skill of 3 will make this character hit more frequently and perhaps for slightly more damage when using that type of weapon than someone who has a 0. 

There are even skills for dealing with things outside of combat, like diplomacy, research and bluff.  And yes, I do intend for them to be used within the game.  Nothing represented in the skills will be unused.

But, the good news is that none of the skills require you to have points in them.  A score of 0 just means you don't have any kind of bonus...so your chance is just less good than another character that might have spent points to build the same score up to 5.  All skills can be used "untrained."

Of course, I didn't stop with skills.  I went the distance:

Part 4:  Selecting Character Perks

Characters can also select from a group of perks to help enhance their characters further and really give them some interesting choices.  They will get a couple to start with and will have opportunities to pick up a few more as they progress in levels.

All in all, I think this will help bring the characters in the game to a whole new level versus the way that they were handled in the original version of the game.  I'm pretty excited about the direction it's headed.


Wednesday, April 24, 2013

Screen UI Update

Two posts in one day?  I must be on a roll.

This will be a quick one, though.  I recieved some feedback about the UI.  I'm told it was a bit ugly and that the font looked too modern.  So, I've changed both.  It now looks like this:

Thanks to my wife for suggesting this.  She doesn't even play games like this.

I think I like it better than the other version.  What do you think?

Another Quick Update

Work continues on the game.  I'm working on a lot of different aspects of it all at once, including porting over a lot of the code that I wrote for the original version and modifying it to add more functionality and options.

One thing I worked on was a title screen.  The game has properly changed titles so that it is now called "Lands of Adventure: Symphony of Darkness."  Call me hopeful, but I'd like to think there could be sequels if this one is completed.  Here's the title screen as it stands:

I also considered calling it "Symphony of Destruction," but the band Megadeth has a well-known song by that title.

In addition, I've been working on the GUI of the main screen.  If you read my last entry, you would have seen some screenshots of the 3D environment.  But, these screenshots didn't show the overlay that included the characters and minimap.  At that time, they weren't ready to be seen, but I think enough work has been done on them that I can show them off now.

Here's what the game will look like when the party explores (though, like everything else, it's subject to change):

It's got a Might & Magic vibe to it, I think.

Obviously, I'd love to hear some feedback.  I always like to hear what people think.

Sunday, April 21, 2013

Quick Update

Things continue to progress, although a bit more slowly.  For now, here's a few screenshots showing some landscapes in progress (a hilly area and a cave) as well as another combat screen:

Exploring the hillside

Dark caves can be fun



Combat engine update



Wednesday, April 10, 2013

Combat Considerations

Since I am limited on my resources, I am currently pursuing a version of combat that is similar to what appeared in the original incarnation of the game.  I would love to have a bunch of 3D models available for the player to select, but at the moment, I'm stuck with images.

The original version of combat was inspired by the old SSI game, Phantasie.  To refresh your memory, it looked like this:

The way it used to be.

An early version of the new combat screen reveals that I'm doing something similar, but with a more 3D perspective.  I'm still using the same art assets, and they work better than I thought.  The direction of the combat has changed so that the monsters are no longer on top, so I hope that it still looks good.

Take a look and see what you think:

The new way.

I'm well aware that the combat icons are repeated (it was put together as a test).  The goblins in this picture also don't mesh as well as I'd like (something else I need to fix).  Also, there's no GUI in place yet either.

I may still change it.  I haven't decided.  But, this is where it stands right now.