☆☆☆ StarTribe ☆☆☆
Oct 15, 2016 12:26:44 GMT -5
Post by paw on Oct 15, 2016 12:26:44 GMT -5
I've been wanting to make a cat based point and click RPG game for a while,
I'll just use this thread as an excuse to post progress if any.
This is how far I got last time with the engine 2 or so years ago.
Basic sprites used, no point in wasting time on graphics if you don't have a working engine.
I got hung up on how I coded the game and making changes was becoming more and more a challenge the more I added to the code.
I will be remaking this all from scratch, making the objects and scripts as modular as I can to allow easy modifications.
There is still a lot of things I have to plan out, one major issue is how I should go about combat.
Because the character is confined to a grid, it makes the options for combat limited.
I need to either find a way to be creative with combat or change the movement system altogether (this would be a final resort).
Also been debating whether I want to shoot for making this a multiplayer online game. (No I won't make you mod, don't ask)
That would be amazing, but I'm not sure if this would be a realistic goal, at least for my first 'complete' game.
As of right now this will be a solo project, I'll seek help when I need it but I am going to try my best to get as far as I can before I get to that point.
Current task list:
-Create a modular click engine (boring right? but necessary, and possibly a pain to implement)
---Because this game is so reliant on click based actions, the first thing I need to do is create a solid click engine.
---This click engine will be responsible for determining what has been clicked on.
-Create a Context menu engine
---After sitting down and thinking about the click engine algorithm, it made sense to separate this from the click engine's responsibilities
(Not sure I'm getting the terminology right here, maybe 'handler' makes more sense than 'engine', eh :b)
NOTE: These task(s) are generally what I think should be happening, but are always subject to change.
Feel free to post thoughts on any of this.
UPDATE(S):
10/23/2016
Started to play with Unity, which doesn't seem to have a nice native grid to place down tiles and objects like Game Maker has...
Had to follow a tutorial just to throw together tool for Unity to create a fixed grid to place tiles on.
Not quite happy how it was all done, as I can foreseen having issues with it in the future.
With that being said the tool can be modified, and I can attempt to make it more like how I want it.
Unfortunately that is easier said than done, so I will keep looking at improving this tool and looking at Unity as a whole.
(I can also just cheat and pull something from the Unity's Asset Store that can do the trick :b).
11/23/2016
I've been busy with school, do plan to work on this during winter break. I'll be even more busy next semester but hopefully I can get some serious progress going with this.
I'll just use this thread as an excuse to post progress if any.
This is how far I got last time with the engine 2 or so years ago.
Basic sprites used, no point in wasting time on graphics if you don't have a working engine.
I got hung up on how I coded the game and making changes was becoming more and more a challenge the more I added to the code.
I will be remaking this all from scratch, making the objects and scripts as modular as I can to allow easy modifications.
There is still a lot of things I have to plan out, one major issue is how I should go about combat.
Because the character is confined to a grid, it makes the options for combat limited.
I need to either find a way to be creative with combat or change the movement system altogether (this would be a final resort).
Also been debating whether I want to shoot for making this a multiplayer online game. (No I won't make you mod, don't ask)
That would be amazing, but I'm not sure if this would be a realistic goal, at least for my first 'complete' game.
As of right now this will be a solo project, I'll seek help when I need it but I am going to try my best to get as far as I can before I get to that point.
Current task list:
-Create a modular click engine (boring right? but necessary, and possibly a pain to implement)
---Because this game is so reliant on click based actions, the first thing I need to do is create a solid click engine.
---This click engine will be responsible for determining what has been clicked on.
-Create a Context menu engine
---After sitting down and thinking about the click engine algorithm, it made sense to separate this from the click engine's responsibilities
(Not sure I'm getting the terminology right here, maybe 'handler' makes more sense than 'engine', eh :b)
NOTE: These task(s) are generally what I think should be happening, but are always subject to change.
Feel free to post thoughts on any of this.
UPDATE(S):
10/23/2016
Started to play with Unity, which doesn't seem to have a nice native grid to place down tiles and objects like Game Maker has...
Had to follow a tutorial just to throw together tool for Unity to create a fixed grid to place tiles on.
Not quite happy how it was all done, as I can foreseen having issues with it in the future.
With that being said the tool can be modified, and I can attempt to make it more like how I want it.
Unfortunately that is easier said than done, so I will keep looking at improving this tool and looking at Unity as a whole.
(I can also just cheat and pull something from the Unity's Asset Store that can do the trick :b).
11/23/2016
I've been busy with school, do plan to work on this during winter break. I'll be even more busy next semester but hopefully I can get some serious progress going with this.