Weekly Update

This week was still working on the new rule set for the Diablo-esque warfare game. I’ve got most of the core systems in place, aside from the magic system, which will probably take a bit more time to make something so flexible to be able to adapt a bunch of d20 spells to it.

I also had a quick idea for a new mobile game that I worked on this weekend. The fun thing with this is I’m using a really cool mixture of dynamically generated animations with pinned ragdolls and standard / traditional animations. I’m really excited to see how it comes across when I get some more work done on it. Here’s the first screenshot for the game, which I’ve only worked on for about 8 hours so far:

running game

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Weekly Update

This week I as I began to get the Diablo-esque game into a playable demo state, I noticed a few things that were holding it back from being a more fun experience. The problem I was having was that there was no way to ‘avoid’ a melee hit. And at low levels without many hit points, this usually resulted in whoever got the attack animation off first, usually won the fight immediately. When playing against a computer, this meant you would almost always lose.

So I actually started to integrate more of the open source d20 rules. This changed the way the game worked on a pretty deep level, but it allows for a lot more strategy and much more depth. You can still attack and get killed pretty quickly, but you have options that you can exploit to give yourself a possible advantage. It’s much more engaging.

So that’s what I’ve been working on the latter part of this week. No screenshots to show for anything yet. Hopefully next week I’ll have the majority of this new system done.

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Weekly Update

The past two weeks work of my Diabloesque game have gone well. I’ve got two factions added, the human knights and the goblins, with basic AI and abilities. Each side has 5 classes. So I’m beginning to start adding in a sample map. Once that’s done I should have a basic ‘level’ of the game complete, and hopefully start playtesting.

 

I’ve also started sketching out a few other ideas, one most notably being a tropical island survival game.

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