Game Making Drive Feb 2014

● ARCHIVED · READ-ONLY
Started by Archeia 790 posts Page 30 of 40 View original ↗
  1. Day 7

    Decided to take some time and experiment with Parallax mapping.  It isn't the best but I've learned a lot.  This is early stagings of the Hunting Lodge at the castle.

    Spoiler
    HuntersLodge.png
    nqImgDg.png
  2. 8P82rVo.png


    Day 16


    * Tweaked a bit more on the maps I was working on yesterday


    * Did 4 busts for some characters' alternate designs of sorts (lots of changes on these compared to the originals)


    * Wrote a lot of words that helped me peg down some characterizations I only had floating around in my head


    * Took a really long, unsatisfying nap
  3. Despite it being my birthday, and having a total car failure I am making an effort to get some things done.

     

    I tried my hand at some behavioral sprites and failed miserably. Feel free to examine the results:


    6U4ysam.png



    These are terribly harder than anything else I've done for far in these last two months.  

    The downed sprites were somewhat challenging, but nothing like this where you need to play with

    so little space.  If I can salvage the mace inspection, it will have to be after everything else is done and working.

     

     

    I've got the aim to make some piles of trash, but started with bags of hefty trash then realized, "Oh."

    Mid-evil people don't do that.  I just blah. 

     

    More database edits, planning events, and reworking resources.
  4. GMD Day 16

    Continued working on combat system, tinkering with spells right now.  Thinking about how I want their properties to work, if it'll be like 2x damage if a blue spell is used against its counter color orange, etc.  

    Also various other things relating to the combat system.

    nqImgDg.png
  5. alright! bit of a busy day today, went to the doctors to get some results, collected some boxes, and managed to get in some game devving! (thank goodness)

    I finished one hugely long non-optional sidequest. it's probably going to be a bit of a pain for the players, but on the other hand, it's going to encourage them to actually use a feature they've been implementing as they go along (mysterious~*~). so I think it's for the best! plus, since the player is revisiting older areas with extra party members, they'll have slightly diff. convos with some of the npcs. 

    with that sidequest, I had to edit two of the towns a little. I realised I needed a flower-seller in one town, so I squeezed in a little fenced-off area of flowers and put her at the front of it. it's so cute! and it totally flows with the rest of the town. in the main town of the quest, I suddenly noticed I was using two kinds of fences, so I swapped out one for the other. then I thought it'd look nicer if it was used somewhere else in the town, and replaced the walled entrance with a fenced entrance. according to the boyfriend, it looks better! haha.

    I also found some really cool resources! emotion sets for the Big Bad of the game and the prince you're rescuing. so I tossed those into the game and prettied up some conversations. I think it'll be more fun/immersive to play now :)

    I wanted to do two more sidequests, but as I went to do one of them, I realised...I kinda hated it? so now I get to re-brainstorm it, haha. the other one I still haven't totally decided how it'll work, either. I want a "collect all the X" quest that spans pretty much the whole game, but uhh I'm not entirely sure what you're collecting, or why...or for who, or the reward.......... ugh. tomorrow is defs brainstorm + sidequest day (after I get packing!! you guys, moving is suchhh a pain)

    nqImgDg.png
  6. Day 17

    nqImgDg.png

    Yes, I post this the same day as my last post but that's because power outtage stopped me from posting the other one last night. This is the proper one for today. It doesn't read much differently to the last one, though...

    I did more game judging. Today's batch would have been completed if we didn't have more freakin' power outtages. :/ One lasted for just a small while and another lasted for quite a few hours. Thankfully they should be done now, or so they've said. Storms. :/

    Anyway, here's hoping tomorrow is more productive. Here's some more mentions for games, nothing exciting though.

    - Nice, I gotta retry the other paths. I wonder what girly-girl does instead.

    - ...I could be playing Bravely Default. I am not. I am playing this. :<

    - That boss was a little on the hard side but yeah... I dunno, yeah.

    - Hm... I don't understand the story???

    - See this would be a decent story if time had been taken to expand it instead of making it all in one lump. Pity, it's interesting but infodumps aren't. Interesting.
  7. Calling it a night early today for some much-needed sleep! I literally left this without posting it for 8 hours TT. Did a bunch of scripting and eventing, but had to set aside a bunch of time for real-world work ;n;

    On the plus side, I'm now working on a new project, so hopefully more work will be put into that!

    Go, Blue Team!

  8. Sorry it took me so long to get thing together last night. I had major-related experiments that I couldn't miss for my capstone project. Anyway, the mapping for Jublee looks a lot better compared to the first design shown here:

    p2od.png

    to

    3kot.png

    I added a customs house, a town hall type building, and moved the church into a small chapel. I suppose the government for this town would be the elders would sit on a council, but it would make more sense of a merchant guild occupied it and ran it as a legitimate trade route. That's up in the air at the moment.
  9. @DuncanS: No!  I worked hard for every last bit!  I'm happy to help you get your own though.

    Day 11

    Made the forward walk animation for my female sprite base and it didn't turn out horribly for a change.  This is why I animated the guy's sprite first, girls are so much easier for me!

    DlVvXPo.png
  10. Early update because I work late tonight.


    8P82rVo.png


    Day 17


    * Sketched 6 brand new Busts


    * Line and coloured 4/6 of them


    flowerbusts_by_makio_kuta-d779yjp.png


    * Yes...Those are busts. I had a lot of fun with these :>
  11. - I spent 4 hours on windows MSDN to get to know win32api better. .-.

      I might need another 4-5 hours of research before I could get into what I want.

    - Started building custom pixel movement.

    PJBsfCi.png
  12. Day 13
    (at least for me since I only do workdays)
     
    PJBsfCi.png
     
    Go, Team Red!

    Today I only had one hour and I tried to do the diagonal waterfall. I don't know why I even did one, it certainly makes replicating frame 2 and 3 of the river so much harder. In the end I got it finally done and it doesn't look totally bad. Here is a screenshot of frame 2.

    Spoiler
    GameDrive13a_Candacis_zps0c8a0ab1.png
  13. GMD Day 17 - February 20, 2014

    Whoops, sorry I'm a little late--I lost track of time. ;_;

    Anyways, today for me was another script editing day. I've mostly been making some graphical tweaks to TDS's Stat Distribution script, as well as a few other things in the menus.

    DoKT3Xw.png

    nqImgDg.png
  14. Day 17

    I ended up not being able to get much done, since power went out around here, which was totally not the fault of the weather. Some kids felled a power line to screw with the neighborhood; reminding me I live somewhere in between suburbia and the ghetto.

    I was afraid I wouldn't get to post today, but the power/net came back about an hour ago. I have to work soon, but I did do some stuff besides my usual brainstorming:

    - Changed a lot of the game's vocab, half of which I probably won't even use.

    - Worked on the sprite animation, but stopped after making one part of the pose. I'm deciding whether I should make the walk animation 3, 4, or 6 frames. I decided the run animation would be either 4 or 6 frames, which is why I am considering 6 frames for walking too. Running would use three frames per leg movement to make it run more smoothly. It all depends on what I'll be keeping my run speed at.

    - Fixed a couple of bugs in Project Oscine, but not uploading anything until I squash a certain one someone brought to my attention. Should be done by tomorrow.

    - Made it so after the game over screen it goes straight to the last save like an auto load. Not sure if I will keep it; it was more of a learning experience than anything else.

    What I learned today: My generation scares me.

  15. Did some more database importing.  Just raw stats though, trying to get the easy/normal/hard monsters out of the way.  This week hasn't been my most productive because of all my school projects.  Hoping for things to become a little more easier starting next Sunday.

    PJBsfCi.png
  16. Today I worked on making an extra track for my new resource pack, which is so nearly finished :D  

    Once I finished that i started work on the Trailer which features some of the music from it, I'm very rusty with Video Composition, but I'm learning slowly :D  

    That's about what my day consisted of today

    PJBsfCi.png
  17. Day 17

    *Worked on interior maps

    *Did database work

    *Worked on writing some more scenes, it's going slowly.

    8P82rVo.png
  18. Game making Drive, day 15, February 20th

    redid enemy stats, actor stats and damage formulas over and over to try and find the right balance to them. It's not looking good so far. For the first 3 levels the balance is good but all of a sudden at level 4 enemies that are a serious threat to you and can easily take you out if you aren't careful instantly become pushovers but raising their stats as a new enemy to be encountered at that point either isn't enough or pushes them over to the other extreme and they become unbeatable. I'm using small numbers and a less unpredictable damage formula already but finding the right balance at this one point in the story is proving difficult for me. (part of it is that when you level up to level 4 you also get a fourth party member, and i think it's just adjusting the game to reflect that person that's getting me, though I didn't have that problem when adding the third.)

    Also continued mapping at a snails pace, I really wish I loved mapping, it would make everything so much smoother.

  19. DAY: SOMETHING III

    Didn't much done today because... IT'S SO WARM OUTSIDE! I couldn't help but be active, but I DID get a good chunk out of the mines dungeon I've been working on. Finished the maps, finished the events that managed the variables, now I'm working on getting the boss done with, and what will lead to the next boss in the same dungeon for a side quest. Also fixed some database errors, and added two knew key Items relevant to the story. Here's a few little screenies for the heck of it!

    Ss32.png

    Ss33.png

    PJBsfCi.png
  20. uhggg.. I worked some more on a few events I am trying to figure out as well as adding dialogue, ill have a followup tomorrow but i just got done riding 6 hours delivering through a blizzard on my bicycle and im beat... need sleep