IGMC: Daily goals/progress thread

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Started by mlogan 20 posts View original ↗
  1. Since so many of us are finding motivation in posting our daily goals and updates of those goals in the status updates, I thought it might be nice to have a single place to post over the next few weeks.

    My goals for today are to continue to work on the puzzle I am creating. Progress with it is good and I hope to finish or nearly finish today.

    If I can finish the puzzle, I may start working on some menu set up. Or you know, the actual content of the game, lol.

    Go ahead and post your goals and let us know how you are progressing!

    EDIT: I just wanted to add here that I created this thread specifically for the IGMC. Since it seems so many like the idea I may create a similar thread for general work once the contest is over, but I would love to keep this one for IGMC work. Thanks.
    • I am working on the overworld music at the moment, which is a variation of the main theme I've done. So I really just need a new bass line, a new drum loop, and sprinkle some rhythms in there. Make it jazzy, because that's what I've been feeling. (40%) Edit: Complete!

    I have an outline for the sequence of events done so now I'm filling with dialogue. (20%)
    We have identified the maps we need and started working on them. (10%)
    We just made an idea for a rather simple but hopefully enjoyable battle system (5%).
  2. My goals for today were:

    • Event the NPCs in the first town (Got that done :D )
    • Find a nice font for the title screen (Also done)
    • Map the next town
    I didn't do the last one, but instead wrote cutscenes, and started eventing a puzzle. :)
  3. I find this post inspiring, as I own Ace and have been collecting resources since December, other than that I've only been a lurker in this forum ;)

    Thus inspired, I will for today:

    - go through this tutorial I been keeping open on my browser for three months

    - refresh my memory of the basics

    - learn how to put various tiles on one sheet so I can easily see all my choices instead of being scattered around across a gabillion sheets

    I know, nowhere near as productive as everyone else's but it's a start? ;D Thanks mlogan!
  4. Today I learned how to use lighting and particle engines! Now I'm just practicing making overlays and making sure the first two maps look pleasing to the eye.
  5. Well, today I'm spending some time writing up the scripts for some cut-scenes and if I have time I'll be mapping out the second explorable area and starting on the second round of puzzles :)
  6. Mapping... Have to get that out of the way ASAP so I can focus on other parts of the game :|

    Even if I finish ahead of the deadline, that will be good because then I can polish and bug test.
  7. I fully realize there is no way I'll get all of these done today, but I'll get as far as I can and put the rest up for later.

    Goals:

    • Come up with and write out the spell incantations for display in the Bibliotheca Arcanum's pages.(Pictures shown when using the book as an item. No effect as an item, just displays them as though actually paging through the book. Left and right arrows to flip forward or back in the book.)PROGRESS: 6 done. Undetermined number still to go.

    • MAKE the page illustrations(2 versions for each incantation, one in runes and one translated).PROGRESS: 12 done: 6 runes, 6 translated. Undetermined number still to go.

    • Make the "Legend"(Code legend, not story legend. Needed to translate anything in runes.)PROGRESS: COMPLETED

    • Come up with and write out the Alchemy Recipes and Mechanic's Blueprints for the crafting system.PROGRESS: 1 done.

    • Make the page illustrations for those recipes and blueprints(Used in-game both as a reference for the player, and as a Key Item needed to learn the recipes/blueprints.)PROGRESS: 2 done: 1 runes, 1 translated.

    • Map out the town, convention center, and school, including the insides of accessible buildings.(Where the first "Chapter" of the game take's place.)PROGRESS: The MC's house, 2 floors, is done.

    • Experiment with scripts. (Find out what ones work together and what ones I need to find alternates for.)PROGRESS: 1 version of all I need have been found.(I think)

    • Make character graphics with the "Character Generator" and/or "Game Character Hub", both sprites and faces.(Making the rest of the potential teammates and storyline enemies)PROGRESS: 8 done: 1 young MC, 1 young MC in costume(cosplay contest that starts off the conflict), 1 adult MC, 2 adult potential teammates, 3 storyline enemies.

    • Finish database work(Making the rest of the potential teammates, configuring classes, making skills, making weapons, and making items(primarily the crafting ingredients))PROGRESS: Barely started.
  8. Main goal not just for today but in general is to find a new sprite artist.  Can't find a reliable one capable of doing what we want anywhere.

    Also in the process of going from a style like the left to a style like the right

    BpTmiOTCcAARw_e.png
  9. I've gotten a lot of work done on my trade system, and the hero personality part of it is coming along too. Here's a wip video showing off the concept:




    It's not doing much right now, but in the background I've got individual hero inventories in place, and some really nice methods for accessing all of that. For example, using hashes as parameters with optional parameters, everything becomes very expressive:

    $game_hero_inventories.give_item_to:)warrior, type: :armor, id: 0)puts $game_hero_inventories.items(hero: :warrior).count # => 1$game_hero_inventories.give_item_to:)witch, type: :items, id: 1)puts $game_hero_inventories.items(hero: :witch).count # => 1puts $game_hero_inventories.items.count # => 2puts $game_hero_inventories.items(type: :armor).count # => 1I really like Ruby :) I'll keep working on the trade routine and "AI" all through the evening and early night, I believe. Having a lot of fun~
  10. Edited the title for you, mlogan. :)

    You can try clicking "Use Full Editor" button at the bottom of the edit tab to see if it will let you modify the title.
  11. Aha! I was surprised there didn't seem to be a way. Thanks Lunarea!
  12. Ah this  will be used for the game making contest. Almost thought it was for general use, I am not joining the contest.
  13. Galenmereth said:
    I've gotten a lot of work done on my trade system, and the hero personality part of it is coming along too. Here's a wip video showing off the concept:




    It's not doing much right now, but in the background I've got individual hero inventories in place, and some really nice methods for accessing all of that. For example, using hashes as parameters with optional parameters, everything becomes very expressive:

    $game_hero_inventories.give_item_to:)warrior, type: :armor, id: 0)puts $game_hero_inventories.items(hero: :warrior).count # => 1$game_hero_inventories.give_item_to:)witch, type: :items, id: 1)puts $game_hero_inventories.items(hero: :witch).count # => 1puts $game_hero_inventories.items.count # => 2puts $game_hero_inventories.items(type: :armor).count # => 1I really like Ruby :) I'll keep working on the trade routine and "AI" all through the evening and early night, I believe. Having a lot of fun~
    Reminds me of a game called Swords and Potions where you ran a shop that sold items to heroes :D liked that game
  14. My goals for the week of June 8th-June 14th (Two weeks from the deadline):

    • Finish gathering music for towns and characters.
    • Tweak gameplay to fit stroyline.
    • Mapping, mapping, mapping...
    • Make antagonist's flashbacks more feely and emotional.
    • Progress storyline without too many cutscenes butting into the gameplay.
  15. So happy! I met and exceeded my goals for the day already. The dynamic system for selling items to heroes is in place! The following video shows it off, and everything is 100% non-statically evented.



    • Heroes will only want items they can use
    • They will not pay more than they can afford (obviously)
    • If you ask for more than they have, they'll ask for a better price; you can accept or decline
    • You can decline to sell an item to a hero; if another hero can use this item, and hasn't used up their "purchasing turns" (2 for each right now, also dynamic) they might ask for it instead.
    • Heroes won't ask again for an item you declined to sell (that would be boring)
    • Each hero has a personal inventory of items, but the party of heroes shares their gold (hilarity ensues if the warrior gets them broke, too)All of this is saved when you save the game, of course.
    My next goals are to implement the reverse; heroes selling you their loot, where you set the price, and they will barter. In addition, there are a few features I will implement (the systems are in place for it, but the content is not):

    • Personality quirks in pricing - The Witch is cunning, and will try to fleece you when selling her loots; she will also very often ask for a lower price even if the party has the gold for a purchase she wants. The Warrior will remain oblivious.
    • Randomized dialogues - At least 2-3 for each dialogue event for each hero, so that things feel less stale even after extended play.
    This is a lot of fun, and I'm on good track because I didn't expect to have all of this done so quickly. *celebrates by eating a banana*
  16. I like where you're going. So you can buy/sell...can you craft or no?
  17. In addition to buying and selling, you will do quite a few things:

    • Seek knowledge about the quest the heroes are on, and what items might help them
    • Scout the area they are going to be visiting next before opening shop, so that you can sell them the right items to help them in that area
    • Buy ingredients from different parts of the world to trade for special items to improve their odds
    • Stock up on the right weapons and items for the boss they are facing next
    It's sort of an indirect hero management game, where you influence them by procuring items for them; when they succeed, and sell you rare loot, you can then sell this rare loot for a possible profit, or trade it with craftsmen for improved items. You have to balance your own wallet and the heroes' wallet, because both of your fate's are intertwined. They need to succeed for you to succeed, but if either of you go broke, it will be hard to get back on your feet (or game over; not sure yet)   :)
  18. I'm a buisnessy guy so I really like this concept
  19. Today my goal is to finish the first "area" of my game, the child's ward of the asylum. This is an area that the player explores alone, before any NPCs join up with them. There's a couple of random enemies to make, a boss, and some puzzles. Luckily, the database and mechanical elements of the game are already completed.

    It's only a short area made up of a handful of rooms, but because my entry is a survivial horror RPG, it may end up taking most of the day as I have to make sure it's scary to move through and that the items and save points are carefully distributed and balanced. I want the game to be tense and challenging, but it should also be easily beatable.