Saturday, October 20, 2012

NaNoWriMo is coming up - I'll make a game

  I'll put Flippin' Hell on side for now, because I want to do something special for November.

Doing all the pre-planning now.  I got a pretty good idea what I want, but I won't start until November 1.

During November I will post more frequent updates for this unique project and at the end of the month I will try to release it [unfinished] if there's no serious complications.

The premise is a Box2D game involving cannons.   Won't say more, but it's definitely not an Angry Birds clone.

Projects

Pre-planning for November Game.  Flippin' Hell having mild difficulties due to engine change.

Gaming

Non-stop Borderlands 2.  I was looking forward to Torchlight 2, but Borderlands 2 is eating all my time.  Pre-ordered a Wii U deluxe despite not getting any games I want until next March.

Other

I feel discouraged.  People I've known for ages have been ignoring me lately.   Even simple random things like getting a ride to a store is being problematic.

I like comments, let's me know other people still exist.

Depressed Hello, Lok

Saturday, September 15, 2012

Evolution - Breaks Down Barriers: Guess Who's On Cleanup

  My current main project has turned from a quick platformer to a turn based strategy game to a platformer to an RPG to an adventure to a platformer to a simulation game and now back to an RPG.

  Not sure how, but that's being directionless for you.

I settled on an art style, even if it's suboptimal I'm forcing myself to stick to it for unity purposes.  I NEED to work on actual work like spriting and tiling and not chump-work like scanning doodles.

Music is a no-go, unless I learn how it's all done... SCHOOL!!!!

Workin' on it, Lok

Monday, September 3, 2012

Doing Artwork - Mostly Doing Games

  Short "I'm still alive" update.

Mostly refining the artwork and shopping around for a sound crew. 

And by mostly, I mean not very hard - 'cuz STEEEEEEEEEAAAAAAAAAAAAM!!!!

Anyways, I'm still trying at the very least...

Sunday, July 29, 2012

Flippin' Hell - Hiatus Almost Over!

  Brand new game idea.  Has me really excited.

  It combines all the little elements from other games I like that are otherwise not-so-good games and combines them into a coherent narrative.  I do make enough legally distinct changes of course, I plan on using my own sound and graphics so there shouldn't be a problem.

  The basic idea is "/story" you end up selling real estate in the underworld.  You clear out dungeons, fix them up and sell them.  It combined the interior decorating of Animal Crossing with the speedy violence of Ys with the massive collectionism of... well, nothing specific.  Just LOTS of items.

  I'd really like the graphics to be in 3D, but if I can't even draw things in 2D how am I supposed to in 3D?  Since there's no physics involved I don't even need to do complicated 3D junk, I can actually code completely with a 2D mindset and just have it "display" as 3D (like early Playstation titles)

  Anyways, I'm not sure what counts as copyright these days... but the PROTOTYPE title of the game is "Flippin' Hell".  It's a play on words of flipping houses in the underworld theme and a common phrase. 


...

  So far I have a well fleshed out synthesis and drop system.  In the final version I plan for there to be 7 main levels and one secret level (Based on the 7 layers of Dante's hell... how original).  But the game isn't EXACTLY "level" based.  Think of the levels like terrains.

  In addition to selling the houses to the minions of hell, you also have to manage the neighbourhoods.  The race wars between the Elves and Dwarves would make them bad neighbours.  Slimes get along with everyone, but because Slimes are go-to-morons they take all the jobs, threatening higher employment.  If people are unhappy they sell their house and you have to fix it up again...

... ... Unless that was your intention all along MWAHAHA!  Profiting off the misery of others, the true moral code of the real estate agent.  

  You might not care about neighbourhood statistics or employment and might ONLY care about the money, fair enough.  When you sell a house you must navigate your dialogue options to give the right impressions to the potential buyer... you'll get bonus weight for the first impression, windows grant bonuses/penalties based on the view.  If you can manage to display all the goodies without letting the threats get exposed you have a sale.

  There is no full disclosure in hell, but if your house as a basement that's on FIRE and they catch you before you disclose that's a massive penality... or bonus if the mob you're selling to likes your style~!

  So, accrue furniture, clear a dungeon, fix up the dungeon rooms into housing, decorate the houses, sell the houses, maintain the dungeon neighbourhood and repeat until bored.

That's the idea.

Thursday, July 5, 2012

Steam Summer Sale

  It's not up yet.

  Where is it?

  ...

  Anyways, whenever the Steam Summer Sale finally occurs, ends, and I get out of my burnout of playing too many games, I should be sick and tired of Diablo 3 (pretty close already, good thing I got it free) by the time Torchlight 2 and Borderlands 2 come out.

  After that, it's back to game development.

  I even have a brand new project.  An RPG this time.  Notable since all my previous games have been arcade style or platformers.  I'm told I might be better at designing an RPG since I need more static art than animations and I'm a mathematical genius (apparently).  Moreover RPG music requires a different flare than music for other genres.

  The idea is I want a game that has the collectible home decorating of Animal Crossing with the life in a dungeon reality of Dwarf Fortress. 

  I think you can home decorate in Elona, but I don't remember.  Plus I wanted to talk about ecosystems and the "life" of a dungeon.  Where do baby slimes come from?  What's the weather like?  How do spiders interact with skeletons?  I think I'll have interaction tables between every object class, so everything will be able to interact with everything.

  Crafting:  I want the player to be able to craft anything out of anything.  No recipe for "Long Bow", just attach anything string-like to anything wood-like (or suitable tags) and tell the game what you want it to be.  An iron chain might be terrible for a bow made of almond flour, but at least you can.

  Well, that's it for this short update...  Lok

Saturday, May 26, 2012

And By Hiatus I Mean Hiatus

  It's just a break. 

  I've done more paper writing in this time than I did in the last few months.  Thanks to playing an MMO (since by playing only one game I can refocus my thoughts more easily than hopping between a dozen games).

  I just won't be continuing regularly scheduled updates...  ignore fact that today is coincidentally Saturday and would have been a regularly scheduled update.

  I should be back during the New Years, depending on how good Torchlight 2 and Borderlands 2 are.

  Did A LOT of writing.  I always planned on a 5 part structure, but now I have characters and more concept artwork.  Still have no idea how I'm gonna sprite this though.  Maybe I should forego my intended 2:1 Nintendo style tall sprite and go for a more Flash style variable sprite.  Not quite sure.

  The antagonist of this story is Ludodeus, the God of Gaming. (hurr hurr hurr).  I picked it because a quick Google search showed the name does not exist in reality yet.  The idea is the dying protagonist would be given the choice of continuing his life (in the gaming "continues" sense) and get video game like powers in order to complete his objective... only to be not satisfied with the deal at all - with constant deconstructions and regret.

  And since I don't care about spoiling my own games (and no one is reading this anyways), the intention is that if you can manage to beat the game without dying (IE: Never encountering Ludodeus), which will be very very hard since you have no gaming related powers like high jump (or gaming related problems like flaming bat-tards)... with the reward being a very mundane, real life kind of ending.

  To fit in with the 5 chapter set up I'd have a split paths approach.  I always intended to have split paths, but had to drop it when it didn't work logically - now it does again.  The three paths would be, of course, the Constructive Cycle, The Destructive Cycle, and the Mundane path.  As levels change thematically between Fire, Water, Wood, Earth and Metal (according to what's being queued up at the time), with the Mundane path being reserved for the "human" ending.  The Constructive cycle will be for all intents and purposes the normal canon ending with the Destructive cycle being a New Game+ (or hard mode) bonus, with the Mundane path being an alternative interpretation of the scene progression.

Projects

  A copyright whore bugged me about the whole "Zelda 2 clone" thing earlier.  I assure you I only mean in a thematic/design way, not a story/graphics/sound/items/logistics kinda way.

  After some minor play testing with two way attack controls (Like Double Dragon) I decided to remove them.  It just doesn't fit in this project.  I saved the code of course so I can add it later or to another project easily.

Gaming

  TERA online.  I prefer the joke name for it... "True. Action. Combat. Online.", or TACO.

Finished E.Y.E. Divine Cybermancy as far as I can tell, and am excited to play Nuclear Dawn again.

Time sink of the month goes to A Valley Without Wind, which my obsessive nature prevents me from quitting...  Plus I like Arcen Games' music.  I even caught myself playing an arrangement of this and AI War's music on my guitar when I was just playing around.


Other

  I have started to lose weight again, but the health problems are piling up.  I'm getting joint and muscle pain quite frequently and my tongue is white, hard and spotted...  I think I has the tongue cancer, but the Doctor just says "Run"

C:\Dos\Run.bat, Lok

Wednesday, May 9, 2012

Too Many Games Coming Out All At Once

Therefor, this blog is on hiatus. 

Still gonna continue working, of course.


Hate BlogSpot's new format, Lok