B: Everyone Hates the Blood God
Latest HTML 5 Build
Controls:
Mouse - Everything!
"R" - New game, new room.
--------------------------------------------
The name is courtesy of the random game name generator.
So, I had a rather bad day so instead of working on my work stuff (which I will get to this weekend rather) I took some time to think about the things I wanted/needed to do/get finished. So, in the spirit of "I could actually focus on this and fit something within my current plans" I figured I would do some work for the competition.
So a lot of people know of (and have been bugging me) about my game False Eden (which kind of hit the backburner for University and doing dev for this site when that came around). This wont be False Eden, but I will be focussing on the combat system that I envisioned for False Eden (tired of typing that so "FE" will be used from now on :P ) and I will work on making it as cool and simple to use as I possibly can.
So for the people that have heard/seen the original thoughts I had, here is the new revised version:
- Combat would be out of world
- Everything will still be a hex grid
- Combat will still be turn based (however the final FE will have free moving within the world)
- Things like obstacles will be taken into account when targetting (which will take a bit of work to make feel right)
- The system should hopefully not be restrictive in a sense that you can have several equipment sets that you can swap between in combat (and you can do magic, etc)
This competition/challenge entry will be my attempt at building a REALLY AWESOME combat system that can translate directly into what I use for FE when I eventually get there.
Tools:
Game Maker Studio (HTML 5)
Also, I will be working quite slowly on this as I am taking the time to do things properly so I can easily add weapons and skills and the likes thereof after the initial systems are in place (Which would make the "battle" mechanic much more polished and "finished" in general). So yeah, Im going for a system of mechanics that need to work together rather than just a mechanic and just polishing it (as I fee; the whole system will be needed for the mechanics to feel right),
Done:
- Base project and web location to get the ball rolling.
Old Done:
To do:
- COMBAT!
- Screenshots (will come with combat)
Controls:
Mouse - Everything!
"R" - New game, new room.
--------------------------------------------
The name is courtesy of the random game name generator.
So, I had a rather bad day so instead of working on my work stuff (which I will get to this weekend rather) I took some time to think about the things I wanted/needed to do/get finished. So, in the spirit of "I could actually focus on this and fit something within my current plans" I figured I would do some work for the competition.
So a lot of people know of (and have been bugging me) about my game False Eden (which kind of hit the backburner for University and doing dev for this site when that came around). This wont be False Eden, but I will be focussing on the combat system that I envisioned for False Eden (tired of typing that so "FE" will be used from now on :P ) and I will work on making it as cool and simple to use as I possibly can.
So for the people that have heard/seen the original thoughts I had, here is the new revised version:
- Combat would be out of world
- Everything will still be a hex grid
- Combat will still be turn based (however the final FE will have free moving within the world)
- Things like obstacles will be taken into account when targetting (which will take a bit of work to make feel right)
- The system should hopefully not be restrictive in a sense that you can have several equipment sets that you can swap between in combat (and you can do magic, etc)
This competition/challenge entry will be my attempt at building a REALLY AWESOME combat system that can translate directly into what I use for FE when I eventually get there.
Tools:
Game Maker Studio (HTML 5)
Also, I will be working quite slowly on this as I am taking the time to do things properly so I can easily add weapons and skills and the likes thereof after the initial systems are in place (Which would make the "battle" mechanic much more polished and "finished" in general). So yeah, Im going for a system of mechanics that need to work together rather than just a mechanic and just polishing it (as I fee; the whole system will be needed for the mechanics to feel right),
Done:
- Base project and web location to get the ball rolling.
Old Done:
To do:
- COMBAT!
- Screenshots (will come with combat)
Comments
And remember to employ y-sorting of depth so that higher instances will stay behind lower instances :) Cool :)
I have the studio licence that just does windows and mac.
Checked the internets between stupid downloads and it turns out there was a change to their downloading system, which meant that the only way to get the thing to work right was to run the original installer exe for the whole package, which would then download the (now oft downloaded) patch again and apply it properly. That seemed to work, but the whole process took so much of my time that I didn't really get beyond a very simple prototype last night :(
And @dislekcia was this a change only from the very latest version? Cos I've been updating lately (after 1.1.522) and has been able to - as long as I don't use the auto updates. What I've learned to do was to drag the link (the big green heading) to a download manager (I use flashget) and the download would work - otherwise my downloads would almost always cut out without me knowing it, and it would look like it finished updating, but it wouldn't actually.
I should put up an updated version, but only after Physics tomorrow.