Notes to Self
(and other interested parties.)
A development log, chronicling adventures in game design.
May 21, 2014
I've started working on the overworld map. If you're anything like me, you'd find it … entrancing, to say the least.
I'm very pleased with the outcome. It has things like the sparsely populated forests at the top right to those oddly geometric vertical...Read more…
May 17, 2014
i've been working on a (pen and paper) RPG system and currently using it for a zombie themed rogue-like called Survivor's Fieldbook, heavily influenced by MUD and Dwarf Fortress.
May 11, 2014
I've made a few adjustments and set combat rounds to last roughly 1 second. Previously, there was about 1.5 seconds per combat PHASE, which was just really slow.
I've also made some tweaks to pathfinding, tweaked the different guns ranges and fixed...Read more…
May 10, 2014
So my oldest daughter and I spent some time this morning and did some bug hunting… and FINALLY figured out why rotating would crash the renderer. It turns out either how I or the renderer is handling flipped sprites. Until I can figure out how to fix...Read more…
May 4, 2014
Here's a sample combat log (be sure to read the notes at the end):
May 3, 2014
I've added some basic path finding. It's kind of interesting to watch the zombies bounce around between targets. Currently there's no range penalties (effectively meaning there's no reason to move) but soooon.
Now that I have a graph for these entities...Read more…
May 1, 2014
Attacks in combat cause damage again, and now they're using the skill chain system. Currently, the first tier of an attack causes 0.5x damage, second tier causes 1x and third tier causes 1.5x damage.
I've also started a working on the game grid. I...Read more…
April 20, 2014
Or a Series of Successes
I've started modeling skills and a thing I'm calling "skill chains". Basically, they're a series of skills each only attempted if the previous skill in the chain was successful.
As a quick example, a zombie's attack is currently...Read more…
April 15, 2014
I think if I wrote down what I was thinking and chronicle the development of these little games and their real world analogs, it might help me organize my thoughts a bit better. And with that, I introduce my little dev log.