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The end of the beginning.

"Enter Stranger!"

Do you miss the old games? Old school RPGs where winning was about tactics and thought rather than how often and how quickly you can click the mouse? Are most of your favorite games ones which you never finished? Are you sick of grinding? Do you remember when a Sword +1 was something to get excited about? Are you the sort of person who enjoys finding 100/100 secrets? Would you like to play a game which is generated specially for you every time you play? Do you agree that permadeath gives a game real consequences and makes you really feel for your characters?

Well, hopefully this project will interest you.

My inspirations are the old games that I used to play as a kid, I've tried newer games such as Diablo 3 and it seems more like streetfighter than an RPG.

Do you remember these:
Pool of Radiance.
Warriors of the Eternal Sun.
Eye of the Beholder.

These were all great games and I'll be trying to resurrect some of the charm and mystery which filled the early years of RPGs.

This is a project that I've been preparing for a long time, so far I've been making content and testing code but now it gets to the point where I have to commit to actually making something. So hopefully in the next few weeks or months you'll be able to step once more in to the dungeons of your youth as you explore my as yet un-named old school RPG.

A little about myself:
I'm an English teacher living in South Korea, I'm married and have a 2 year old son, which makes it rather difficult to devote much time to my projects, but whenever I can I try to sit down and write some code or make some content and keep on building my dream.


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Vinland 1936

What have I been up to this month?

Well you can see it in a couple of development blog videos, here, here and here.

Vinland 1936 is a game I've been working on (on and off) for about 3 years. It is somewhat based on the old Nirval interactive game, Blitzkrieg;

I hope you've played it since it is one of the best games ever!!! (IMHO)
Blitzkrieg was a real time tactics game. You didn't build a base, or spawn units. It wasn't about rushing the enemy. You got a small number of troops and vehicles that could be replenished or repaired if you had access to a supply base and the right supply trucks, but couldn't be replaced if lost. Once your vehicles were destroyed and your infantry killed you were finished. You couldn't just churn out some more from your factory and have another go at rushing the enemy guns. This made you invest a lot in each of your units. They really mattered.

It was also procedurally generated. Each mission (except for the historical missions) was…

Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.

Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.

Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.