Skip to main content

Concept: Footprints.

Today I did some work to try to improve the single texture graphics mode. It's already looking much better, The character shadows follow the nearest light source which makes them look very real.

I did some other experiments which didn't work out, and I also did some work on footprints.

I've done footprints before with a different game and there are two approaches, one is just a basic approximation, adding footprints space the player moves and orienting them towards the last square they came from. The other way needs me to get data from the player's skeleton and can place footprints very realistically but it does make things much more complex and over complexity is something I want to avoid if I can.



I tried it out, walking around the map for about 15 minutes, leaving a trail of little black footprints all over the place. It didn't slow down the game at all. It's a nice effect, though I may make them a little bit more transparent, It shows you quite quickly where you've been, and also where monsters have been. If you wandered in to a new area of the map and found lots of footprints on the ground you could expect that a group of wandering monsters is nearby. If you see some footprints avoiding some tiles for no reason, you might have discovered a trap!

They would be very useful indeed if you've chosen to play without an in game map. Kind of a trail of breadcrumbs. The only problem I can see is that they would rather build up over time, and if you did a lot of backtracking the whole map would soon be full. Also if you leave a level and then come back, all the footprints will have to be saved and loaded again, which seems a bit much.

Comments

Popular posts from this blog

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.