Skip to main content

2017 TOTDD Video Diary 2

For anyone who's interested in the newest version of the game you can see the current video diary here:


I'm very happy with the atmosphere of the game so far. I feel like it's something I can work with.

I've got a lot of ideas for the game, but for now I'm just going to keep slogging away trying to get a working gameplay demo.

The schedule so far is:

1. Item generation.
2. Basic player stats.
3. Inventory management.
4. Moving items between the screen and the inventory.
5. Using items to attack and trigger events.

I'm going to be working a lot with messages this time around. That should clear up many of the hurdles I was facing in past versions of t he game.

One problem I had before is that I had to complete both player mechanics, and enemy mechanics simultaneously. A player attacked a monster causing damage directly, the monster had to process that damage and so on.

With messages, I can just send a message and forget about it. It doesn't matter that the monster isn't processing it. I can work on player mechanics in isolation before bringing in working enemies.

Same with items, everything can be built as an empty framework of send and receive messages, then the message processing routines can be filled in.

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.